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Roguish Archetype
*Totally an adaptation from Team Fortress 2, and usable in campaigns without proper magitech. Big thanks to NerfYinYang for helping us with this one!*

Magitech Spy

Magitech spies are masters of disguise who use misdirection an array of cunning gadgets to catch their enemies off-guard. Even more so than other rogues, spies tend to be knife enthusiasts, and can lay low most enemies with a swift stab to the back.

Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and forgery kit.

Backstab
At 3rd level, you are a master of the dagger. When you melee attack a humanoid that can’t see you using a dagger, you can make a backstab. This Sneak Attack deals d10 damage dice, instead of d6.

Cloak
At 9th level, as a bonus action, you can activate a magitech cloaking device. While cloaked, you are both invisible and incapacitated. You become uncloaked after a number of rounds equal to your Intelligence modifier, or when you use your action to become uncloaked. You can take this action even though you are incapacitated by this ability. However, uncloaking also emits a loud whooshing sound, alerting creatures within 20 feet of you to your presence. After being cloaked, you can’t do so again for 1 minute.

Sapper
By 13th level, you can deploy a magitech device known as a sapper to any machine or object within your reach as an action, affecting it for a number of rounds equal to your Intelligence modifier. If the sapper is deployed on a machine, the machine ceases to function for the duration. If the sapper is deployed on a construct, the construct must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) at the beginning of each of its turns for the duration. On a failed save, the construct is stunned until the beginning of its next turn, even if it is immune to this condition. After using this ability, you must take a short or long rest before using it again.

Swift Disguise
Starting at 17th level, you can don a disguise far faster than else, even in the midst of combat, if need be. While holding a disguise kit, you can assume the appearance of any humanoid your size you have seen or change your current disguise as a bonus action. All traces of this disguise vanish when you make an attack. Additionally, you have advantage on Charisma (Deception) checks to blend in as another creature’s ally, provided that this ally is not within the creature’s sight.

Changelog: 4/29/16: Sapper: Typo fixed

 

 

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