Specialty: Saboteur

### Artificer Specialist: Saboteur

As enemies approach in thick and deadly droves, it’s strategically advantageous to soften the enemy force before they crash upon your crew of adventurers. One of the best ways to achieve this goal is to send in your rangers and saboteurs to rig the field in your favor. The Saboteur specializes in rendering entire swaths of the battlefield impassable, and introducing subtle dangers into main points of egress.

### Deadly Dungeon Devils

A bloodied, exhausted rogue crouches in a frozen dungeon, tracing the path of a near-invisible tripwire to its source, grumbling. *Who put all these traps here in the first place? And why?* More often than not, there was some mechanically-minded ne'er do well under contract or indenture, rigging a dungeon up for their employer or captor. These hands-on agents, known as Saboteurs, are responsible for the deaths of many greedy thieves, and specialize in the undetected and deadly. Yet, not all with this skill set work towards nefarious ends. Consider the lass encircling the wagon train in tripwires, strategically placing caltrops and grease slicks to further bedevil any would-be bandits. Or the royal advisor, placing concealed weapons and triggerable traps throughout the throneroom to protect their charge. As with any skill set, it’s about the intent.

### The Ride

The loose fraternity that exists between those of the calling frequently speak of The Ride, a term that refers to the constantly mobile lifestyle of a Saboteur. It is a demanding lifestyle, running contract to contract. Guarding wagon trains, contracting for kings, resetting sprung dungeons–it keeps an honest artist busy, and a dishonest one even busier. When asked where they picked up their niche and deadly skills, they usually just flash an enigmatic smile and shrug, saying they “picked it up on The Ride”.

### Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with the Poisoner’s Kit. If you already have proficiency with this kit, you gain proficiency with one other type of artisan’s tool of your choice. In addition, you have proficiency with nets, blowguns,  heavy crossbows, Bolas, and Harpoons.

### Saboteur Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Saboteur Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Saboteur Spells
 5th
 9th
 13th
 17th

### Mechanical Tinkering

Your “Magical Tinkering” feature can now be applied to augment standard trap and ambush items. The maximum number of enhanced ambush items count towards your magical tinkering item maximum (equal to your Intelligence modifier). You may tinker to create the following items:

### Compulsive Tinkerer

You have poured your time and brilliance into improving your tools. Starting at 5th level, you may choose two of the following weapon modifications to add to your repertoire. Modifying an existing weapon can be done over a short rest. You may choose an additional specialization at 9th level, and the final at 15th level.

Weapon Tinkering
 Doped Darts
 Clever Coils
 Needle the Thread

### Spellscribe Sygaldry

Starting at 9th level, you may inscribe sigils on the flesh of your allies to store spells for later use. This spellscription requires one hour of time, and a spell slot corresponding to the spell inscribed on the target. You may create a number of spellscribed sigils up to your intelligence modifier. You regain all uses after taking a long rest, and sigils fabricated on the previous day evaporate from the affected creatures’ flesh.

For the target to use the spell inscribed upon it, it must follow the rules of the spell, but may use the Saboteur’s spell casting stats to make the required rolls (if any). After using the inscribed sigil, it evaporates from the target’s flesh.

### The Perfect Setup

At 15th level, you are the uncontested genius of trapping and rigging. There is no longer a size specification for any of your traps, and your allies automatically succeed their saves against traps you have laid. That said, Gargantuan-sized creatures roll against these traps is with advantage.

### Orinoake’s Rambling Lair (Optional)

Rather than taking the standard Level 20 upgrade for the Artificer, you may instead take this perk. Whether by an ever-present magical aura or a horde of clever little clockwork drones, you gain the following:

* You have expertise on Initiative rolls (double proficiency)
* On your first turn in battle, you may deploy four of your enhanced traps within 60ft of your,  and three mundane traps anywhere on the field.
* Enemies who fail their saves against your enhanced traps are considered frightened of you, and may choose to attempt to save against this effect as an action during next turn (vs. your spell save DC).