SYSTEM NOTE: DUNGEON MAINTENANCE TECHNICIAN
The System has reviewed your résumé and assigned you to Facilities. There is no pension. There is, however, a mop.
Parent class: Artificer
Feature levels: 3, 5, 9, 15
The System has reviewed your résumé and assigned you to Facilities. There is no pension. There is, however, a mop.
You retain all features of the Artificer base class. This subclass grants features at Artificer levels 3, 5, 9, and 15.
Features
Level 3 — Technician Spells
These spells are always prepared, count as Artificer spells for you, and do not count against your prepared-spell limit. They require their normal spell slots and components.
| Artificer level | Always-prepared spells |
|---|---|
| 3 | Alarm, Grease |
| 5 | Arcane Lock, Web |
| 9 | Glyph of Warding, Tiny Servant |
| 13 | Fabricate, Stone Shape |
| 17 | Passwall, Wall of Stone |
You can describe these effects as work orders, caution tape, and facilities equipment. Their spell mechanics remain unchanged.
Level 3 — Service Access
Gain proficiency with Mason’s Tools. If you already have it, choose another Artisan’s Tool proficiency. Your Proficiency Bonus is doubled for any ability check you make using Thieves’ Tools or Tinker’s Tools.
Level 3 — Wet Floor
As a Bonus Action, set out a WET FLOOR sign in an unoccupied space within 30 feet and slick a 10-foot square centered on it. For 1 minute, the area is Difficult Terrain. A creature that enters the area for the first time on a turn, or starts its turn there, makes a Dexterity saving throw against your spell save DC. On a failure, it has the Prone condition. The area affects every creature, including you and your allies.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), and you regain all uses when you finish a Long Rest. If you have no uses left, you can expend a spell slot of level 1 or higher to use it again. Only one sign can be active at a time; setting out another ends the first.
Level 5 — Emergency Repairs
As a Bonus Action, touch a creature. It regains Hit Points equal to 2d6 + your Intelligence modifier. A Construct regains twice the rolled amount. You can use this feature a number of times equal to your Intelligence modifier (minimum once), and you regain all uses when you finish a Long Rest.
Level 9 — Facility Override
As a Magic action, choose one nonmagical door, lock, gate, vent, pipe, trap, or similar mechanism you can see within 60 feet. Choose one effect: open or close it, lock or unlock it, jam it shut for 1 hour (forcing it open requires a DC 20 Strength check), or trigger or disable a trap. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all uses when you finish a Long Rest.
Your Wet Floor area also becomes a 20-foot square.
Level 15 — Senior Technician
You gain Resistance to Acid and Poison damage. Emergency Repairs now restores 4d6 + your Intelligence modifier Hit Points. Facility Override can also target a magical door, lock, or trap; any spell of level 5 or lower creating or affecting it ends.
Notes
Facility Override can’t open stairwells, bypass safe-room rules, or control other System-owned features unless the GM allows it. Management reserves the right to change the locks.