At 3rd level, an artificer gains the Artificer Specialist feature. The following options are available to an artificer, in addition to those offered in Eberron: Rising from the Last War:

Psychedelic

The Last War saw many breakthroughs in experimental warfare, but none were as secretive and as subtle as the Psychedelics. Invented when an alliance was formed between the dragonmarked houses Jorasco and Vadalis, the Psychedelic could manipulate a creatures mind using hormones, narcotics and other baneful elixirs to make a target compliant. Whether it was to gather information, convince a target of a truth or to assassinate a suspect, the psychedelics moved silently and deadly.

Psychedelic Features Artificer Level Feature 3rd Tool Proficiency, Psychedelic Spells, Invade Mind 5th Vertigo 9th Advanced Sway 15th Dazing Vertigo

Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency the with poisoner's kit. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. In addition, you can use a poisoner's kit as a spellcasting focus for your Artificer spells

Psychedelic Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Psychedelic Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. Psychedelic Spells Artificer Level Spell 3rd charm person, Tasha's hideous laughter 5th phantasmal force, suggestion 9th bestow curse, slow 13th compulsion, confusion 17th dominate person, contagion

Invade Mind Beginning at 3rd level, your ability to alter a creatures mind allows you to control compliant creatures. As an action while your holding a poisoner's kit, you may use an action and target one creature within 30 feet of you who is charmed by either one of your Artificer spells or by a magic item you are attuned to. You can cause one of the following effects to occur: The target gets advantage or disadvantage on their next saving throw, ability check or attack roll. Your choice on whether it is made with advantage or disadvantage.

You can speak telepathically with the creature while it is within 30 feet of you for the next minute or until it is no longer charmed. When you activate this ability, you learn the targets surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about), and can do so again as an action while this ability is active.

You can see through the creatures eyes and hear what it hears for the next minute or until you end this ability as a bonus action on your turn. While this is active, you are blind and deafened. Once you use this ability on a creature charmed by you, you cannot do so again with the same charmed effect active. You can expend a spell slot of 1st-level or higher to use it again on the same creature while the same charm effect is active.

Vertigo At 5th level, you can tap into a mind you have subdued at the moment of clarity and wrack them with pain. As a reaction when a creature who is charmed by you within 30 feet has their charm end, you can use your reaction to deal 1d8 psychic damage to the target. You can choose to instead use this feature as a bonus action while the creature is charmed by you, ending the effect.

Advanced Sway Starting at 9th level, you have perfected hormones that can pierce through even the strongest minds. A creature who is normally immune to the charmed condition is not immune to the charm effects of your Artificer spells or magic items your attuned to. In addition, when a creature is charmed by one of your Artificer spells, you may use an action and expend a spell slot equal to the level of the spell to reset the duration of the spell as if you had just cast it.