The greatest secrets yet hidden lie within mortal flesh.
Through magic and artifice, skintwisters can reshape bodies
like a smith shapes steel, striving to overcome the frailty and
weakness inherent to the mortal form.
The minds of skintwisters are always fit to burst with new
ways to shape, twist, and 'improve' their own bodies and the
bodies of others. As a result, they can be prone to strange and
often disturbing tendencies. At your option, you can pick from
or roll on the Skintwister Quirks table.
| Skintwister Quirks |
d6 |
Quirk |
1 |
So you don't have a 'real doctorate', or a 'basic respect for life.' That's never stopped you before! |
2 |
Who says playing god is a bad thing? |
3 |
It's not about whether it can be done, it's whether it should be, and the answer is always, always yes. |
4 |
You agonize over your own appearance. |
5 |
Strangers give you all sorts of funny looks when you walk around covered in blood. Weird, that. |
6 |
You have a childlike glee while operating. |
Tool Proficiency
When you adopt this specialization at 3rd level, you gain
proficiency with leatherworker's tools. If you already have
this proficiency, you gain proficiency with one other type of
artisan's tools of your choice.
Skintwister Spells
Starting at 3rd level, you always have certain spells prepared
after you reach particular levels in this class, as shown in the
Skintwister Spells table. These spells count as artificer spells
for you, but they don't count against the number of artificer
spells you prepare.
| Skintwister Spells |
Artificer Level |
Spells |
3rd |
cure wounds, inflict wounds |
5th |
alter self, hold person |
9th |
life transference, vampiric touch |
13th |
blight, polymorph |
17th |
danse macabre, mass cure wounds |
The Flesh is Weak
At 3rd level, you gain a new way to use your infusions. When you infuse an item at the end of a long rest, you can imbue yourself or a willing creature you touch with an infusion, as if you were imbuing an item. Only certain infusions can affect creatures, as specified in the infusion's description.
You can't infuse more creatures or objects than the number in the Infused Items column of the artificer table. Each of your infusions can only affect one creature at a time, and no creature can bear more than one of your infusions at once. A lesser restoration spell cast on a infused creature ends the infusion early if the creature is willing.
Living Weapon
At 3rd level, you learn to twist your body one step closer to
perfection. Using your leatherworker's tools, you can use
your action and expend a spell slot of 1st level or higher to
unravel an area of your body into grasping tentacles.
You can use this feature once without expending a spell
slot. You can't do so again until you finish a long rest.
Your tentacles have a reach of 30 feet. They retract into
your body after 1 hour, if you fall unconscious, or if you use
an action to retract them early. As a bonus action, you can
manipulate your tentacles in one of the following ways:
Bind. Your tentacles constrict around a creature you can
see within reach. The creature must succeed on a Strength
saving throw against your spell save DC or be grappled by the
tentacles. A Large or larger creature has advantage on this
saving throw. At the end of each of its turns, you can cause a
creature you have grappled to take 1d8 bludgeoning damage.
A creature grappled by the tentacles can use its action to
make another Strength saving throw, escaping the grapple on
a success. Your tentacles can grapple a number of creatures
at a time equal to your Intelligence modifier (minimum of 1).
Reel. Your tentacles grasp a creature they have grappled or
a surface or object that you can see within reach. If the target
is a creature or object of a size smaller than you, you can pull
it to the nearest unoccupied space within 5 feet of you.
Otherwise, you can pull yourself to the nearest unoccupied
space within 5 feet of the target. A creature grappled by your
tentacles is pulled the same distance closer to you if it is of a
size smaller than you, and if the target is a surface or object,
you don't fall until you are incapacitated or until you move.
Vicissitude
Beginning at 5th level, when you cast an artificer spell using
your leatherworker's tools as the spellcasting focus, you can
gain a bonus to one roll of the spell that restores hit points or
deals damage to a creature. This bonus is equal to your
Intelligence modifier (minimum of +1).
Superior Flesh
At 9th level, your mastery over your body grows. The damage
rolls of your tentacles' grapple increases by 1d8.
Additionally, while a surface or object that you can see and
isn't smaller than you is within your tentacles' reach, you can
move in any direction, including upwards, without falling. You
fall if your tentacles retract and nothing is holding you aloft.
The Spirit is Willing
Starting when you reach 15th level, you can imbue yourself
with any number of infusions, and when you imbue yourself
with an infusion, you can touch a willing creature and imbue
it with the same infusion, which doesn't count against your
number of Infused Items and lasts until your infusion ends.