BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Skintwister

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.

Back to Artificer 


Skintwister Infusions

Darker Arcana