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Tool Proficiency

Skintwister When you adopt this specialization at 3rd level, you gain
The greatest secrets yet hidden lie within mortal flesh. proficiency with leatherworker's tools. If you already have
Through magic and artifice, skintwisters can reshape bodies this proficiency, you gain proficiency with one other type of
like a smith shapes steel, striving to overcome the frailty and artisan's tools of your choice.
weakness inherent to the mortal form.
The minds of skintwisters are always fit to burst with new Skintwister Spells
ways to shape, twist, and 'improve' their own bodies and the Starting at 3rd level, you always have certain spells prepared
bodies of others. As a result, they can be prone to strange and after you reach particular levels in this class, as shown in the
often disturbing tendencies. At your option, you can pick from Skintwister Spells table. These spells count as artificer spells
or roll on the Skintwister Quirks table. for you, but they don't count against the number of artificer
spells you prepare.
Skintwister Quirks
Skintwister Spells
d6 Quirk
Artificer Level Spells
So you don't have a 'real doctorate', or a 'basic
///1/// 3rd cure wounds, inflict wounds
respect for life.' That's never stopped you before!
5th alter self, hold person
2 Who says playing god is a bad thing?
9th life transference, vampiric touch
It's not about whether it can be done, it's whether
3
it should be, and the answer is always, always yes. 13th blight, polymorph
4 You agonize over your own appearance. 17th danse macabre, mass cure wounds
Strangers give you all sorts of funny looks when
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you walk around covered in blood. Weird, that. Life transference and danse macabre can be found in
Xanathar's Guide to Everything.
6 You have a childlike glee while operating.
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. See the
end of this document for new infusions for the Skintwister.
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 New Infusions
perfection. Using your leatherworker's tools, you can use The following sections presents additional infusion options
your action and expend a spell slot of 1st level or higher to for the Skintwister Specialization.
unravel an area of your body into grasping tentacles.
You can use this feature once without expending a spell Alpine Shift
slot. You can't do so again until you finish a long rest. Creature
Your tentacles have a reach of 30 feet. They retract into The creature grows hooves or hooked claws. It gains a
your body after 1 hour, if you fall unconscious, or if you use climbing speed equal to its walking speed.
an action to retract them early. As a bonus action, you can
manipulate your tentacles in one of the following ways: Aquatic Shift
Bind. Your tentacles constrict around a creature you can Creature
see within reach. The creature must succeed on a Strength
saving throw against your spell save DC or be grappled by the The creature grows fins and gills. It gains a swimming speed
tentacles. A Large or larger creature has advantage on this equal to its walking speed, and it can breathe underwater.
saving throw. At the end of each of its turns, you can cause a
creature you have grappled to take 1d8 bludgeoning damage. Enhanced Attacks
A creature grappled by the tentacles can use its action to Creature
make another Strength saving throw, escaping the grapple on The creature grows natural weapons, such as claws or fangs.
a success. Your tentacles can grapple a number of creatures The weapons are magical, and grant a +1 bonus to attack and
at a time equal to your Intelligence modifier (minimum of 1). damage rolls made with them. The creature is proficient with
Reel. Your tentacles grasp a creature they have grappled or them, it can add its Strength or Dexterity modifier to their
a surface or object that you can see within reach. If the target attack and damage rolls, and they deal 1d10 bludgeoning,
is a creature or object of a size smaller than you, you can pull piercing, or slashing damage (your choice) on a hit.
it to the nearest unoccupied space within 5 feet of you. The weapons' bonus to attack and damage rolls increases
Otherwise, you can pull yourself to the nearest unoccupied to +2 when you reach 10th level in this class.
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 Enhanced Vision
size smaller than you, and if the target is a surface or object, Creature
you don't fall until you are incapacitated or until you move. The creature's eyes develop, or it grows new ones. It gains
Vicissitude darkvision out to a range of 60 feet. If the creature already
Beginning at 5th level, when you cast an artificer spell using has darkvision, its range increases by 60 feet.
your leatherworker's tools as the spellcasting focus, you can Enhanced Body
gain a bonus to one roll of the spell that restores hit points or Creature
deals damage to a creature. This bonus is equal to your
Intelligence modifier (minimum of +1). The creature develops thick fur, scales, or hardened skin.
While not wearing armour, it gains a +1 bonus to its AC.
Superior Flesh The bonus increases to +2 when you reach 10th level in
At 9th level, your mastery over your body grows. The damage this class.
rolls of your tentacles' grapple increases by 1d8.
Additionally, while a surface or object that you can see and Skinshift
isn't smaller than you is within your tentacles' reach, you can Prerequisite: 5th-level artificer
move in any direction, including upwards, without falling. You Creature
fall if your tentacles retract and nothing is holding you aloft. The creature's appearance changes. You can change its
The Spirit is Willing
height, weight, sex, facial features, colouration, hair length,
the sound of its voice, and distinguishing characteristics, if
Starting when you reach 15th level, you can imbue yourself any. You can make the creature appear to be of another race,
with any number of infusions, and when you imbue yourself though you can't change its statistics . You can't change the
with an infusion, you can touch a willing creature and imbue creature's size, and its basic shape stays the same.
it with the same infusion, which doesn't count against your If this infusion ends, the modifications rapidly reverse as
number of Infused Items and lasts until your infusion ends. the creature returns to its previous form.
Winged Shift
Prerequisite: 14th-level artificer
Credits Creature
Created By: u/NotTheSmoooze. You can find more
of my work here, and support me here The creature grows wings, and its bones become hollow. It
Created Using: GM Binder gains a flying speed equal to its walking speed.
Artwork By: Robynn Frauhn, Exellero

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