Artificer
Base Class: Artificer

Dark thoughts and dark ideas manifest in even the most brilliant minds among inventors. In changing times such as these,  it is wise to steer clear of those thoughts that seep into your subconscious. But alas, there will those who give into their darkness, their desires for knowledge, blind to the corruption of their pursuit. Whether by mutation, curse or traps, these crafters find twisted ways to fulfil the inquiries of their intrusive thoughts.

The arcane used by these dangerous folk are often originated from bio-augmentations made to their own flesh, angering many gods of the natural order.

Level 3: Quick 'n' Dirty

When you adopt this specialization at 3rd level, you gain proficiency with the Sleight of Hand skill. In addition, you can Interact with an Object as a bonus action.

Level 3: Dark Experimentations

Beginning at 3rd level, whenever you finish a long rest, you can produce a number of Dark Tests equal to your Int modifier. You can Interact with an Object to apply a Dark Test to a creature of Large size or smaller. Any creature that has been applied with a Dark Test will have a passive affect applied depending on the form the Dark Test takes. Your Dark Test saving throw is 8+ Prof + INT.

  • Cursed Trinket - The affected creature removes 1d4 from all CHA, INT or WIS saving throws.
  • Trapped Shackles - The affected creature takes 4 piercing or slashing damage (Players choice) that ignores resistance, each time it moves 10ft.
  • Mutagen Spike - The affected creature must make a CON save against your Dark Test saving throw. On a fail, it will reduce 2d6 from its hit point maximum for the next 24 hours. On a success, the creature gains 5ft of movement and you gain 4 Temp HP.
  • Jigsoul Trap - When a creature with the Dark Experiment dies, it must roll a Con save against your Spell Save dc, or its soul becomes trapped in a small vial. Souls count as arcane essence, and count as Potent arcane essence if above CR 9.

After a successful Strength check of DC 15 or 10 minutes, the Dark Test is removed from the creature.
Once a Dark Test is removed, it is broken beyond repair.

Level 3: Dark Intellect Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

3rd | Arms of Hadar | Hex
5th | Wristpocket | Crown of Madness
9th | Bestow Curse | Hypnotic Pattern
13th | Sickening Radiance | Leomund's Secret Chest
17th | Skill Empowerment | Raise Dead

Twisted Laughter

Once you reach 5th level, you gain proficiency in Intimidation and can substitute your Charisma for Intelligence when making such rolls. You also have advantage against being frightened, as your mildly crazed brain heeds no warning or self-preservation.

Level 9: Dark Variable

Once you reach level 9, your mental state has deteriorated, is this about science? or fun? Whatever the case, the odd Dark Test hear or there is not meant to be survived. Once per long rest, you can pick a Dark Test you applied within the last minute as "Rigged". A Rigged test cannot be taken off and will remain on the target until the body part is removed or the artificer themself removes it.

Teleporting, immunity to grappling, restrained etc doesn't prevent the test from staying applied, though Incorporeal creatures can remove it as normal.

Level 15: Coated Neurotoxins

From the Underdark can be procured some of the most potent and obscure toxins. These, combined with traps or trinkets, can be quite the intriguing combination, especially for the more irritably bowelled. Starting at 15th level, a creature who has been affected by a Dark Test's ability gains disadvantage on all melee attacks until the Dark Test is removed or if the creature is immune to the poisoned condition or poison damage.

Previous Versions

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