Dark Arts
Channels darkness as a living force with its own hungers, weaponizing shadow and fear over brute strength.
Pick Tree
10 picks along the Dark Arts path. Pair them with the general Cultist class picks.
Level 2
Dark Arts Specialization
Choosing this locks Dark Arts as your Specialization. Use 1 Action to cast a ghastly screaming ray of dark energy to a target up to 30 meters away. Make a Ranged Spell Attack, on hit, target takes 1d8+INT Bonus Psychic Damage and must succeed on a FCS Save against your INT Roll or gain Fear(3).
Details →Level 3
Black Jet
Requires: Pick: Dark Arts Specialization
Use ½ Action to cast a beam of Shadow Energy that erupts from your hand, spreading into a 1 meter wide beam. Choose a target within 20 meters of you. Make a Ranged Spell Attack, on hit, the target takes INT Roll + bonus Psychic Damage and an area with radius of 2 meters centered on the target is covered in magical darkness. Additionally the path to the target is also covered in magical darkness floating 1 meter above the ground and 1 meter across, partially obstructing the view through. The darkness lasts until the end of your next turn.
Details →Wicked Dash
Requires: Pick: Dark Arts Specialization
Spend Bonus Action to move up to half your Current Speed. You leave a trail of darkness in your wake. It is 1 meter across and 2 in height and up to 10 meters in length, following you until you stop. When you stop, you may choose from two options: Either sustain the darkness you left behind until the end of your next turn or evaporate it, forcing anyone within 2 meters of it to Roll FCS(INTbonus) Save or become Dazed(2).
Details →Level 4
Hysteria
Requires: Pick: Dark Arts Specialization
Use a Bonus Action to cause a creature you can see to tremble in fear. They must succeed a RES Save against your INT Check or gain Fear(5). If they succeed, they are immune to Fear effect from you until the end of combat. You may choose additional targets by Slowing the Attack and gaining 1 additional target for each step, up to 4 targets and 1½ Action. This spell can not be Quickened by any means.
Details →Level 5
Manifestation of Darkness
Requires: Pick: Dark Arts Specialization
Spend 1 Action to become a manifestation of Dark Magic, enveloping your body with swirling masses of dark energy. For 2 hours you become immune to Psychic Damage, cannot gain Fear, and gain +9 to your Base Speed. Additionally, any time you hit an enemy with an ability that has a chance to cause Fear, it automatically succeeds. For the duration, your spells gain +2 to Hit and Damage. You can see clearly through darkness you have created.
Details →Level 6
Consuming Fear
Requires: Pick: Dark Arts Specialization
Any creature that begins its turn in an area of darkness created by you must succeed a FCS Save against your INT Check or gain Fear(1). This applies to all darkness you create regardless of source.
Details →Level 7
Requires: Pick: Dark Arts Specialization, Manifestation of Darkness
While Manifestation of Darkness is active, all darkness you create is expanded by 3 meters in all directions. Additionally the Base Speed bonus from Manifestation of Darkness doubles to +18 while you are within darkness you have created.
Details →Level 8
Blades in the Dark
Requires: Pick: Dark Arts Specialization
Use 1 Action to make a single Melee Spell Attack. Every creature currently within darkness you have created must defend against the same roll. Each creature that fails takes INT Roll + INT Bonus Piercing Damage.
Details →Level 9
Requires: Pick: Dark Arts Specialization, Manifestation of Darkness, Manifestation of Darkness: Pinnacle Upgrade
While Manifestation of Darkness is active, your attacks and spells against creatures within darkness you have created gain +2 to Hit and deal 5 additional damage.
Details →Level 10
From Dusk Till Dawn
Requires: Pick: Dark Arts Specialization
During the period between sunset and sunrise, or in any environment with no natural light source, you regenerate 10 WP per hour while awake. Additionally during this time, while Manifestation of Darkness is not active, you gain +2 to Hit with all attacks and spells. While Resting, normal recovery applies instead and this ability does not activate.
Details →