Dark Arts
Spellblade who blurs the line between shadow magic and steel, leaving enemies unable to defend against either.
Pick Tree
12 picks along the Dark Arts path. Pair them with the general Rogue class picks.
Level 2
Choosing this locks Dark Arts as your Specialization. Spend a ½ Action to make a Ranged Spell Attack. On hit, target takes 1d8+FCS bonus Force Damage and Psychic Damage equal to your INT bonus.
Details →Level 3
Requires: Pick: Bolt of Shadows
Spend 1 Action to target a creature within 15 meters with intense psychic trauma. The target must make a FCS Save against your INT Check. On a failed save, the target takes 2d8 + INT Bonus Psychic damage and 2d6 WP damage, and is Dazed(1). On a successful save, the target takes half damage and isn't Dazed. If you are Unseen, they automatically fail their saving throw.
Details →Swelling Misery
Requires: Pick: Bolt of Shadows
Once per turn, when you hit an enemy with a Dark Arts spell, you gain 1 additional Bonus Action to be used this turn.
Details →Level 4
Requires: Pick: Bolt of Shadows
Spend 1½ Action to cast a 10-meter radius sphere of magical darkness centered on a point within 30 meters. The darkness spreads around corners and can't be penetrated by normal light. Creatures fully within the darkness must succeed on a FCS Save against your INT Check at the start of their turn or take 2d8 Psychic damage and gain Fear(1). You can see normally in this darkness and are considered Unseen to all creatures within it. The effect lasts for 10 rounds.
Details →Requires: Pick: Bolt of Shadows
When a creature within 10 meters of you drops to 0 HP, you can use a Bonus Action reactively to absorb a portion of their life essence. You regain HP equal to your level + INT bonus and WP equal to your FCS bonus. Until the end of your next round, your Dark Arts spells gain a +2 bonus to hit, and your melee attacks deal an additional 1d8 Psychic damage. Does not stack with itself. Usable up to ½ your level (rounded down) times per rest.
Details →Level 5
Requires: Pick: Bolt of Shadows · Attribute: FCS 10
Upon activation, your Nightmare Shroud is cast and centers on you, moving with you for the remainder of combat. The shroud expands to 10 meter radius. Each creature that dies inside the shroud empowers your damage by +2, stacking permanently for the duration of Walking Nightmare.
Details →Level 6
Requires: Pick: Bolt of Shadows
You splice your consciousness into a target's mind within 15 meters. While the splice is active, you are Unseen to the target. Your spells deal additional damage equal to your INT Bonus and your melee attacks gain an additional AGI die to damage. Half of all HP damage you deal to the spliced target is returned to you as healing. All WP damage you deal to the spliced target is returned to you as WP. The target may attempt a FCS Save against your INT Check at the start of each of their turns to break the splice. The splice ends if you fail to pay the upkeep, fall unconscious, or you and the target are more than 40 meters apart. Spell and ability range against the spliced target is 30 meters.
Details →Paralyzing Dread
Requires: Pick: Bolt of Shadows
While a target is under the effect of your Mind Splice, if they are Frightened and fail a Fear check, they lose their turn entirely instead of using their action to move away from you. The target is frozen in place, unable to act.
Details →Level 7
Haunting Presence
Requires: Pick: Bolt of Shadows, Walking Nightmare
While Walking Nightmare is active, you gain +1 damage for each enemy alive inside the shroud. If only a single enemy is alive inside the shroud, this bonus is +5 instead. These bonuses are cumulative with death stacking.
Details →Level 8
Requires: Pick: Bolt of Shadows
You channel the full weight of your dark connection into the spliced target's mind. If the target is at or below half HP, they must succeed a FCS Save against your INT Check or be killed. On a successful save, they take damage equal to half their remaining HP. On a kill, all creatures within 5 meters take damage equal to your FCS Bonus + INT Bonus. If the target is above half HP, a failed save deals damage equal to half their remaining HP. A successful save deals WP damage equal to your INT Bonus. Mind Splice ends after casting Decimate.
Details →Level 9
Dark Arts Master
Requires: Pick: Bolt of Shadows
You add your Dark Arts school level to all Dark Arts spell damage and effects. Additionally, you gain +2 to Dark Arts spell Checks and +1 to Dark Arts Condition ratings per 5 school levels.
Details →Level 10
Requires: Pick: Bolt of Shadows
You fire a Bolt of Shadows against every enemy within Bolt of Shadows range, using standard Bolt of Shadows rules for each target. Each target hit gains Shadow Severed for the remainder of combat. Shadow Severed reduces the target's Defense Rating by 5. While Shadow Severed, each time the target uses a Bonus Action, you gain 1 Bonus Action.
Details →