Base Class: Wizard
The use of a spell book is clumsy, having all your known spells permanently inked onto your body however is very efficient, not to mention also very stylish.
Advanced Arcane Durability
Starting at level 12, you gain magic resistance. You have advantage on saving throws against spells.
Inked Up
Beginning when you select this school at 2nd level, you now tattoo your known spells onto your body, becoming a part of your spell book. When casting a spell that deals damage you can choose to take Xd8 necrotic damage and have the spell deal maximum damage, where X equals the spells level. You cannot reduce this damage in any way. You then cannot cast that spell until you spend the time to tattoo it back on.
Arcane Durability
Beginning at 2nd level, all the tattooing has given you additional durability due to the magic you've been infusing your skin with, you AC is now 10+INT+DEX.
At Higher Levels. When you become level 12 in this class you also gain magic resistance.
Bound to Skin
Starting at 6th level, when you cast a spell you no longer need material or somatic components. Additionally, when you cast a spell that would consume a spell-slot you can choose to instead deal Xd10 necrotic damage to yourself and consume no spell-slot, X equaling the level of the spell. This damage cannot be lessened in any way.
Ink Savant
Starting at 10th level you may spend 1 hour to perform the Ritual of Spell Sharing in order to transfer one of your unprepared spells of your choice from your skin to the skin of a willing target for 24 hours(shared spells are cast at their lowest level and use your spellcasting ability). After which if unused it disappears from their body and reappears on yours. When this occurs they treat this as a tattoo spell book for the purposes of concealment or taking damage. The wielder may treat this as a one use spell spell-like ability, once used the tattoo disappears from their body and reappears on yours. You may only have up to your Intelligence modifier of these made at a time.
Inked Prodigy
Starting at 14th level, your body can metabolize the power of enemy spells. When you are within 60 feet of a spell being cast, the spell's target or the origin point of an area of effect spell, you can use a reaction to pull it towards yourself and absorb its magic. Make an Intelligence saving throw DC equal to 10 + the spell’s level. If you succeed, you tear apart the foundations of the spell and absorb its magical essence. The next spell you cast is cast at the level of spell you absorbed without you expending a spell slot.
If you fail the Intelligence saving throw, you become stunned by the overwhelming raw power until the end of your next turn.
Each time you use this ability before taking a long rest and after the first, you gain a point of exhaustion. You gain the point of exhaustion after you expend the absorbed magic if the check was successful.
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