Base Class: Wizard
The School of the Arcane Inscription offers a young wizard the potential to throw away its spellbook at the price of a grave pain. Many Wizards see this as a perverted version of the regular wizardry, while those of the Arcane Inscription see this as an evolutionary step. The ritual required to become one of the Arcane Inscription is painful and can have some lasting, mental effects. A few of these wizards succumb to a form of madness and can run rampant. The strength of one's mind to endure these pains makes the difference between a Master, or a trainee.
Bodily Inscription
Starting at 2nd level when you pick this school, after your first short or long rest reaching this level you inscribe the spells onto your body using a Tattoo Setter's kit (worth 25 GP). From this level onward you can use your own body as if it was a spellbook. Losing a body part will result in the loss of the spells, the spell is not recovered even if you recover your body part. You can still make a backup spellbook, although you are unable to use it.
Whenever you cast a Wizard spell of 1st level or higher you take fire damage equal to the spell's level, ignoring any resistances or immunities. This damage will not break concentration of spells you are focusing on.
Protective Inscription
The magic inscriptions on your body provide you with an extra layer of defense and strength. While having at least one spell inscribed in your body you gain 1 additional hit point per Wizard level.
Additionally while you are not wearing armor or a shield, and are not under the influence of spells like barkskin and mage armor your AC equals 10 + Dexterity modifier + Intelligence modifier.
Harmful Inscription
At 6th level you gain the ability to share your pain. As your inscriptions burn up to hurt you, you can direct the same pain to a creature. When casting a spell of 1st-level or higher that targets only one creature you deal extra damage based on the spell's level. The damage type equals that of the spell's initial damage type.
This effect becomes more potent at 10th level as the damage now also applies to all damaging spells.
Enlightened Inscription
Beginning at 10th level you've honed your mind to the pain of your spells. Ritual casting spells no longer causes damage to you. And the damage you receive from Bodily Inscriptions is reduced by your Constitution modifier minus 1 for every time thereafter until you finish a short or long rest.
This effect extents to your spellcasting as well. While holding concentration on a spell or ritual and after receiving damage from any source from a creature within 120 ft. you can see you can use your reaction to inflict Psychic damage equal to the spell's level + Intelligence modifier to that creature. If the creature is currently holding its concentration on a spell targeting only you it has disadvantage on its concentration save. You can use this feature an amount of times equal to your Intelligence modifier and you regain all expended uses after you finish a short or long rest.
Doom's Inscription
At 14th level your inscriptions have become distorted and corrupt to the point only you can harness its power, and dare anyone to disturb it. When you lose concentration of a spell a burst of energy erupts from you. Any enemy creature within 30 ft. takes 2d6 + spell's level as force damage.
You can also end concentration early by using an action to make either a melee or ranged spell attack, or area effect. After the end of your next turn after you cast a spell that requires concentration you can:
- Melee: Make a melee spell attack roll against a creature within 5 ft. On hit you deal 2d8 + Intelligence modifier + Spell's level psychic damage. The creature with a size not larger than Large must then make a Intelligence saving throw against your spell save DC or be Paralyzed until the end of its turn or when you move more than 5 ft. from the target.
- Ranged: Make a ranged spell attack roll against a creature within 60 ft. On hit you deal 2d6 + Intelligence modifier + Spell's level as lightning damage. The target must then make a Strength saving throw against your spell save DC or be knocked prone.
- Area: Each creature in a 5 ft. wide 30 ft. line must make a Dexterity saving throw against your spell save DC or take 2d4 + Intelligence modifier + Spell's level as thunder damage on a fail, half as much on a success. Each creature failed is also pushed back up to 10 ft. away from you.
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