Wizard
Base Class: Wizard

Boundless Tome

Needle and Quill

2nd Level Boundless Tome Wizard Feature

You have cast away tomes and spellbooks and chosen to itch your arcane knowledge into your very flesh. Using infused inks, your research, spells, and even knowledge has been tattooed in patterns, illustrations, and artwork across your body. Doing so has allowed you greater access to your arcane knowledge and calligraphy tools. Your tattoos are not static and may change hour by hour, even second by second, however you may decide. Prepared spells may be apparent while known spells might fade in gradient until called upon. As your knowledge is bound to your skin, you gain an ability to absorb text from books, scrolls, and parchment with easy, transferring it on to your flesh and into your mind. For Spell Scrolls, you are able to add them to your known spells though at a risk. Make a Constitution Saving Throw. On a success, you transcribe the spell instantaneously. On a failure, your flesh is rended taking 1d8 piercing damage.                                                                                                            

Script Style

2nd Level Boundless Tome Wizard Feature

Your tattoos are not of boring scribble and font but have a style and form of your design. As you craft your itches into your skin, the arcane ink grants you new way to formulate your spells. Choose a style of script for which your spells are itched into your skin.

Line Work

Your tattoos involve patterns of geometry and configurations, stretching across your body. When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. You can do this a number of times equal to your proficiency bonus. All uses are regained after a long rest. 

Mandela Lettering

Your tattoos are made of elaborate patterns and shapes, creating a moving language of their own. When you cast a spell, you can cast it without any somatic or verbal components. You can do this a number of times equal to your proficiency bonus. All uses are regained after a long rest. 

Shading Effects

Your tattoos are boldened, extended and pronounced, becoming more dimensional. When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours. You can use the a number of times equal to your proficiency bonus. All uses are regained after a long rest.

Watercolor Ink

Your tattoos are colorful and merge and flow on your skin. When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage you may change the damage type for another. You may do this a number of times equal to your proficiency bonus. All uses are regained after a long rest.

Scroll Work

6th Level Boundless Tome Wizard Feature

Starting at 6th level, your ability to manipulate the spells entombed in your itched fleshed has granted you ability to transfer and store spells. Once per long rest, at the cost of an equivalent spell slot, you are able to impart a spell wrought tattoo onto another. You also have learned how to bookmark an active spell. Once per short rest, cast a spell and absorb it in its active cast to later use as a bonus action. 

Spell Wright

At the cost of the spell slot, you may spend 10 minutes transferring a spell you have prepared to another in the form of a Spell Wrought Tattoo. The tattoo functions as the item description and will disappear after the spell is cast. No material or currency cost is required. After use, you must take a long rest before using again.

At 10th Level, the number of tattoos transferrable increases to 2, and at 14th Level increases to 3.

Spell Tag

Your arcane ink infused on your skin has developed more than being able to house spell knowledge, it has now become able to store spells themselves. Cast a prepared 2nd Spell Level or lower spell (including cantrips) and expending any necessary spell slots and components. You swallow to magic seconds before fully activating and store it in a new tattoo upon your arm. The tattoo remains until you have completed a long rest. You may release the spell as a bonus action. No active effects of the spell are available until it is released from the tattoo.

You may store one spell per short rest. This number increases to two spells at 12th Level.

At 6th Level you may store spells 2nd Spell Level or lower. Starting at 11th Level this increases to 3rd Spell Level or lower, and at 14th Level increases to 4th Spell Level or Lower. 

Stored spells disappear during a long rest.

Wondrous Flesh

10th Level Boundless Tome Wizard Feature

Your flesh, covered in arcane ink and script, is closer to the hardcover of a grimoire than mortal flesh. Your sensory perception to the arcana through touch is almost beyond simple perception. At will, you are able to cast Detect Magic without expending a spell slot. Your sensation of magic does not end with merely feeling it, but feeling the weave itself and pull upon it. When a spell is targeting you and you cast Counterspell you now can add your Intelligence Modifier twice when required to make an ability check. When using the spell Dispel Magic on a creature or object you can touch, you can add your Intelligence Modifier twice when required to make an ability check.

Emblematic Binding

14th Level Boundless Tome Wizard Feature

At 14th Level, your mastery of the arcane has reached a level of enchanting your own flesh. Once per long rest, you may choose a spell of 5th Spell Level or lower, not including cantrips, to illustrate gloriously upon your body. This spell must be one that is a known spell but not prepared, and cannot be prepared while used with this feature. As an action, you may cast the spell at 5th Level, regardless of the spell level, without expending a spell slot or material components. During a long rest, you may exchange the spell for another. All charges are regained after a long rest.

at 17th Level, the number of uses increases to 2, and at 20th Level to 3. 

Comments

Posts Quoted:
Reply
Clear All Quotes