Base Class: Sorcerer
Your innate magic comes from colorful illustrations that appear on your skin. Because it is a very rare form of magic, its source is hard to pinpoint. It may have come from the touch of a powerful entity or a drop of dragon's blood. Maybe you were momentarily touched by another plane or were splashed by the magicks of another sorcerer. Whatever the source may be, these marks seem to be permanent and are unable to be removed whether through magic or mutilation. As you grow in skill, new designs appear, attesting to your power.
Illustrated Screen
At 1st level, your origin provides you with a type of defensive focus. You gain Creative Focus and Visual Aid.
Creative Focus
Your unique magical origins cause your power to manifest differently than most magic users. At 1st level, this difference negates the need for an arcane focus as the illustrations that cover your skin act as one. Then, at 16th level, when materials are consumed, only half of the materials used are consumed by a spell.
Visual Aid
The magic ability of your inked skin gives it an increase in protection. At 1st Level, as a result of your inked protection, your AC equals 10 + Dexterity modifier + Charisma modifier. Any armor worn negates this effect.
Graphic Veneer
Starting at 6th level, you're significantly more familiar with how your markings work. This knowledge allows you to camouflage yourself. Using a bonus action, you manipulate your marks to change the color of your skin and clothing, warping tint and hue to match your surroundings. You gain +5 to Dexterity (Stealth) checks and can move, but at quarter speed (1/4 total speed). At 12th level you gain a total of +10 to dexterity (stealth) checks and, you can move at half speed while camouflaged. The camouflage ends once you attack, but can be reapplied immediately using 2 sorcerer points, or can be reapplied during your next round as a bonus action*. To discern that you are camouflaged, a creature can use an action to inspect and must succeed on an Intelligence (Investigation) check against your spell save DC +5.
*Keep in mind you cannot be within line of sight of the enemy to cast a second time (thoughts are that if the enemy sees you attack while using your camouflage ability they will be more aware for the second cast)
Beastly Icon
At 14th level, you gain a beastly companion up to large in size with a CR 1. This companion appears as a tattoo upon your body that can be released using 1 action within 20 ft of your person. When released as living flesh, the companion takes the traits and abilities that its icon represents (e.g. tattoo of a giant eagle gains a giant eagle's stats, actions, and abilities). It can remain as living flesh for up to eight hours where at the end of the eight hours, or if the companion's hit points reach 0, it returns to tattoo form. If the companion is returned to ink due to 0 hit points, it can be resummoned for 5 sorcery points and will take a half-life (at half original hit points), and only for as long as it's original life has time remaining (died at 6 hrs of its lifetime, only has 2 hrs left). It cannot be resummoned if it's life span has run out.
It can be called back early, using a bonus action, then released again, using an action, for it's remaining time. During combat, you can use a sorcery point to heal (up to full health) your originally summoned beast using its hit die (resummoned beasts cannot be healed, beast recalled then released can). A long rest is required to be able to release it again at full life span. (See Ranger Companion for details regarding companion's combat stats and actions) (DM discretion on choice of beasts)
A sorcery point can be spent to gain access to one of your companion's abilities (e.g. gaining Keen Sight of a giant eagle) while the companion is still in icon form. Each sorcery point spent gains access to 1 hour of the chosen ability, up to the companion's life span. Only one ability may be used at a time, and accessing a new ability negates the other.
At 18th Level, the command you have gained over your companion has increased and only requires a bonus action to release. You also have the option to upgrade your companion to a large beast CR 2. CR 2 beasts cost 7 sorcerer points to resummon. Upgrade requires two days full rest to take effect.
Potrait of Menace
Beginning at 18th level, the control you have gained over your magicks allows you to use your ink markings as a defense system. Using 5 sorcery points you create a 30-foot-radius sphere for up to one minute, and any enemies that get within this sphere are attacked by your tattoos, receiving 3d6 + 2d8 necrotic damage. For every round that creatures find themselves in this area, they must make a Constitution saving throw. A successful save receives half necrotic damage. This does not affect allies.
Sorcery points can be expended for 1 extra damage die per 2 sorcerer points used (basic damage, not necrotic).
Previous Versions
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7/29/2019 8:37:07 PM
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