Base Class: Sorcerer
Ink Sorcery is a mesmerizing subclass that taps into the ancient and enigmatic properties of ink, allowing its practitioners to manipulate magical energies in unique and creative ways. These sorcerers often rise from tumultuous backgrounds, such as those trapped in circuses or oppressed by dark forces, awakening their innate magical potential as they uncover the secrets of ink and shadow.
The Ink Sorcerer possesses the ability to absorb spells into tattoos, crafting intricate designs that can unleash devastating effects or provide powerful defenses. As they grow in power, they can summon Living Ink, a creature of swirling shadows that embodies their mastery over ink magic. These sorcerers are known for their creativity, crafting weapons and shields from their own tattoos, and bending the battlefield to their will.
Examples:
- A fledgling sorcerer, once a captive in a traveling circus, discovers his ability to weave spells and enchantments into the tattoos in his skin. In a moment of desperation, he uses these to evade guards, escaping into the night with newfound confidence.
- An adept Ink Sorcerer, having honed their skills over years of practice, commands Living Ink in battle. They summon the creature to bash an enemy’s head in while simultaneously creating an ink weapon that slices through the air with lethal precision.
- A legendary master of Ink Sorcery draws upon the depths of their power to summon multiple ink constructs, manipulating the very fabric of magic. They weave shadows and darkness, trapping foes in an ink prison, leaving them powerless against their onslaught.
As an Ink Sorcerer, you become a master of creativity and strategy, using your abilities to outmaneuver opponents and reshape the battlefield, ensuring that your enemies fear the ink you wield.
Stored Spells
As part of your long or short rest, you can imbue colorful tattoos or markings on your skin with spells to store them for later use. The number of spells you can store is equal to [your sorcerer level + your proficiency bonus] + 1.
- You can only store spells that take 10 minutes or less to cast.
- Casting a stored spell requires an action, unless specified to be a reaction (I.E. Shield)
- Once a spell is used, it cannot be stored again until after a rest.
- You may only use up three stored spells before this feature enters a 5 - minute cooldown.
You can bypass the cooldown by taking 1d10 necrotic damage for each additional stored spell cast after the second.
Due to my limitations, you must record/remember what spells you mark, probably share them with your dm. That way you don't accidentally use up a spell slot when you don't mean to.
Spell Absorption
Once per short or long rest, when a spell is cast within 60 feet of you, you can use your reaction to absorb its energy. This spell does not affect you, and you can store it in one of your tattoo slots as if it were a prepared spell, using it later as a stored spell. The stored spell must not exceed a level you can cast
Flowing Armory
Your mastery over the ink allows you to form physical weapons and shields from your tattoos. As a bonus action, you can create a weapon or shield of magical ink. The weapon deals 2d6 force damage and uses your Charisma modifier for attack and damage rolls. If you create a shield, it grants a bonus to AC equal to your charisma modifier +1.
These creations last for 1 minute or until dismissed. You can use this feature a number of times equal to your proficiency bonus per long rest.
Spellbinding Designs
Your tattoos can now physically bind foes. Twice per Short rest, when you cast a stored spell that targets a creature, you can attempt to restrain them. The target must make a Strength saving throw (DC equal to your spell save DC). On a failure, they are restrained and ensnared by Ink tendrils for 1 minute (10 turns). They can repeat the saving throw at the end of each of their turns, ending the effect on a success. While bound, you can cause them to move up to 10ft for free, including on the same turn they were bound. Alternatively, you can cause them to take 1d4 force damage.
Living Ink
Your tattoos become alive with magic. As a bonus action, you can expend a stored spell to summon an animated, magical construct made from ink. The construct lasts for 5 minutes, has hit points equal to twice your sorcerer level, and can attack or defend you. Once per turn, you can command it to make a melee spell attack, dealing 2d8 + your Charisma modifier in force damage. You can use this feature twice per long rest.
Living Ink
Medium Construct, Unaligned
Armor Class: 17 (natural armor)
Hit Points: 100 (15d8 + 30)
Speed: 30 ft., swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 14 (+2) | 1 (-5) | 1 (-5) | 1 (-5) |
Saving Throws: DEX +5, CON +4
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
Languages: Can understand any language spoken to it or written, but cannot speak or write itself.
Challenge Rating: 8
Actions:
-
Multiattack: The Living Ink makes two Ink Strike attacks.
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Ink Strike: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8 force damage plus the sorcerer's Charisma modifier.
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Ink Wave (Recharge 5-6): The Living Ink creates a wave of ink in a 15-foot radius. Each creature in that area must make a Strength saving throw (DC = 8 + your proficiency bonus + the sorcerer's Charisma modifier). On a failed save, the creature takes 2d8 force damage and is restrained until the end of its next turn. On a successful save, the creature takes half damage and is not restrained.
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Ink Manifestation: As a bonus action, Living Ink can shift to an adjacent unoccupied space within 30 feet, reappearing in a pool of ink. This movement cannot provoke opportunity attacks.
- Binding Ink: As a reaction when a creature makes an attack against it, Living Ink can impose disadvantage on the attack roll. If the attack misses, the attacker is restrained until the end of their next turn as ink ensnares them.
- Ink Tendrils (Recharge 5-6): Living Ink lashes out with tendrils of ink. Each creature within 15 feet must make a Strength saving throw or take 3d6 force damage and be grappled (escape DC = the sorcerer's spell save DC). The grappled creature can repeat the saving throw at the end of each of its turns.
- Binding Ink: Living Ink can choose one creature it can see within 60 feet. That creature must make a Wisdom saving throw. On a failed save, the creature is frightened for 1 minute and must flee from Living Ink. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Previous Versions
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3/12/2025 12:05:15 AM
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3/13/2025 1:04:27 AM
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