Fighter
Base Class: Fighter

You've devoted time to honing your artistic skills and steady hands, and can now imbue yourself with arcane power.  Let your creativity run rampant, but make every choice carefully, as the ink beneath your skin can never be scrubbed away.

Ink Arcana

When you choose this archetype at third level, you gain proficiency in your choice of Calligrapher's Supplies or Painter's Supplies.  With either of these and a needle, you can lay a tattoo into the skin of a willing creature.  The size and complexity of the tattoo determine the time it takes, and how long it takes to heal. This must be healed normally to preserve the ink, the effects of a cure or regeneration spell require a constitution saving throw against the casters save DC, on a failure the ink is pushed from the skin and the tattoo washes away.  While a creature is healing, they are vulnerable to poison damage and saving throws against disease.  The healing time resets with each session if the tattoo is not completed all at once.

Each tattoo requires a certain quantity of ink, but with the materials provided with your chosen tools you are able to change the colors as needed.  You need one bottle of ink for every three hours of work.

For every 10 hours the tattoo takes, it takes a three days to heal.

Size
Small:  Approximately the size of a hand. - 1 hour
Medium: Roughly the size of the page of a book. - 3 hours
Large: A full sleeve tattoo on a leg or arm, roughly half the back of a medium creature or the entirety of a small. - 9 hours
Massive:  An entire torso, or a back piece for a large creature. - 21 hours

Complexity
Simple: Text, lineart or simple shape images, single colors. - 1 hour
Creative: Multiple colors and elements. - 3 hours
Difficult: Significant detail work, varied colors. - 9 hours
Magnificent: Advanced techniques including shading, mimicking of other art mediums, perspective, etc. - 21 hours

Arcane Symbolism

At 3rd level, choose a tattoo from the following list.  You gain further tattoos at certain levels of fighter.  Owing to the permanency of tattoos, abilities chosen from this class feature may not be exchanged on level up like others of its kind.  Choose wisely.  The symbols do not have defined images, only titles.  Decide what brings these titles to mind to decide what the image actually is.  Each symbol can be taken only once.  Unless otherwise stated, invoking a tattoo is a bonus action.

Some tattoos may be invoked for additional effects.  You have a number of Ink Points equal to your Charisma modifier.  You may spend these points to Invoke a tattoo.  These points are restored at the end of a long rest.

For any effects that grant the use of spells or cantrips, use your Charisma modifier.

Charisma Modifier + Proficiency = Spell Save DC / Charisma Modifier + Proficiency = Spell Attack Bonus

 

Arcane Symbol

Choose from this list when you gain a new tattoo.  You may only choose each tattoo once, unless otherwise stated.

You get two at third level, and one each at seventh, tenth, and fifteenth.

 

Aspect

No passive effect.  When invoked it will give you a speed relevant to the image.   You may choose a ground speed, fly speed, climb speed, or swim speed of 20.  If you already have that speeds, than invoking the tattoo will increase them by twenty.  This invocation lasts a number of minutes equal to your charisma modifier, and requires an equal duration to cool down before it can be invoked again.

Bargain

No passive effect.  You may invoke this tattoo as a full round action to spend one hit die and take that number plus your charisma modifier as damage that you can neither be resistant or vulnerable to.  Gain one ink point for every four hit points of damage, minimum one.

Floral

You have advantage on Nature and Animal Handling checks.   You may invoke this tattoo to cast Speak With Plants.

Icon

Gain proficiency in an artisan tool, musical instrument, or weapon of your choice.  You may select something for which you already have proficiency, and take expertise if this is this case if it is a tool.  This does not stack with existing expertise.  When you invoke the tattoo, you summon that tool, instrument, or weapon as it appears on your skin.  This is a force construct object that lasts for a number of minutes equal to your charisma modifier.  You may spend additional ink points as a free action to extend its duration by an equal period.  If used as a weapon it counts as magical, and will generate ammunition as needed.  This ammunition disappears when the duration expires.

Masterpiece

You now have Ink Points equal to twice your charisma modifier.

Occult

Choose one Eldritch Invocation from the Warlock Class for which you meat the prerequisites.  Treat your Fighter Level as your Warlock level.  If you have levels in Warlock, add these levels together.

Poultice

No passive effect.  You may invoke this tattoo as an action to spend one hit die and regain HP as during a rest.  You must have both an ink point and a hit die to spend.

Script

You become proficient in one language that uses the chosen script.  You may invoke the tattoo to cast a corresponding first level spell.

Common Script- Unseen Servant

Dwarvish Script- Heroism

Elven Script- Expeditious Retreat

Draconic Script- Absorb Elements

Celestial Script- Protection from Evil and Good

Infernal Script- Cause Fear

Spirit

No passive effect.  When invoked, allows you to cast Spirit Guardians as a third level spell with the following modifications.  It does not require concentration, it has a duration of a number of minutes equal to your charisma modifier, and its damage on a failed save becomes 3d8 force damage.

Totem

Gain proficiency in a save of your choice.  You may spend an Ink Point to invoke this tattoo as a reaction, and gain advantage on that type of save.  You must choose to do this before the save is rolled.

Visage

You become proficient with disguise kits if you aren't already.   Define an appearance that matches the tattoo.  You may invoke this tattoo to cast Disguise self to take the this specific appearance.

Henna Blessing

At 7th level, at the end of a long rest, you may choose to spend one of your ink points to grant a creature you touch the benefits of one of your tattoos. The ink laid on their skin is temporary, and the benefits last until your next long rest.  The creature may invoke their tattoos as you do, but they may only do so once and it causes them to lose the passive effect at the end of the invoked effect.

Symbolic Scarification

At tenth level, your ink points now regenerate at the end of a short rest.  Henna Blessing's given to other characters can now be invoked twice, and do not lose their power once invoked.

Tattooed Blessing

At fifteenth level, you may create magical tattoos as a form of permanent magic item, imbued into a person.  This applies a permanent Henna Blessing, and uses their own Charisma Modifier as necessary.  You may ink any type of tattoo that you've tattooed on yourself.

Use the rules in the Ink Arcana class feature, but measure the time in days instead of hours.  Regardless of the time or ink requirements, you require alchemical reagents worth 1000GP to lay a permanent magical tattoo.

Running Ink

At 18th level. when you take a long rest, a number of creatures equal to your charisma modifier that are within 60 ft of you each get the benefits of a Henna Blessing without spending Ink Points.

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