Sorcerer
Base Class: Sorcerer

The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of Ink. These anomalies are known in erudite circles as Inked Destiny.

The talents of a Tattooed Soul are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

Inked Familiar

The first to manifest, This is usually the first indication of one being a destined sorcerer of the Inked Soul.

Unlike most familiars, the familiar of a Inked Soul can transform itself into a tattoo that the user carries in their flesh. Transforming into a tattoo or back to a normal familiar form is a action for their familiar. In tattoo form, the familiar looks like a stylised version of itself and is the equivalent of a normal familiar entering it's pocket dimension. In tattoo form it continues it's ability to mentally connect with its master and can move alone the skin anywhere it's master wishes. 

As an action, the Sorcerer can use a spell slot to regain the familiar if it is reduced to 0 hit points.

Transference of the Ink

Starting at second level, You gain access to the Transference of the Ink.

You can spend an hour to perform the Ritual of Spell Sharing or expend a sorcery point in order to transfer one spell you know onto the skin of another player. The spell lasts for 24 hours and can be used a number of times equal to half your level, after which the spell is expended and the tattoo disappears. 

The level of the spell cannot be cast higher than it's base level, If the spell requires a material component worth gold, then the item is expended in the transference of the spell to skin. 

At Level 2 it can only be used once per long rest.
You gain an additional use of the ability every two levels.

2nd =1- 4th = 2 - 6th = 3 - 8th = 4, etc

Defence of the Tatau

Starting at 6th level, you can imbue a creature with a shimmering tattoo shaped like a shield. As an action, you can expend 1 to 5 sorcery points to create a magical tattoo on yourself or another creature you can see within 30 feet of you. The defence lasts until you finish a long rest or until you use this feature again.
The Tattoo is represented by a number of d8s equal to the number of sorcery points spent to create it. When the Shielded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice after which, the tattoo fades of the creatures skin.

Transference of Symbolism

  • Starting at 14th Level, You gain the ability to imbue the tattoos you give people with Metamagic with the following Choices. 

  •  Extended Spell
    When you cast a spell that has a duration of 1 minute or longer, you double its duration, to a maximum duration of 24 hours.

  • Quickened Spell
    you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.

  • Subtle Spell

    When you cast a spell, you can cast it without any somatic or verbal component

  •  Elemental Spell
    When you cast a spell that deals a type of damage from the following list, you can change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.

Invocation of Ink

Beginning at 18th level, you can use a bonus action to activate the invocation. This new form last for 1 minute, While you are in your Spell Master form, you gain the following benefits:

• You have a flying speed of 40 feet.
• Your spell save DC is increased by 2.
• You have resistance to damage from spells.
• When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.

When your Spell Master form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
9/17/2020 3:06:57 PM
8
0
1.0
Coming Soon
7/9/2021 4:52:57 PM
38
11
2.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes