Base Class: Wizard
Inkmongers have masterful control over their body, focused through their talented artistry imbued within their magical tattoos. The ink on their body works with and for them, empowering both their fists and spells. Inkmongers fight at a great risk, meaning they need to utilise their battlefield control and defensive abilities to remain alive.
Imbued With Ink
- Starting at 2nd level, your body is covered by a magical tattoo that offers enhancement to both your attacks and defences. You gain the following benefits:
- Enhanced Fists
You roll a d4, instead of the normal damage for unarmed strikes. This damage increases as you gain levels in this class, d6 at level 6, d8 at level 10, d10 at level 14. In addition, you can attack using your Intelligence for attacks and damage rolls, instead of Strength. You may use an unarmed strike as a bonus action.
You gain proficiency with Simple Weapons
- Enhanced Skin
While not wearing armour, your AC equals 13 + your Intelligence modifier.
Living Canvas
Starting at 2nd level, your brutishness in combat empowers your tattoos, giving you a defensive edge.
Once per turn, when you finish your turn having successfully hit a creature with an unarmed strike, you gain [roll]1d4[/roll]{{modifier:int}} up to a maximum of twice your wizard level.
At level 6, 10 and 14, the amount of dice used increases to [roll]2d4[/roll], [roll]3d4[/roll] and [roll]4d4[/roll], respectively.
Arcane Inscription
Starting at 6th level, your tattoos are now able to store arcane energy.
Once per day, you may store up to two glyphs of warding on your skin. You may only have two glyphs of warding on your skin at any one time, increasing to 3 at level 10 and 4 at level 14. The spells stored by these glyphs may only be activated only once per long rest and may only be exchanged for other spells during a long rest. The first glyph of warding is stored at or below your highest level spell slot available, any subsequent tattoos are stored at or below the next highest level spell slot available. (e.g. a 6th level wizard with 2 inscriptions can have both stored at level 3. A 7th level wizard can have one stored at level 4 and one stored at level 3. A level 14 wizard can have one glyph stored at each of the following levels: 7, 6 ,5 and 4)
You decide if these glyphs are activated using their normal spell activation time, under a predetermined circumstance as listed on the glyph of warding spell or upon an enemy attempting to damage you at melee range (no matter if the attack or spell succeeds or fails).
When activating an explosive glyph or a spell glyph that would harm a creature, you are immune to any area of effect damage that it may cause to yourself.
These glyphs bypass the regular restrictions on movement.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Unrelenting Darkness
Starting at 10th level, you cannot break concentration on your concentration spells unless you have been knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then.
Your active concentration spells after these conditions are met are subject to the usual concentration rules.
Manifest Patterns
Starting at 10th level, you gain a masterful control over shapes and colours of your tattoos, and gain the ability to control the ink on your body, changing patterns, colours and brightness.
You can use these change in colour to distract, impress or to conceal yourself. You can add your intelligence modifier as a bonus to any Charisma check you make. Dexterity (Stealth) checks made to hide and you can disguise yourself as if you had a Disguise Kit and were proficient with it.
You can use this ability a number of times equal to your Intelligence modifier, and regain your uses of it after finishing a long rest.
Allied Ink
Starting at 14th level, you may imbue an ally with arcane tattoos.
Allies are allowed up to two arcane inscriptions each. These inscriptions can use up to level 5 glyphs of warding at maximum.
You may use this feature a number of times up to your proficiency bonus.
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