Base Class: Artificer
Wizards spend so much time and resources to make spellbooks and scrolls. You decided that work should be appreciated and decided to make yours on yourself and friends.
Tattoo Training
3rd-level Tattoo feature
You gain proficiency with alchemist’s supplies and healer's kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Basic Arcane Tattoos
You experiment on yourself. Tattooing simple cantrips on yourself.
Each Tattoo gets 3 uses per long rest.
At this level you choose 2 cantrips from the tattoo list.
At level 5 you choose 2 more tattoos.
At level 7 you choose 2 more tattoos.
Tattoo of Embers
The arcane word for Embers is tattooed on your hand. You can choose what color the tattoo is but when active the tattoo glows red and orange.
Tattoo of Frost
The arcane word for frost is tattooed on your hand or arm. The tattoo can be any color but when active the tattoo glows a white and light blue color.
Tattoo of Light
The arcane word for Light is tattooed anywhere on your body. The tattoo can be any color you want but when active the tattoo glows a yellow color.
Tattoo of the Dead
A tattoo of the arcane word for Chilled Death on the outside of your hand or across your fingers. You may choose this tattoo to be whatever color you wish but when active the tattoo glows a light blue and purple color.
Tattoo of the Fae
The arcane word for Shillelagh is tattooed on your wrist. You can choose whatever color you want for the tattoo but when it is active the tattoo glows a light green color.
Tattoo of Words
The arcane word for Message is tattooed on your neck. You can choose whatever color you want but when active the tattoo glows a pink color.
Experimental Tattoo
5th-level Tattoo feature
You can tattoo either yourself or someone else with an experimental tattoo once per day. The tattoo has 3 charges per long rest. Roll on the Experimental Tattoo table for the Tattoo's Effect. Each person who is not an Arcane Tattoo Artist can only have 1 Experimental Tattoo at a time.
Creating an experimental tattoo requires you to have alchemist’s supplies and a healer's kit on your person.
When you reach certain levels in this class, you can make more Tattoos at the end of a long rest: one at this level and two at 10th level and three at 15th level. Roll for each tattoo's effect separately.
Experimental Tattoo
| d6 | Effect |
|---|---|
|
1 |
Guiding Bolt A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. |
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2 |
Feather Fall. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. |
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3 |
Shield. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. |
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4 |
Thunderwave. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. |
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5 |
Cure Wounds. A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
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6 |
False Life. Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
|
Tattoo Enhancement
5th-level Tattoo feature
You've developed masterful command of arcane tattoo work, enhancing the damage you create through them. Whenever you cast a spell using your arcane tattoo you gain a bonus to one roll of the spell. That roll must be a damage roll the bonus equals your Intelligence modifier (minimum of +1).
Intermediate Arcane Tattoo's
9th-level tattoo feature
You have studied the art of arcane tattooing that now you may tattoo onto yourself 2nd level spells.
These tattoos can be used 2 times per long rest each.
At this level you can tattoo onto yourself 2 tattoos.
11th level 2 more tattoos.
15th level 2 more tattoos.
In addition you may use your basic tattoos as if they were cast at 2nd level.
Tattoo of Change
The arcane words for Grow and Shrink are tattooed on you. You can choose whatever color you wish for this tattoo but when active it glows a light brown color.
Tattoo of Healing
The arcane word for Pray is tattooed on you. You may choose to have this tattoo be any color but when active this tattoo glows a bright yellow color.
Tattoo of Scorch
The arcane word for Ray is tattooed on you. You can have this tattoo be any color you wish but when active it glows a bright yellow.
Tattoo of the Mist
The arcane word for Misty Step is tattooed on you. You may choose whatever color you wish for the tattoo when active the tattoo glows silver.
Tattoo of the Moon
The arcane word for Moon is tattooed on you. You can choose whatever color you want for the tattoo but when active it glows brith white.
Tattoo of the Psionic
The arcane word for Thoughts is tattooed on you. You can choose any color for this tattoo. When active the tattoo glows a violet color.
Tattoo Mastery
15th-level Tattoo feature
You may tattoo up to 5 times per long rest from the Skilled Tattoo table. A person may only have 1 skill tattoo on at a time.
Skill Tattoo Table
1D6 Tattoo
1 Dexterous
Choose 1 dexterity skill to gain advantage on as long as you have this tattoo.
2 Charismatic
Choose 1 Charisma skill to gain advantage on as long as you have this tattoo.
3 Strength
Choose 1 Strength skill to gain advantage on as long as you have this tattoo.
4 Intelligence
Choose 1 Intelligence skill to gain advantage on as long as you have this tattoo.
5 Wisdom
Choose 1 Wisdom skill to gain advantage on as long as you have this tattoo.
6 Reroll
You have mastered arcane tattooing. You may tattoo yourself with rare tattoos that help your attributes or a tattoo that makes you better at offense and defense.
Tattoo of Charisma
You tattoo the glyph for charisma on you. This tattoo will always glow a light purple color.
Tattoo of Defense
You tattoo the glyph for Defense on yourself. This glyph always glows a pink color.
Tattoo of Intelligence
You tattoo a glyph somewhere on your body. The color always gives off a light blue.
Tattoo of the Army
You tattoo the glyph for war on your body. This glyph always glows red.
Tattoo of the Giants
You tattoo the glyph for strength on yourself. This glyph always glows a light brown color.
Tattoo of the Scout
You tattoo the glyph for Dexterity on yourself. This glyph always glows a black color.
Tattoo of the Wise
You tattoo the tatoo for wisdom on yourself. This tattoo always glows a silvery color.
Tattoo of Vitality
You tattoo the glyph for vitality on you. This tattoo will always glow a low green color.







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Posted Apr 15, 2022me and my GF came up with the idea btw lol
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Posted Apr 15, 2022i had an idea for the final ability you would get from getting to level 15, replaced the final tattoo with 6 tattoo options you get to choose from. one for each ability score so like Strength Dex and so on, and i thought you'd get a +1 to the score you choose and you get a animal tattooed onto you that corresponds with stat you chose. and lastly you would then gain an ability to transform into this creature. sooooo ;3 it is called, oh btw " strength (saber - toothed tiger), dexterity (giant constrictor snake), constitution (giant snapping turtle), intelligence (hunter shark), wisdom (owl bear), charisma (griffon) "
"Tattooed Polymorph" - This spell transforms you into the animal tattooed onto your body, causing it to glow bright and grow across your body as you morph.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be either a “Saber-toothed tiger”, “giant constrictor”, “giant snapping turtle”, “hunter shark”, “owl bear”, or “griffon”. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. You retains your alignment and personality.
You assume the hit points of the new form. When you revert to normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you don’t knocked unconscious.
You are limited in the actions you can take while in this form, you cast spells, or take any other action that requires hands. Your gear melds into the new form and can't activate, use, wield, or otherwise benefit from any of your equipment.
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Posted Apr 13, 2022I’m working on version 2 which will fix those issues as well as make this subclass more balanced
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Posted Apr 12, 2022I have no idea what the last tattoos do …? The level 15 ones like army or defense or scout.