Base Class: Artificer
Tattoos have existed across cultures for generations, but you have figured out how to weave arcane power into art to devastating effects.
Tattooist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Tattooist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Tattooist Spells
Artificer Level | Spell |
---|---|
3rd |
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5th |
|
9th |
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13th |
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17th |
Tool Proficiency
You gain proficiency with calligrapher's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Inky Summons
Starting at 3rd level, you can mold the ink on your body to form weapons. As a bonus action, you can conjure an inky version of a simple or martial weapon to one of your free hands. When you summon a weapon this way, you an end an infusion on one of your infused items and move that infusion to your newly summoned weapon. The weapon lasts until you finish a short rest, long rest, or when you end your turn and aren't holding it.
Magical Tattoos
At 3rd level, you have formulated a number of magical tattoos that you have applied to your body. You learn 2 tattoo options at this level, and learn another one at 5th level, 9th level, and 15th level. When you learn a tattoo, choose what it looks like and what part of your body it is on. Once you use the abilities of one of your tattoos, you can't use that tattoo again until you finish a short or long rest. If a tattoo requires a saving throw, that saving throw is equal to your spell save DC. If you lose a body part that has one of your magical tattoos on it, you can magically relocate that tattoo to another body part at the end of a long rest.
The tattoo options are as follows:
Ace. After you make an attack roll, ability check, or saving throw, you can use your reaction to roll one additional d20 and choose which one you use. You can do this before or after the DM tells you whether the roll is successful.
Beast. As an action, you can summon a magical inky version of a beast tattooed on your body. Choose a beast with challenge rating 1/2 or lower to summon. That creature is friendly to you and your allies, and obeys your commands. You can use a bonus action to mentally command them. That creature follows your command to the best of your abilities until they are no longer able to or until you use another bonus action on a subsequent turn to give them a different command. The maximum challenge rating of the beast you can summon increases to CR 1 at 9th level, and CR 2 at 15th level. The beast disappears at the end of a short or long rest or when it drops to 0 hit points.
Chains. As an action, you animate the inky chains on your body and thrust them towards your enemies. Each creature in a 30 foot cone makes a Strength saving throw. On a failure, a creature is restrained. A restrained creature can use their action to repeat the saving throw, A creature remains restrained for 10 minutes, until they succeed on the saving throw, or when you become unconscious.
Devil. As an action, you can assume a horrifying fiendish visage. Each creature that can see you within 30 feet of you makes a Wisdom saving throw. On a failure, a creature is frightened of you for 1 minute. A creature can repeat the save at the end of each of their turns, ending the effect on a success.
Dragon. As an action, the head of the dragon manifests and spews ink. Each creature in a 60 foot cone makes a Dexterity saving throw. A creature takes 3d8 force damage on a failure, or half as much on a success. This damage increases to 6d8 at 9th level, and 9d8 at 15th level.
Eye. As an action, you can open the eye tattoo on your body. For one minute, you have truesight out to a range of 10 feet.
Flower. As a bonus action, a creature you touch regains a number of hit points equal to 1d10 + your INT modifier. This healing increases to 3d10 at 9th level, and 5d10 at 15th level.
Heart. As an action, choose a creature you can see within 30 feet of you. That creature makes a Wisdom saving throw. On a failure, that creature's name appears in the heart tattoo on your body (if that creature doesn't have a name, a small portrait appears instead). While that creature's name remains in the heart, that creature is charmed by you. That creature's name remains in the heart for 10 minutes or until you or one of your allies deals damage to that creature.
Moon. As a bonus action, you gain the ability to see normally in darkness, both magical and nonmagical, to a distance of 60 feet for one hour.
Pet. As an action, you can cast the find familiar spell without material components. That familiar disappears when it drops to 0 at the end of a long rest.
Portrait. As a bonus action, you can cast the disguise self spell.
Quote. As a bonus action, choose one skill. The letters of this tattoo morph to form an inspiring quote related to that skill. For one hour, you have advantage on skill checks for the chosen skill.
Tramp Stamp. As a bonus action, choose a creature you can see within 30 feet of you. That creature makes a Charisma saving throw, On a failure, an embarrassing tattoo appears on their lower back for 10 minutes (if they don't have a lower back, choose another place on their body for it to go). While that tattoo remains on them, every time they make an attack roll, ability check, or saving throw, they subtract 1d6 from that roll.
Wings. As an action, inky wings sprout from your back. For the next 10 minutes, you gain a flying speed equal to your movement speed.
Extra Attack
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Temporary Tattoo
Starting at 9th level, as part of a long rest, you can give a temporary version of a tattoo you know to a number of other willing creatures you can touch up to your INT modifier. That creature can activate that tattoo once, at which point it disappears. Unused tattoos dissipate at the end of a long rest. If a creature uses one of your tattoos that requires a saving throw, the DC is equal to your spell save DC.
Empowered Ink
Starting at 15h level, you and creatures you tattoo can use your tattoos twice per rest instead of once.
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