Base Class: Wizard
Skinwriters are a rare form of wizard who doff the flexibility and depth of their parchment spell books and choose instead to tattoo their own flesh with magical ink. This physical connection to their magic allows Skinwriters to imbue spells with greater power dependant on where the tattoos are located across their body. This additional power comes at the cost of versatility, with Skinwriters conservatively utilising the limited space on their bodies for new spells. Their chosen magic also comes with a greater permeance, as the tattoos prove difficult for inexperienced Skinwriters to alter or remove once imbued.
At higher levels Skinwriters gain the ability to morph the ink on their flesh to swap out spells during long rests at a physical cost and may grant themselves or their allies temporary magical tattoos- providing these individuals a limited array of additional attacks and abilities.
Once a character becomes a Skinwriter they stop using their conventional spell book entirely and are prevented from using the conventional 'Arcane Recovery' wizard class feature.
Skin Writing
Removing the use of a spell book, the Skinwriter chooses instead to directly tattoo the written components of their spells onto their flesh with magical ink. These spells comprise a permanent but powerful addition to their wearer.
Skinwriters can create a spell tattoo at the cost of 50gp and 2 hours for each level of the spell. Skinwriters tattoo themselves with a magic needle which can be summoned and dispelled using a bonus action. Once summoned the needle can be used as a melee weapon causing 1d4 magical piercing damage plus the user's dexterity modifier. Once a tattoo is completed the spell becomes prepared. If a character loses a body part a tattoo was inscribed upon, the player loses access to that spell. If a player is playing a character with an atypical body type such as a Centaur or Locathah, or a character missing a particular limb(s), it is up to the DM to decide how this affects the number of available tattoo slots.
Skinwriters may prepare a number of spells equal to their intelligence modifier plus their level. Once prepared a spell tattoo may not be unprepared or removed unless by use of a Regenerate spell on the tattoo, or by a wish. Once removed, a new tattoo may be created in its place.
When creating a tattoo, a player may specify where on their character's body the tattoo is being placed. Each body part has a limited number of available spaces specified below. Players may keep track of where their tattoos are located and add additional benefits to the spells if the criteria is met. If a spell tattoo is prepared but not aligned to a specified body part, it may be cast as normal without applying any additional bonuses.
Head (2 tattoo slots): If a spell tattoo placed upon the character's head deals psychic damage, the player gains +1 to hit and adds 1d4 additional psychic damage to the attack. This damage increases with level (5th Level: 1d6, 11th level: 1d8, 17th level: 1d10). If a spell tattoo placed upon the head requires concentration the player gains advantage on saving throws to maintain concentration on that spell. Once per long rest if a divination spell is cast from a tattoo placed upon the head, a short rest may be used to replenish a spell slot expended by this spell.
Neck (1 tattoo slot): If a spell tattoo placed upon the character's neck has a verbal (V) component, the player may use a short rest once per long rest to replenish a spell slot expended by this spell.
Torso (4 tattoo slots): If a spell tattoo placed upon the character's torso increases armour class (Mage Armour, Shield etc.) the applied modifier is increased by 2. Once per long rest if a transmutation or illusion spell is cast from a tattoo placed upon the torso, a short rest may be used to replenish a spell slot expended by this spell.
Arms (4 tattoo slots): If a spell placed upon a character's arm is ranged the spell gains an additional 10 feet of range. This range modifier increases with level (5th Level: 20ft, 11th level: 30ft, 17th level: 50ft).
Hands (2 tattoo slots): If a spell placed upon a character's hands is melee the spell gains +1 to hit and adds 1d4 magical damage of the spell's primary damage type. This damage increases with level (5th Level: 1d6, 11th level: 1d8, 17th level: 1d10). Healing spells placed upon a character's hands gain an additional 1d4 healing. This healing increases with level (5th Level: 1d6, 11th level: 1d8, 17th level: 1d10).
Legs (4 tattoo slots): If a spell placed upon a character's legs requires an opponent(s) to make a dexterity saving throw, a bonus action may be used to have those throws made at disadvantage. Once per long rest if a spell placed upon the character's legs has the teleportation effect (Dimension Door, Misty Step etc.) a short rest may be used to replenish a spell slot expended by this spell.
Feet (2 tattoo slots): If a spell placed upon a character's feet increases movement speed (Longstrider, Haste etc.) the modifier is increased by 10 feet. This additional distance increases with level (5th Level: 15ft, 11th level: 20ft, 17th level: 25ft).
Tattoo Glyphs
Utilising their magical needle the Skinwriter may take the time to create temporary magical tattooed glyphs upon themselves or their allies. These glyphs are temporary and expire either upon their activation in the case of an active effect, or after a 24 hour period in the case of a passive effect. All magical glyphs expire after a 24 hour period regardless of their use.
When creating a glyph, the player may take a short rest to select one magical tattoo from the list provided in 'Tasha's Cauldron of Everything' up to rare rarity and place it upon themselves or one other selected character who must also take a concurrent short rest to receive the benefit of the tattoo glyph. Once the short rest(s) is complete, the character receiving the glyph is considered attuned to it.
The placement of a tattoo glyph in this manner does not receive any additional Skin Writing modifiers regarding where on the body the glyph is placed. Glyphs may be placed upon the body even if all tattoo body slots have been filled.
Once a glyph is created the Skinwriter must take a long rest before another can be created.
Empowered Glyphs
The Skinwriter may now produce a Glyph up to 'very rare' rarity from the chart in Tasha's Cauldron of Everything, or two Glyphs up to 'common' rarity. Glyphs may be produced on different characters but the Skinwriter and any characters receiving a Glyph must take a simultaneous short rest to receive the Glyph.
Skin Morphing
During a long rest, the Skinwriter can morph their magical ink to swap out spell tattoos and alter the positioning of existing tattoos on their body. Through this the Skinwriter's body acts as a spell book, allowing the Skinwriter a greater depth of known spells by creating fresh patched of flesh for new tattoos to be inscribed upon. Skinwriters may change two spells each long rest without over-exertion. If the Skinwriter wishes to change three or more spells during a long rest the Skinwriter suffers a point of exhaustion at the end of the rest through physical exertion.
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