Wizard
Base Class: Wizard

Forced to hide their magic for of death, the wizards of the metropolis Helmsadow found a unique way to hide their spell books as well as how they cast their spells.

Ok guys this is the rough draft for a new subclass I am making for wizards in my WIP setting for an upcoming campaign. In it you will find new rules for tattoo spell books. As well as other cool abilities unique to this sub set of wizards.

Feedback on how i can improve/better balance this class is not only appreciated but also respectfully requested.

Any names of abilities contained within this class are strictly WIP and subject to change if you have a suggestion for on such name feel free to let me know.

 *I should preface in this particular setting wizards get the Deception and stealth skills added to their list of available skills at character creation due to the fact that in this setting all forms of magic are hunted down and destroyed

Tattoo Spell Book

Treat this as both a spell book and arcane focus. If your tattoo gets damaged at all roll on the wild magic chart in the Player’s Handbook. The tattoo has a number of max hit points equal to one quarter of your own. If a critical hit is scored against you there is a 50% chance of the spell book taking one half of the damage you take (you still take full damage and any resistances you have apply to your tattoo)

Expertise

Gain Expertise in the Stealth and Deception skills (meaning you add your proficiency bonus twice as opposed to once)

Transfer Tattoo

Starting at 6th level you may spend 1 hour to perform the Ritual of Spell Sharing in order to transfer one of your unprepared spells of your choice from your skin to the skin of a willing target for 24 hours(shared spells are cast at their lowest level). After which if unused it disappears from their body and reappears on yours. When this occurs they treat this as a tattoo spell book for the purposes of concealment or taking damage. The wielder may treat this as a one use spell spell-like ability, once used the tattoo disappears from their body and reappears on yours. If destroyed then you must spend 3 hours reconstructing the spell on yourself. You may only have up to 3 of these made at a time.

Improved Transfer Tattoo

Starting at 10th level your Ritual of Spell Sharing now takes 1 half hour instead of 1 hour.

Mastered Transfer Tattoo

At 14th level Due to your complete mastery of the Ritual of Spell Sharing you have learned how to add one of two following features to the targets of your ritual:

Extra Charge: the target of your ritual may cast the shared spell an additional time.

Improved Transference: you may transfer an additional spell to the target of ritual.

The selected feature must be chosen at the time the ritual is preformed

Previous Versions

Name Date Modified Views Adds Version Actions
2/25/2019 1:40:53 AM
35
0
1
Coming Soon
1/1/2023 4:56:22 PM
1052
66
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Coming Soon

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