Base Class: Artificer
Although many artificers focus on binding their magic to external objects, some are even willing to explore using their own body as a medium with more... questionable materials. Inksmiths infuse their skin with ink derived from demon's souls. The ceremony to attune the tattoo to their soul both binds the demon to their will while also allowing the tattoo to produce any of a variety of magical effects.
Body As a Canvas
Starting at the third level, the Inksmith can select tattoos to endow on their body. At any level-up, they may remove a tattoo to replace it with another. At the third level, the Inksmith can select two tattoos and another additional tattoo for every two levels of Artificer up to level 11. Tattoos are also limited by physical space on your character's body: each piece of art takes up an amount of space based on the table below. Additionally, you may use any tattoo as a spellcasting focus.
|
Body Part |
Number Tattoo |
|
Head |
1 medium tattoo, or 2 small tattoos |
|
Chest |
1 large tattoo, 2 medium tattoos, or 4 small tattoos |
|
Back |
1 large tattoo, 2 medium tattoos, or 4 small tattoos |
|
Leg |
1 medium tattoo, or 2 small tattoos |
|
Arm |
1 medium tattoo, or 2 small tattoos |
Tattoo: Abstract Shapes
(large) A menagerie of geometric shapes runs the length of your body. Your Black Wire gains the following effects:
- If a target you've attached your weapon to is your size or smaller, you can use your reaction to re-roll a successful attack by unbalancing them.
- While you have attached a weapon to a target, you can attempt to grapple them at the normal range of your weapon.
- If a target you've attached your weapon to is any size larger than you, you can attach more than one wire to them.
- You can attempt to grapple an enemy more than one size larger than you using your wires with disadvantage. For each attached wire, you add +2 to the roll. A creature grappled this way can still use a bladed weapon or a Strength check to break the grapple on their turn.
Tattoo: Barbed Wire
(Medium, Arms Only) A tattoo of barbed wire across your fingers and arms. Once per short rest, if you hit an enemy with an unarmed melee attack, you can use your reaction to cast Inflict Wounds at a first level with your attack roll instead of dealing with your normal damage.
Tattoo: Black Circle
(small) A solid black circle embodying the darkness within you. Allows you to cast Darkness once per day
Tattoo: Feathers
(small) You can halve damage due to falling.
Tattoo: Gemstone
(small) Add Stone Shape to your spell list
Tattoo: Gorilla
(medium) When you successfully shove a creature, you can shove it 20 feet instead of 5 feet away from you.
Tattoo: Heart of Thorns
(Chest, Medium) A heart surrounded by a crown of thorns. While you are not incapacitated, you can use an action to give yourself 1d4 temporary hit points per Artificer Level.
Tattoo: Keys
(small) Add Knock to your list of known spells
Tattoo: Manacles of Pain
(2 Medium, Arms Only) Your arms are entirely covered with black ink. To the observer, your tattoos are a testament to an obsession. To you, your arms are deadly weapons. The
- You have +2 to attack rolls with Unarmed Attacks.
- You can use a bonus action when anything is struck by your unarmed fists to hit with an additional 1d4 Force damage. This increases to 2d4 at the seventh level, and 3d4 at the ninth level.
- You are unable to wear rings or bracelets.
- Any nonmagical shackles applied to your wrists instantly melt.
Tattoo: Runes of False Strength
(medium) Your tattoo takes the shape of an ancient demonic set of runes imbuing preternatural strength. You can take the Shove or Grapple actions using your Intelligence modifier instead of your Strength.
Tattoo: Salamander
(small) Add Burning Hands to your spell list.
Tattoo: Serpent
(Medium) You can use the Disengage action using a Bonus Action. While grappling an opponent, you can deal acid damage to that opponent instead of another damage type when you hit with a melee attack.
Tattoo: Shell
(small) Add Resilient Sphere to your list of known spells
Tattoo: Skeletal Outline
(large) Black bones outline where your skeleton lies underneath your skin. Grants +2 to your AC when you are not wearing armor or holding a shield.
Tattoo: Spider
(small) Climbing does not cost you extra movement and don't need to make checks to climb a slippery surface.
Tattoo: The Painter
(large) A tattoo depicting a raging battle, with a single warrior in the middle, bathing in the blood of their enemies. You gain the following effects based tags of the weapon you are wielding. You can only gain one of these effects at a time. Once you hit with an attack that uses one of these effects, you cannot benefit from it again until you hit with an attack that uses another option first.
- Unarmed or an Empty hand: You deal +3 damage with unarmed attacks.
- Reach: Once per turn, you can force the target of your melee attack to make a DC10 Strength saving throw. On a failure, you can move the target five feet in any direction, or knock them prone.
- Heavy: If you move before you attack, your attack has +1 to your attack and damage rolls for every five feet of movement.
- Versatile: Your weapon also has Finesse while it is in your hands.
- Improvised: You have proficiency with this weapon.
Tattoo: The Tower
(small) You can use a bonus action to stand up instead of losing half of your movement.
Tattoo: Wings
(Legs, Small) Once per day, you can gain the effects of the Longstrider spell
Binding Contract
Your experiments and research with the demonic elements of your ink have led you to an interesting discovery: how to write Infernal Contracts on the bodies of a contractor and a contractee.
- You can understand the Infernal language
- You can spend 2 hours writing the terms of the contract on paper using magic ink, and half an hour binding the contract to the skin of a single contractor and a single contractee.
- If the contractee breaks the terms of the contract they immediately take [roll]40d20[/roll] necrotic damage, and the contract is voided. This damage can't be reduced by any means, and any effect that would prevent you from dropping to or below 0 health is voided.
- This contract can be voided if both parties agree to end it.
- This contract can be voided if both the contractor and the contractee's inked copy of the contract is destroyed.
- The contractor and contractee must be willing participants in the inking ritual
Ink Tendrils
As an artificer, you naturally have been experimenting with infusing magic into the ink of your tattoos. You've been able to learn to manipulate the ink of your tattoos outside of the boundaries of your skin. When you have finished manipulating the ink, it retracts back into your body, reforming the tattoo as normal. At the eleventh level, choose one of the following options.
Black Needle
Your ink tendrils move with such force that they can penetrate their targets. You gain the spell Eldritch Blast as a cantrip.
- You cast this spell with your Artificer level and Bonuses
Black Weapon
Ink floods your hands as you wield weapons in melee range. You gain the following features:
- While wielding a melee weapon or unarmed, you can't be disarmed, and gain +1 to your attack and damage rolls.
- As a free action, you can use your ink to form any melee weapon you are proficient with in your hands. This weapon is considered magical and has an additional +1 to attacks and rolls. This can also be used to form any set of tools at will.
- When you strike an enemy in melee range you mark them with black ink. As a bonus action you can activate the ink to dissolve in the wound, dealing 5d6 acid damage, or half damage if the target makes a DC15 Constitution check. Once you use this ability, the mark goes away and you must strike the target again to re-use this ability. An enemy can only have one mark at a time.
Black Wire
You gain the ability to control thrown weapons with almost preternatural force by using your ink to propel the weapon, and can also retract it using the same wire. The wire acts as though it were a hempen rope in terms of mechanics and durability.
- When you make a ranged attack in normal range using a weapon with the thrown property, you attach a thin black cable of ink at the end of the weapon. You can add your INT modifier to the attack and damage rolls.
- If your attack hits, your ink causes the weapon to attach to the target. If your weapon is attached, you can use a bonus action to either retract the weapon or pull an enemy as though using the shove action. If you retract the weapon from an attached target, you deal 2d4 slashing damage. The attached target may use an action to cut the wire with a bladed weapon or make a DC17 Strength check.
- You can have a number of simultaneously attached weapons equal to your number of tattoos from Body as a Canvas
Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Pain Adjusted
You've become inured to pain while staying focused on tattooing your own body, and this skill has become an almost meditation-like practice. At the seventh level, you can add your proficiency bonus an additional time to concentration checks. You can add your proficiency even if you have advantage or a proficiency bonus from another source.
Inked Infusion
At the fifth level, you become more skilled in using your tattoos in tandem with your arcane infusions and magical tinkering. For any magical item that you are attuned to:
- You can use a bonus action to recharge a magical item you are attuned to by using up an available use of your tattoo. The item gains +1 use. This extra charge dissipates after one hour if it is not used. You can use this ability of Inked Infusion up to a number of times equal to your proficiency bonus, and gain back all uses of the ability after a long rest. This ability cannot be used to recharge an item that can be used to cast Wish.
- As a bonus action, you can use create a mundane copy of any item you are attuned to. This copy has no magical effects, has the same mass and density as its original, and lasts for an hour or until you dismiss it as a free action. Visually, the copy is made of shadowy ink and will not pass as a replica of the original.
Artistic Tradition
An Inkwright can draw inspiration from the cultural styles of the many races and cultures of their world. The Artistic Tradition of the tattoos use can imbue your art with even more personalization.
Demonic
Your tattoos are clearly inspired by demonic and evil imagery. Spikes, bones, and other macabre elements are prominently featured in this style. Grants +1 to melee attack rolls and proficiency in Intimidation
Military
Your tattoos are a collection of marks of survival, camaraderie, and memorial throughout a military career at the front lines. You have an additional 2d4 (2) hit points per level.
Script
Every one of your tattoos is comprised of script shaped into various forms. You can read and write all languages.
Watercolor
Beautiful, flowing colors move across your skin. Grants proficiency for Charisma checks