Wizard
Base Class: Wizard

You are a student of the magic but unlike other wizards you tattoo yourself with your spells. You still carry a spell book with you but the spells you want to use for the day are tattooed on your body. You use the artistry of tattoos to unleash the magic surrounding you. You expand your knowledge by studying the arts and molding those arts to your body. 

By tattooing a symbol of the tattoo on your body surrounded by the words of power that inacts the spell. When you use a spell the tattoo disappears from your body and you must re-add the tattoo to use it again. The number of tattoos your have equal the number of spells that you can know for each level for example: If you can know 4 first level and 2 second level spells you can have a total of 6 tattoos. You can cast a spell at a higher level if you wish and the spell has that ability. 

Tattoo Ink

The tattoo ink used to place the tattoos on your body is a special ink. The ink is regular ink that is used in writing however it is combined with the components needed to cast the spell. For example. Armor of Agathys requires a cup of water as a material component, so in order to make the ink for the tattoo water must be combined to the ink prior to the ink being applied to the skin.

Mixing ink for the tattoos will use one hour of time to mix per tattoo. Each mix you make will be enough for three tattoos, so each mixture must use 3 of the material components.

Tattoo Needles

Until you receive your arcane needle you are required to tattoo yourself. The Tattoo process take one hour per night, this cannot be part of the 6 hours of long rest.  

Bonus Proficiencies

At first level you gain proficiency with painters supplies. This allows you to mix the ink used for your tattoos.

Wizardly Needle

2nd-level Artimancy Mage Feature

As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

  • The needle doesn’t require ink. When it tattoos , it produces ink in a color of your choice.
  • The time you must spend to copy a spell onto your body equals 2 minutes per spell level if you use the needle for the transcription.
  • You can spend 10 minutes as if casting a ritual spell to make an ordinary tattoo needle an arcane spell focus. This removes the arcane properties from any previous needles.

This needle disappears if you create another one or if you die.

Awakened Spellbook

2nd-level Artimancy Mage Feature

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your arcane needle.

While you are holding the arcane needle it grants you the following benefits:

  • You can use the arcane needle as the spellcasting focus your wizard spells.
  • You cast a wizard spell with a spell slot, you can upcast the spell by one level when you do so you take 1d4 per spell level + 1 per spell level ( for example: a level 2 spell upcast to level 3 would be 3d4+3 damage to yourself. You must take all the inflicted damage. 
  • As an action your arcane needle can tattoo a healing rune proficiency times per day that will heal you 1d4+ wizard level. 
  • When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.

If necessary, you can replace your tattoos over the course of a short rest by using your Wizardly needle to tattoo arcane sigils on your skin or in the sketch book you are attuned to.

Manifest Sketch

6th-level Artimancy Mage feature

You can conjure forth one of your sketches from the Awakened Sketchbook. As a bonus action while the book is on your person, you can cause the sketch to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a shimmering glimmering tattoo.

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

Whenever you cast a wizard spell on your turn, the tattoo attaches itself to a creature within 30 feet of it, causing half of the original damage to the additional creature. The creature does get a save against the original spell. For spells that are not damage producing can target a creature within 30 feet of the sketch, lasting half as long as the original spell. You can do this proficiency bonus times per day, regaining all uses on a long rest. 

As a bonus action, you can cause the spectral sketch to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

The spectral sketch stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Sketch is destroyed, if you die, or if you dismiss the spectral sketch as a bonus action. Once you conjure the sketch, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

Master Tattooist

10th-level  Artimancy  Mage feature

Whenever you finish a long rest, you can tattoo one creature with a level one or level two tattoo within your sketchbook, using your Wizardly Needle.  This raises to 1st, 2nd, or 3rd at level 16. 

The sketchbook must be within 5 feet of you when you create the tattoo. The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the tattoo is completed, the spell’s power is enhanced, counting as one level higher than normal. You are the only one who is able to activate the tattoo. You can activate the tattoo as a bonus action on your turn. 

You are also adept at crafting spell tattoos, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to create a tattoo are halved if you use your Wizardly Quill. 

One with the Ink

14th-level Artimancy Mage

Your connection to your Awakened Sketchbook has become so profound that your soul has become entwined with it. While the sketchbook is on your person, you have advantage on all Intelligence (Arcana) checks, as the sketches whisper arcane knowledge to you. 

Moreover, if you take damage while your Sketch is manifested, you can prevent half of the damage from affecting you by dismissing your spectral sketch. When this happens the sketch intervenes wrapping you in a protective cloak.  The sketch absorbs half the damage and redirects it at a creature within 30 feet of either you or where the spectral sketch was located when you activated One with the Ink. You then roll 2d4 as the some of the sketches within the sketch book are burned up with the absorption of the energy. You lose the number of spell levels you roll. For instance if you roll 4 you would have to lose a total of 4 levels of spells. If there are not enough spells in the book you drop to zero hit points. Once you use this reaction you can not do so again until a long rest. 

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