Base Class: Wizard
A half elf, walks shirtless through the snow. You can see the myriad forms of tattoo covering the canvas of this wizards torso. The wizard makes a strange hand gestures, one of the inked glyphs begins to glow, and a blast of energy erupts from the tattooed hand.
This wizard uses their own body as a canvas with which to record and store known spells. This prevents the risk of the loss of a spell book and also allows the wizard to be flexible when preparing spells.
The cost of adding spells to a wizards body is identical to that of recording spells in the spell book. The wizard has a tattoo tool set and is proficient in their use.
While training to become a wizard, the wizard is inked with 24 spells. Six spells they understand. The remaining spells will be learned as they gain levels, learning 2 per level until level 10.
After level 10, spells must be found and added. The DM will allow the player to find and learn spells during adventures. These spells must be copied to paper, and then taken to an Arcane tattoo artist.
Beginning when you select this school at 2nd level, you will receive a tattoo on your forehead which will symbolize your magical power. This tattoo will function as an Arcane Focus
Spell Preparation
The Wizard may prepare spells during 1 rest per day by channeling a trace amount of magic energy into each tattoo effectively readying it. The readied image will then darken and move to a visible location. This Wizard may not use arcane recovering during the same short rest as they change prepared spells.
The wizard must note which prepared spells are located where. Each arm can have 7 (easy to see) spells up to the shoulder. The stomach can have 11. Each leg can have 8. This effectively means that a tier 1 PC can function with sleeves rolled up. Tier 2, must be sleeveless. Tier 3 or 4 will have to choose weather to go shirtless or wear shorts.
For smaller or larger creatures the tattoo count is the same as the magic which moves and changes the size of the ink, will change it proportionally.
This may result in lack of AC or lack of preparedness for certain climate types.
Illuminating power
When Casting, the spell being cast as well as the Arcane Focus(if used) will glow. This glow will be strong enough to provide dim light for 10 feet in front of the caster. This glow is even visible through a single layer of material with a DC 10 perception. The glow is completely hidden by more than one layer of fabric. The ink will continue to glow until concentration ends.
Low cost material components may be used when wishing to avoid the glow of the Arcane Focus. When *any* material component is consumed by a spell, the ink of the tattoo will begin to take on the properties of that component. Ink may appear to be made of diamond, or smell like sulfur. This process is complete after 3 uses of a spell. This process is immediate for spells of 5th level or higher.
The maximum number of spells prepared is still intelligence modifier plus wizard level.
Artisan Skills
You are now proficient enough with the tattooist tools that you are able to create enchanted tattoos. You intially will know 5 of these, but can discover more.
Hardened Tattoos
When using material components for a spell with a listed cost, these components will absorb into the ink. After 3 uses, the ink now takes on the physical properties of these components. Begining at level 10, spells which are hardened in this way will be more potent. Once per round, reroll all 1s or 2s on a single dice roll used for this spell. For example, a fireball may generate 3d8 of damage, all three dice could be re-rolled if they showed a 1 or 2. The new roll must be used.
Powerful Presence
Once per rest, you may choose to have all of your tattoos become illuminated while casting or concentrating for a single spell. This illumination shines bright light for 30 feet in any direction. Any non friendly creature must make a wisdom save or become frightened for the spells duration. All friendly greatures in this aura cannot be fightened.
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Posted Feb 11, 2020First posting, so already working on v.2.
For Hardened Tattoo feature. If the Fireball Tattoo absorbs the guano, the wizard smells of guano. Other traits hold up as well. The DM/player can get creative describing the physical effects of the tattoo taking on the appearance of the material used.