Artificer
Base Class: Artificer

An Inkmaster is an expert at combining magical runes and ink into temporary magical tattoos. Inkmasters use these marks to channel their magical abilities to produce incredible effects of destruction and creation. 

The tattoos on an Inkmaster's body act as an arcane focus for their artificer spells. 

Created to utilize and attempt to balance the UA Magical Tattoo magic items available. Rough first draft. 

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with calligrapher's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Inkmaster Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Inkmaster Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Inkmaster Spells

Artificer Level Spell

3rd

charm person, silent image

5th

blur, invisibility

9th

hypnotic pattern, glyph of warding

13th

phantasmal killer, black tentacles

17th

geas, seeming

Magical Tattoos

You can draw magical tattoos on yourself to produce a variety of effects.

These tattoos are split into two categories; minor marks, which are your regular spells, and major marks (Uses UA Magical Tattoo magic items), which give you enhanced abilities beyond your spells. You can use the minor marks as an arcane focus for your artificer spells. Major marks on the other hand are very taxing on the body limiting the number of major marks you can have at any given point in time. (Ink Limit = 1 + CON modifier (min 1))

Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous effects and abilities. Magic tattoos are initially bound to magic needles, which transfer their magic to a creature. The designs of magic tattoos vary greatly in appearance depending on who created it, but they share general characteristics that hint at the effect of the tattoo.

Once inscribed on a creature’s skin, damage or injury doesn’t impair the tattoo’s function, even if the tattoo is defaced.

Drawing or removing a mark takes a full minute. 

The rarer a magic tattoo is, the more space it occupies on a creature’s skin. The Magic Tattoo Coverage table offers guidelines for how large a given tattoo is.

Magic Tattoo Coverage

TATTOO RARITY AREA COVERED
Common Up to 6 inches
Uncommon Half a limb or the scalp
Rare One limb
Very Rare Two limbs or the chest or upper back
Legendary Two limbs and the torso

Inking Allies

Beginning at 5th level, you can inscribe 1 ally with 1 tattoo (Uses UA Magical Tattoo magic items) of rare quality or below.

This process requires 1 minute and lasts for 1 hour. 

Improved Canvas

Starting at 9th you learn to push the boundaries on how many marks your body can handle. 

You can push your ink limit beyond what is normally possible for 1 minute but for every point you exceed your cap you suffer 1 point of exhaustion, with your heart stopping 1 minute after you reach your 6th point in exhaustion in this manor. 

Living Canvas

Once per a day you may bring your tattoos to breath their own. At the cost of all the major marks on your body you can summon a being of Living Ink for 1 minute. During this time your major marks are unavailable to you. 

Living Ink. All the ink is removed from your body for the duration of this affect. It creates a shadowy clone of yourself that fights besides you, you must use your bonus action to command it to attack on your turn. The clone has the appearance of you, if your body was entirely made out of swirling ink. See creatures for stats on the Living Ink.

 

LIVING INK

Armor Class 17 (natural armor)

Hit Points equal the Living Ink Constitution modifier + your Wisdom Modifier + five times your level in this class

Speed 40 ft.

STR
18 (+4)
DEX
14 (+1)
CON
12 (+2)
INT
4 (−4)
WIS
16 (+0)
CHA
6 (−2)

Saving Throws STR +4, Con +3

Skills Athletics +4, Perception +4

Damage Immunities 

Condition Immunities ALL

Senses darkvision 60 ft., passive Perception 14

Languages understands the languages you speak

Historic Flurry (Recharge on 5 or 6). May make three attacks

Ink Blows. Melee Weapon Attack: +10 to hit, reach 5 ft., One target. Hit: 21 (4d8 + 5) Bludgeoning damage. 

Blinding Attack. After a successful melee attack the living Ink host may use their reaction to attempt to blind a creature. The DC is equal to the Ki DC for the monk. 

 

 

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