Base Class: Artificer
Artwork owned by Wizards of the Coast
An artificer who specializes in creating Tattoos is one who creates more then just powerful magic items, they great brilliant works of art on others bodies and also their own. They infuse their artworks with magic to assist their wearers in different ways, from granting them wings to fly to storing their most powerful magic. A tattoo artist prides themselves in their art and are very very proud people who dislike those who do not appreciate the beauty of their work in addition to its great power.
Extended Spell List
You always have certain spells prepared after you reach particular levels in this class, as shown in this Tattoo Artist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
|
Artificer Level |
Spells |
|
3rd |
Shield, Mage Armor |
|
5th |
Barkskin, Magic Weapon |
|
9th |
Haste, Elemental Weapon |
|
13th |
Otiluke's Resilient Sphere, Death Ward |
|
17th |
Enervation, Skill Empowerment |
Tattoo Creation
You have learned how to create powerful and masterful tattoos which you can others and yourself can attune to gaining certain benefits. At 3rd Level, you choose 2 Tattoos from the Tattoos List that you meet the prerequisites for. You learn one extra tattoo at 5th, 9th and 15th level and at each of these levels you can change the tattoos that you know. You can spend 1 hour to create a number of tattoos up to your Proficiency Bonus at a cost of 20 GP each (This cost can be substituted by 20 GP worth of ink).
If an effect of one of your tattoos requires a DC. The DC is equal to 8 + Your Proficiency Bonus + Your Intelligence Modifier.
You can also reverse the process and deconstruct an already created tattoo. This process takes 1 hour and you can deconstruct a number of tattoos equal to your Proficiency bonus. This process destroys the tattoo and gives you one ounce of ink for each tattoo you destroy. A tattoo must be unattuned first before it can be destroyed.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
The rarer a magic tattoo is, the more space it tends to occupy on a creature's skin. The Magic Tatto Coverage table offers guidelines for how large a given tattoo is.
Magic Tattoo Coverage
|
Tatto Rarity |
Area Covered |
|
Common |
One hand or foot or a quarter of a limb |
|
Uncommon |
Half a limb or the scalp |
|
Rare |
One limb |
|
Very Rare |
Two limbs or the chest or upperback |
|
Legendary |
Two limbs and the torso |
Angel
Prerequisite:15th Level
This tattoo depicts a mighty angel, wings out stretched, sword in one hand, harp in the other, seemingly ready to embrace rather then to fight. This is a legendary tattoo.
While a creature is attuned to this tattoo, they give off the holy presence of the angels. Any neutral or evil aligned creatures will not venture within 10ft of them. In addition, the wearer can use an action to give off a holy flash of light. Everyone within 30ft of the wearer must make a Dexterity saving throw against the creators Tattoo Save. On a failed save, they take 10d6 radiant damage, half as much on a successful save. Any neutral or evil aligned creatures dealt damage by this ability takes double the amount of damage. The wearer can only use this effect once per long rest.
Book
This tattoo depicts a large open book sitting atop an ornate podium. On its pages are the details of the spell that has been stored inside of it. Before use of this tattoo, the words burn brightly with a golden glow. This tattoo is a rare tattoo.
On creation of this tattoo, the creator chooses one 3rd-Level or lower Artificer spell that they have prepared.
While a creature is attuned to this tattoo, Once per long rest, they can cast the chosen spell without using any material components.
Crown
Prerequisite: 9th Level
The tattoo depicts a golden crown, imbedded with three glowing gems. This tattoo is uncommon.
While a creature is attuned to this tattoo, you gain the presence of a mighty lord, giving the wearer proficiency on Charisma (Intimidation). As an action, the wearer can impose their presence on those around them. All creatures within 30ft must make a Wisdom saving throw against the creators Tattoo Save. Any creatures that fail the save must follow the next command that the wearer gives, as if by the Command spell. The wearer can only use this effect once per long rest.
Demon
Prerequisite: 15th Level
The tattoo depicts a powerful demon, large curvy horns and dark scarred skin, clawing its way out of a portal situated on the wearers body. This tattoo is legendary.
While a creature is attuned to this tattoo, they are filled with they power of demons and gain resistance to nonmagical bludgeoning, piercing and slashing damage. In addition, the wearer can take a bonus action to transform yourself into a creature of dark magic. For 1 minute, the wearer gains immunity to all damage types and all attack that they make are critical hits. After this effect ends, you take 10d12 points of necrotic damage which cannot be reduced by resistances and/or immunities. This ability can only be used once per long rest.
Dragon
Prerequisite: 5th Level
This tattoo depicts a mighty red dragon, claws out front and flames spewing out of its jaws, ready to fight. This tattoo is very rare.
While a creature is attuned to this tattoo, their skin grows a layer of clear, light scale granting a +2 bonus to their AC. In addition, as an action they can spew out mighty flames in a 30ft cone in front of them. All creatures within this area must make a Dexterity saving throw against the creators Tattoo Save. On a failed save they take 3d6 on a failed save, half as much much on a successful one. The wearer can only use this ability once per long rest.
Hawk
This tattoo depicts a hawk spreading its wings out wide head turned so it is staring outwards. This tattoo is very rare.
While a creature is attuned to this tattoo, they gain proficiency in Wisdom (Perception) checks. As a bonus action, the wearer of the Hawk tattoo grows a pair of wings, sprouting from their back, giving them a flying speed of 30ft for 10 minutes. This can effect can only be used once per long rest.
Infusion
This tattoo depicts an image of the chosen infusion. This is a uncommon tattoo.
On creation, the creator chooses one of their known infusions. If that infusion could be multiple items, choose one item that it could be (e.g. You cannot have just a +1 Weapon, you must choose a Longsword, shortsword, etc).
As a bonus action, the wearer can summon an inky black replica of the chosen infusion that lasts for 1 minute. (Summoned items that require attunement do not need to be attuned to as they are extensions of the tattoo). The summoned item is automatically equipped, its effects replacing the effects of any other items already equipped. You can dismiss the item as a bonus action. The wearer can only use this effect once per long rest.
This tattoo counts towards the creator's total number of infusions.
Mountain
Prerequisite: 5th Level
This tattoo depicts a mighty mountain, topped with snow and surrounded by swirling clouds. This is a very rare tattoo.
While a creature is attuned to this tattoo, they gain a climbing speed equal to their walking speed. In addition, when the wearer takes damage, the wearer can use their reaction to turn themselves to stone, becoming petrified for 1 minute. The wearer can only use this ability once per long rest.
Plant
Prerequisite: 5th Level
This tattoo depicts a plant of the creators choice. This tattoo is a rare tattoo.
While a creature is attuned to this tattoo, they gain the knowledge of nature. The wearer gains proficiency with Intelligence (Nature) checks. In addition, the wearer can cast Entangle and Spike Growth once each without using spell slots or material components. Your uses are reset every long rest.
Shark
This tattoo depicts a large shark, leaping out of the water, seemingly lunging at whoever is looking at it. This tattoo is very rare.
While a creature is attuned to this tattoo, they gain gills, giving them the ability to breath indefinitely underwater. In addition, the wearer can use a bonus action to transform their legs into a sharks tail, giving them a swimming speed equal to double their walking speed for 10 minutes. While this effect is active the wearer loses their walking speed and any climbing speeds that their character has. The wearer can dismiss this ability as a bonus action. The wearer can only use this ability once per long rest.
Skull
Prerequisite: 9th Level
This tattoo depicts a small skull surrounded by a thick black smog. Its eyes are snake-like and a bright red. This tattoo is a rare tattoo.
While a creature is attuned to this tattoo, the gain advantage on all death saving throws the make. In addition, as an action the wearer can exhale black smog, creating a 20ft sphere. All creatures within this sphere must make a Constitution Saving Throw against the creators Tattoo Save. On a failed save, their maximum health is reduced by 2d6. On a successful save they instead take 2d6 necrotic damage. The wearer can only use this ability once per long rest.
Snake
This tattoo depicts a slender snake, curling around the applied limb, fangs bared ready to strike. This tattoo is rare.
While a creature is attuned to this tattoo, you gain proficiency in Dexterity (Stealth) checks. In addition, the wearer can take the attack action to make a special ranged attack, spitting venom at anyone within 10ft of the wearer, dealing 1d6 poison damage. On a hit, the target creature must make a Constitution saving throw against the creators Tattoo Save. On a failed save, they become poisoned and take 1d6 poison damage at the beginning of each of their turns. They can reroll this save at the end of each of their turns, ending the effect on a successful save. This attack can only be used once per long rest.
Magical Reboot
At 5th Level, you have gained a greater understanding of your creations, and have learned how to recharge their magical energy. As an action, you can reset all uses of one tattoo attuned to either yourself or any other creature within 5ft of you. The process takes 1 minute. You can only use this effect once per long rest.
Tattoo Recipe Modification
At 9th Level, you learn how to modify the effects of your tattoos to give them more powerful effects then the base tattoo could ever provide. When creating a tattoo, you can choose one of the options below to apply to the tattoo. (Note: The cost of the effect is added onto the total cost of creating the tattoo)
Empowered
Extra Costs: 100GP, 2 Hours
If the created tattoo has an ability that can be used once per long rest, instead it can be used a number of times equal to the creators Intelligence Modifier (min. 1) per long rest.
Quickened
Extra Cost: 50GP, 2 Hours
If the created tattoo grants the user special actions, they can be activated as a bonus action rather then an action.
Skill Boosted
Extra Costs: 20GP, 1 hour
If the created tattoo grants a Skill Proficency, the wearer can also add double their Proficiency Bonus to skill checks using that skill.
Artist's Masterpiece
At 15th Level, the power of your tattoos have increased dramatically, to the point of sentience. Your tattoos use their powers to help protect those wearing them.
While attuned to a Tattoo, the wearer gains the following effects:
- If you would roll a 1 on a Saving throw, you can reroll the die.
- When you get hit by an attack, you can use your reaction to gain immunity to that damage type until the end of your next turn.
- If you would drop to 0 hit points, you can instead unattune with one tattoo, and drop to 1 hit point instead
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/8/2021 10:14:07 AM
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0.1
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Coming Soon
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7/9/2021 5:22:17 AM
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43
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0.2
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Coming Soon
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Posted Aug 14, 2021Hi, really cool concept, I really like it. Could see it working with a few classes but suits the artificer well. Only thing I'd say is that most of the active effects aren't that powerful for something that only occurs once a day. I can see why you designed it that way due to the 9th level feature but I'd still buff a couple of the tattoos up, particularly given certain effects are very situational. For the tattoos with AOE attacks, do they have to target everyone in range or just creatures you choose? Given they're centred on you they would be very difficult to use if you couldn't excuse allies. Also is there a limit on number of times you can use a tattoo? Obviously for the character there's skin space and tattoos known, but is there any limit to giving they tattoo to others? If not it would make sense to always tattoo the whole party