Base Class: Sorcerer
.A Tattooed Sorcerer uses their tattoos to make or create magic. Unlike most sorcerers they rely on familiars and are able to give others temporary tattoos.
Familiar Tattoo
Mage's Tattoo
Starting at 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat and gain one tattoo based off of the school of magic you choose.
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on their body to represent this spell. The bloodline spells are always enhanced by Mage's Tattoo feat, even if they don't match the school to which Mage's Tattoo belongs.
Create Spell Tattoo
At 6th level, a tattooed sorcerer can create a spell tattoo once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If the sorcerer gives the spell tattoo to themselves, it does not count against the regular limit of magic tattoos they can have. The spell tattoo must be of a spell that they know that has no material or focus component. They can maintain one spell tattoo created by this ability at a time - if they use this ability again, the previous spell tattoo they created fades away.
This ability can be used twice per day at 11th level, and three times per day at 15th level.
Symbolic Meaning
Starting at 14th level, you may take one of the tattoos you have gained at an earlier level and choose or roll one of the abilities from the table below to attach to that tattoo.
Additionally, all spells you have as tattoos with somatic components can now be performed even when your hands are not free.
| D6 | ABILITY |
|---|---|
| 1 | Double the range of the chosen spell. |
| 2 | Lengthen the duration of the spell by 1d4 minutes. |
| 3 | Speed up casting time on the tattoo to 1 Action. |
| 4 | Advantage on CON saving throws that you make to maintain your Concentration on a spell when you take damage. |
| 5 | Double the range of the spell. If the range is labeled as self then it cannot be doubled. |
| 6 | The spell you cast ignores resistance to damage of a chosen type: acid, cold, fire, lightning, or thunder. |
Runic Meta Magic
At level 18, choose a Meta Magic that you know that has a set cost. You can use this Meta Magic without expending Sorcery Points a number of times equal to your Charisma Modifier per long rest. When you use the chosen Meta Magic with this feature you can expend 2 Sorcery Points to give yourself advantage on the spell attack roll for the spell you cast, or a single creature disadvantage on the saving throw for the spell you cast.