Tattooist
Your studies of arcane sigils and mysterious inks have culminated in magical tattoos that can empower yourself or others. You use your skills to create inked warriors of incredible power. They become assets to powerful figures or forces of carnage themselves.
| Level | Spells |
|---|---|
| 3 | Comprehend Languages, Illusory Script |
| 5 | Blur, Enhance Ability |
| 9 | Glyph of Warding, Hypnotic Pattern |
| 13 | Freedom of Movement, Greater Invisibility |
| 17 | Greater Restoration, Skill Empowerment |
| Level | Tattoo Power | Area Covered | Time (Long Rests) | Spell Slot |
|---|---|---|---|---|
| 3 | Common | One hand, foot, or quarter of a limb | 1 | |
| 3 | Uncommon | Half a limb or the scalp | 2 | |
| 5 | Rare | One limb | 4 | 3 |
| 9 | Very Very | Two limbs or the chest or upper back | 8 | 4 |
| 15 | Legendary | Two limbs and the torso | 16 | 5 |
| Spell Level | Rarity | Spellcasting Mod | Save DC | Attack Bonus |
|---|---|---|---|---|
| Cantrip | Common | +3 | 13 | +5 |
| 1 | Common | +3 | 13 | +5 |
| 2 | Uncommon | +3 | 13 | +5 |
| 3 | Uncommon | +4 | 15 | +7 |
| 4 | Rare | +4 | 15 | +7 |
| 5 | Rare | +5 | 17 | +9 |
| Tattoo Power | AC |
|---|---|
| Uncommon | 12 + your DEX modifier |
| Rare | 15 + your DEX modifier (Maximum of two) |
| Very Rare | 18 |
| 1D10 | Damage Type | Color |
|---|---|---|
| 1 | Acid | Green |
| 2 | Cold | Blue |
| 3 | Fire | Red |
| 4 | Force | White |
| 5 | Lightning | Yellow |
| 6 | Necrotic | Black |
| 7 | Poison | Violet |
| 8 | Psychic | Silver |
| 9 | Radiant | Gold |
| 10 | Thunder | Orange |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Proficiencies
You have great skill with ink and a steady hand. You have proficiency with Calligrapher’s Tools or Herbalism Kit. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tool of your choice.
Magical Tattoo
You can tattoo yourself and others with arcane tattoos. The process takes time, a spell slot, and coverage for the tattoo. A creature cannot have overlapping tattoos or both tattoos become inert.
Tattoo Coverage
Spellrought Tattoo
Barrier Tattoo
Common and Uncommon Tattoos
You can ink the following Tattoos.
Barrier Tattoo: While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity.
Coiling Grasp Tattoo: While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 ft of you. The creature must succeed on a DC 14 STR saving throw or take 3D6 Force damage and be Grappled by you. As an action, the creature can escape the Grapple by succeeding on a DC 14 Athletics or Acrobatics check. The Grapple also ends if you halt it (No action required), if the creature is ever more than 15 ft away from you, or if you use this tattoo on a different creature.
Eldritch Claw Tattoo: While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming Immunity and Resistance to non magical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 ft away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1D6 Force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Illuminator’s Tattoo: While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes Invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the Invisibility by touching the script (No action required). Once used, this action can't be used again until the next dawn.
Masquerade Tattoo: As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
Spellwrought Tattoo: This magic tattoo contains a single spell of up to 3rd level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
Rare Tattoos
You can ink the following Tattoos.
Barrier Tattoo: While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity.
Shadowfell Brand Tattoo: You gain Darkvision with a range of 60 ft, and you have advantage on Stealth checks. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.
Spellwrought Tattoo: This magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
Arcane Removal
Sometimes you or an ally changes their mind about a tattoo. You can spend time equal to half the time that it took to ink the tattoo to remove it.
Very Rare Tattoos
You can ink the following Tattoos.
Absorbing Tattoo: Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or you determine it randomly.
Absorbing Tattoo
Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain Immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Barrier Tattoo: While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity.
Ghost Step Tattoo: The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits
You have Resistance to Bludgeoning, Piercing, and Slashing damage from non magical attacks.
You can't be Grappled or Restrained.
You can move through creatures and solid objects as if they were Difficult Terrain. If you end your turn in a solid object, you take 1D10 Force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 Force damage for every 5 ft traveled.
Lifewell Tattoo: You have Resistance to Necrotic damage.When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.
Needle Expert
Your work has sped up considerably, you half the time to ink a new tattoo and use Arcane Removal.
Very Rare Tattoos
You can ink the following Tattoo.
Blood Fury Tattoo: The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits
When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4D6 Necrotic damage to the target, and you regain a number of hit points equal to the Necrotic damage dealt.
When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Master Calligrapher
You can use your Calligrapher’s Supplies or Herbalism Kit to inscribe the highest form of calligraphy. You can cast the spell Symbol once per long rest without expending a spell slot.