Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: You can use your tattoos as a spellcasting focus for your Inkweaver spells.
At 1st level, you gain the ability to create magical tattoos. You know two cantrips of your choice from the wizard spell list. You learn additional Inkweaver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inkweaver table.
Ink Points: You have a number of Ink Points equal to your Inkweaver level. These points are used to create and empower your tattoos.
At 2nd level, you can create a tattoo on yourself or another willing creature. Creating a tattoo requires an hour of work and consumes Ink Points. The effects of the tattoo last until you finish a long rest or use this feature again.
At 3rd level, you can use your Ink Points to cast spells. You know three 1st-level spells of your choice from the wizard spell list. The Inkweaver Spellcasting table shows how many spell slots you have to cast your Inkweaver spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher.
At 3rd level, you gain one of the subclasses fomr the subclass list.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
At 5th level, you can have two active tattoos at the same time. Additionally, your tattoos become more resilient, reducing any damage the tattooed creature takes by an amount equal to your Charisma modifier (minimum of 1).
At 7th level, your ability to craft tattoos improves, allowing you to create more powerful tattoos. You can now create tattoos that grant abilities such as flight (up to 30 feet), water breathing, or resistance to a specific type of damage.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
At 10th level, you can store more potent spells in your tattoos. You can store spells of up to 3rd level in a Spellcasting Tattoo. Additionally, you can use your reaction to transfer a beneficial tattoo from yourself to a willing creature within 30 feet.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
At 15th level, your tattoos gain permanence. When you create a tattoo, you can choose for it to become permanent. You can only have one permanent tattoo at a time. You can remove a permanent tattoo as an action.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
At 18th level, you can create a Master Tattoo once per long rest. A Master Tattoo grants powerful effects such as immunity to a specific type of damage, a +2 bonus to AC, or the ability to cast a 5th-level spell once without expending a spell slot.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
At 20th level, you become a true master of tattoo magic. You gain resistance to all damage types and can have up to three active tattoos at the same time. Additionally, when you roll for initiative and have no Ink Points remaining, you regain 4 Ink Points.
Your magical tattoos enhance your combat abilities. When you make a weapon attack, you can expend 1 Ink Point to deal an extra 1d8 magical damage.
You gain proficiency with medium armor and martial weapons. Additionally, you can have a third active tattoo, but only one can be a combat-related tattoo.
Your weapon attacks score a critical hit on a roll of 19 or 20. Additionally, your Arcane Strikes damage increases to 2d8.
When you are reduced to 0 hit points, you can use your reaction to expend 3 Ink Points and drop to 1 hit point instead. Additionally, your Arcane Strikes damage increases to 3d8.
You can create tattoos that enhance your perception and divination abilities. You gain proficiency in the Perception and Insight skills. If you already have proficiency in either skill, you gain expertise, which means your proficiency bonus is doubled for any ability check you make with it.
You can create a tattoo that grants limited foresight. The tattooed creature can add a d4 to any attack roll, saving throw, or ability check it makes. This effect lasts for 1 minute and can be used once per long rest.
You can cast the spell clairvoyance once without expending a spell slot. You regain the ability to do so after a long rest. Additionally, you can use your reaction to gain advantage on a saving throw or attack roll.
You can create a tattoo that grants true sight. The tattooed creature gains truesight with a range of 30 feet for 1 hour. This ability can be used once per long rest.
You can create tattoos that allow the wearer to change their shape. The tattooed creature can cast the spell disguise self at will, without expending a spell slot.
You can create a tattoo that allows the wearer to change their physical form. The tattooed creature can cast the spell alter self once without expending a spell slot. You regain the ability to do so after a long rest.
You can create tattoos that grant resistance to elemental damage. The tattooed creature gains resistance to one of the following damage types: acid, cold, fire, lightning, or thunder. This effect lasts until you finish a long rest.
You can create a tattoo that grants the ability to transform into a powerful creature. The tattooed creature can cast the spell polymorph once without expending a spell slot. You regain the ability to do so after a long rest.
You can create tattoos that enhance defensive capabilities. The tattooed creature gains proficiency in heavy armor and shields.
You can create a tattoo that wards against harm. The tattooed creature gains a +1 bonus to all saving throws.
When an ally within 10 feet of you takes damage, you can use your reaction to transfer half of that damage to yourself. This ability can be used a number of times equal to your Charisma modifier (minimum of 1) per long rest.
You can create a tattoo that grants powerful protective magic. The tattooed creature gains a +2 bonus to AC and resistance to all damage types for 1 minute. This ability can be used once per long rest.
You can create tattoos that grant elemental powers. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain resistance to that damage type, and you can imbue your tattoos with that element's power. When you deal damage with your Arcane Strikes, you can change the damage type to match your chosen element.
You can create a tattoo that wards against elemental damage. The tattooed creature gains resistance to two of the following damage types: acid, cold, fire, lightning, or thunder. Additionally, you can use your reaction to grant this resistance to an ally within 30 feet until the start of your next turn.
You can unleash the power of your elemental tattoos in a devastating burst. As an action, you can expend 3 Ink Points to create an elemental explosion in a 20-foot radius centered on you. Each creature in the area must make a Dexterity saving throw against your spell save DC. A creature takes 6d6 damage of your chosen element on a failed save, or half as much damage on a successful one.
You can create a tattoo that grants mastery over the elements. The tattooed creature gains immunity to your chosen element's damage type and can cast a spell associated with that element once per long rest without expending a spell slot. The spells are as follows:
Acid: acid arrow (3rd level)
Cold: cone of cold (5th level)
Fire: immolation (5th level)
Lightning: chain lightning (6th level)
Thunder: destructive wave (5th level)
You can create a tattoo that bonds you with an animal spirit. Choose a beast with a challenge rating of 1/4 or lower, such as a wolf, eagle, or panther. This beast becomes your animal companion and appears as a tattoo on your skin. As a bonus action, you can summon this beast to an unoccupied space within 30 feet of you. The beast obeys your commands (no action required) and acts on your initiative. It remains for 1 hour or until it drops to 0 hit points, after which it returns to its tattoo form. You can summon the beast a number of times equal to your Charisma modifier (minimum of 1) per long rest.
You can enhance your physical abilities with animal traits. As a bonus action, you can expend 1 Ink Point to gain one of the following benefits for 1 minute:
Feline Agility: Your speed increases by 20 feet, and you gain advantage on Dexterity (Acrobatics) checks.
Bear's Endurance: You gain temporary hit points equal to your Inkweaver level + your Charisma modifier.
Eagle's Sight: You gain advantage on Wisdom (Perception) checks and can see up to 1 mile away with no difficulty.
You can channel the ferocity of your animal companion into your attacks. When you make a weapon attack, you can expend 2 Ink Points to make it a Primal Strike. The attack deals an extra 2d8 damage and has an additional effect based on your animal companion:
Wolf: The target must succeed on a Strength saving throw or be knocked prone.
Eagle: The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Panther: The target must succeed on a Dexterity saving throw or be grappled (escape DC equal to your spell save DC).
You can create a tattoo that allows you to transform into a powerful beast. As an action, you can expend 4 Ink Points to polymorph into a beast with a challenge rating of 6 or lower. This transformation lasts for up to 1 hour or until you drop to 0 hit points or die. While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your ability to speak, but you otherwise adopt the beast's statistics. You can use this feature once per long rest.
You can create a tattoo that bonds you with an aquatic animal spirit. Choose a beast with a challenge rating of 1/4 or lower that is native to aquatic environments, such as a dolphin, octopus, or reef shark. This beast becomes your aquatic companion and appears as a tattoo on your skin. As a bonus action, you can summon this beast to an unoccupied space within 30 feet of you. The beast obeys your commands (no action required) and acts on your initiative. It remains for 1 hour or until it drops to 0 hit points, after which it returns to its tattoo form. You can summon the beast a number of times equal to your Charisma modifier (minimum of 1) per long rest.
You gain the ability to breathe underwater and gain a swimming speed equal to your walking speed. Additionally, you can create a tattoo that grants water-related abilities. The tattooed creature can cast water breathing or water walk once per long rest without expending a spell slot.
You can channel the resilience of aquatic creatures. As a reaction when you take damage, you can expend 2 Ink Points to gain resistance to that damage type until the start of your next turn. Additionally, you can create a tattoo that grants resistance to cold damage and advantage on saving throws against being grappled or restrained.
You can create a tattoo that allows you to unleash the power of the ocean. As an action, you can expend 4 Ink Points to create a tidal surge in a 30-foot cone. Each creature in the area must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 8d8 bludgeoning damage and is pushed 20 feet away from you and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone.
You can create a tattoo that allows you to transform into a powerful aquatic beast. As an action, you can expend 4 Ink Points to polymorph into a beast with a challenge rating of 6 or lower that is native to aquatic environments. This transformation lasts for up to 1 hour or until you drop to 0 hit points or die. While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your ability to speak, but you otherwise adopt the beast's statistics. You can use this feature once per long rest.
Level | Cantrips Known | Spells Known | 1st Level | 2nd Level | 3rd Level | 4th Level | 5th Level |
---|---|---|---|---|---|---|---|
1 | 2 | - | - | - | - | - | - |
2 | 2 | - | - | - | - | - | - |
3 | 2 | 3 | 2 | - | - | - | - |
4 | 3 | 4 | 3 | - | - | - | - |
5 | 3 | 4 | 3 | - | - | - | - |
6 | 3 | 4 | 3 | - | - | - | - |
7 | 3 | 5 | 4 | 2 | - | - | - |
8 | 3 | 6 | 4 | 2 | - | - | - |
9 | 3 | 6 | 4 | 2 | - | - | - |
10 | 4 | 7 | 4 | 3 | - | - | - |
11 | 4 | 8 | 4 | 3 | - | - | - |
12 | 4 | 8 | 4 | 3 | - | - | - |
13 | 4 | 9 | 4 | 3 | 2 | - | - |
14 | 4 | 10 | 4 | 3 | 2 | - | - |
15 | 4 | 10 | 4 | 3 | 2 | - | - |
16 | 4 | 11 | 4 | 3 | 3 | - | - |
17 | 4 | 11 | 4 | 3 | 3 | - | - |
18 | 4 | 11 | 4 | 3 | 3 | 1 | - |
19 | 4 | 12 | 4 | 3 | 3 | 1 | - |
20 | 4 | 13 | 4 | 3 | 3 | 1 | - |