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Tattooist, Artificer

Tool Proficiency: You have practiced the skill of applying special kinds of ink to flesh and cartilage in order to create beautiful works of art, some of them with arcane power infusing them. You gain proficiency with Tattooist's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
LevelSpells
3rdprotection from evil and good, unseen servant
5thmirror image, nystul's magic aura
9thbestow curse, nondetection
13thdeath ward, polymorph
17thplanar binding, seeming
Features:
Eldritch Body

Eldritch Body

3rd level-Level Artificer, Tattooist Feature
You have begun to mark yourself with arcane power, and have given yourself the first empowered design of many more to come. You learn one Eldritch Invocation from the warlock class, using your artificer level in place of warlock level. Whenever you gain a level in this class, you can replace one invocation with another for which you meet the prerequisites. If you have an invocation that would reference a warlock spell slot, you can instead use any spell slot of a level 1/4 your artificer level, rounded up.
Once each at 9th and 15th level, you learn an additional Eldritch Invocation in the same manner.
Arcane Art

Arcane Art

3rd level-Level Artificer, Tattooist Feature
You can use your action to create a piece of magical artwork on the flesh of a creature you touch, marking that creature. To mark an unwilling creature, you must succeed on a melee spell attack roll using your artificer spell attack bonus. At 3rd level, you can have one mark active at a time. This improves to two marks of different types at 9th and one of each type at 15th. These marks last 1 hour at 3rd level, 8 hours at 9th level, and 24 hours at 15th level. When you mark a creature, you choose the type created.
Each mark gains additional effects at 9th and 15th level, listed within the type of mark.
Mark of the Shared Body
  • Life Tether (3rd): Each time you take damage, you can use your reaction to force the creature bearing this Mark to make a constitution saving throw against your artificer spell save DC (if unwilling). On a failed save, you gain resistance to the triggering damage, and the creature bearing this Mark takes the same amount of damage. In addition, when the creature bearing this Mark takes damage, you can use your reaction to grant that creature resistance to the triggering damage. You then take the same amount of damage.
  • Share Life (9th): You can use a bonus action to have you or the target creature spend one hit die and adds its Constitution modifier to the amount rolled. Whichever creature you chose to expend a hit die, the other creature regains lost hit points equal to the amount rolled. If the target creature is unwilling to participate in this exchange, it may make a Constitution saving throw against your Artificer spell save DC. On a successful save, this Mark disappears.
  • Reactive Destruction (15th): If you are targeted by a spell, you can use your reaction to have the bearer of this Mark suffer the damage or effects of the spell. The bearer of this Mark determines if it is willing, if relevant, and makes any applicable saving throws. Once you invoke this effect, this Mark disappears, and you cannot do so again until you finish a short or long rest.
Mark of the Shared Mind
  • Share Senses (3rd): You can use a bonus action to perceive through the target creature's senses until the end of your next turn, but you are blinded and deafened to your own surroundings while doing so. You can also use a bonus action to attempt to force the creature to perceive through your senses and similarly be blinded and deafened to its own surroundings until the end of your next turn, but this is only successful if the target fails a Wisdom saving throw against your Artificer spell save DC.
  • Share Experience (9th): You can use a bonus action to gain proficiency in one tool, instrument, language, skill, weapon, armor, or saving throw the target has proficiency in, or grant one of your proficiencies to the target creature. This proficiency lasts while this Mark remains or until you activate this property again to gain a different proficiency from the same creature.
  • Share Thoughts (9th): You can communicate telepathically with the target creature (no action required), and it can communicate telepathically back.To do so, the creature must be capable of understanding at least one language, though you need not have any languages in common.
  • Domination (15th): You can use your action to cast dominate monster on the target, using your artificer spell save DC. If cast in this way, the maximum duration of the spell is 1 minute. This Mark is destroyed immediately if the creature succeeds on any saving throw against the spell and if not when the spell ends. Once you invoke this effect, you cannot do so again until you complete a long rest.
Mark of the Shared Soul
  • Conduct Magic (3rd): You can choose (no action required) to count the creature as within range for your spells and other magical effects, so long as you are on the same plane of existence, and you can choose to count yourself in range of any spell the creature would cast or magical effect the creature produces. The choice is made per spell or effect.
  • Redirect Focus (9th): You can use a bonus action to transfer an Artificer spell to the target if the target is willing. The target creature becomes the source of the spell (even if normally the spell would only be able to target the caster) and maintains concentration on the spell instead of you if the transferred spell requires concentration.
  • Shared Grasp (15th): As a bonus action, you can choose to gain or grant the passive benefits of an item you currently have attuned, or an item attuned by the target creature. This benefit lasts for the duration of this Mark or until you end it as a bonus action. The attuned creature does not gain the benefit of the item in question while that benefit is being borrowed by the other.
Body Infusion

Body Infusion

5th level-Level Artificer, Tattooist Feature
Instead of infusing an item which would be held or worn to use with your Infuse Item feature, you can infuse a willing creature via a magical tattoo. The creature must attune to the tattoo (even if the infusion would not normally require attunement).
The creature gains the benefits of the infusion as if wearing or holding the item, though this benefit does not apply to any magical item the creature uses, for example, if the creature makes a weapon attack with the Enhanced Weapon infusion, the creature will only benefit from the bonus to attack and damage rolls if that attack was not made with a magical weapon.
Infusion Resonance

Infusion Resonance

5th level-Level Artificer, Tattooist Feature
When you deal damage with an artificer spell to a creature within 5 feet of a creature bearing one of your infusions, you deal additional damage equal to your intelligence modifier (minimum of +1).
Artistic Imprint

Artistic Imprint

9th level-Level Artificer, Tattooist Feature
You learn how to render objects to their essence and convert them into body art. As an action, you can touch an object that is not being worn or held or is being held by a willing creature, converting the object into a magical tattoo of that object on your own body.
The tattoo size depends on the size of the object, a Tinyobject will need at most a partial limb, but a Mediumobject will take the whole torso or multiple limbs, and any object larger than Medium can only be placed on a creature of at least one size category larger than the object. As an action, you can magically convert it back into an object, leaving only the outline of the tattoo on your body. If the Imprint item is a set of armor, you can choose to instantly don it as an action. If the Imprint item is a weapon or Tiny object, you can choose whether the item appears in your hand or in your space when summoned to physical form.
If you touch an object held by another creature, that creature can choose to make a Strength saving throw against your artificer spellcasting DC to prevent you from turning the object into a tattoo; this saving throw is made with advantage if the object is magical. An object worn or attuned by an unwilling creature cannot be turned into a tattoo in this way.
You can also Imprint objects onto willing creatures, but this process takes longer and requires materials. A Tinyobject can be imprinted onto a creature in ten minutes work, for 10gp worth of tattooing ink. A Small object in an hour, for 25gp, and a Medium object for 100gp and four hours work. This Imprinting requires the use of tattooing needles and ink, and requires you to be within 5 feet of the creature receiving the Imprint at all times. If the process is interrupted before completion, expended materials and time are lost, and the process must start over again.
A creature can have a maximum number of Imprintitems equal to their Constitution modifier (minimum of 1), although Tiny objects count as half an object for these purposes. An object reappears in the nearest unoccupied space if the limb it is tattooed on is severed or if the creature it is tattooed on dies. Spells which interact with a specific c object (such as locate object or Drawmij's instant summons) instead interact with the creature with the object tattooed on it. To break the bond of an Imprint, the imprinted object must remain in object form for 24 hours, after which the outline disappears from the bearer's body.

Created by

Raven Gladstone.

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