Tattoosionist
The name “tattoosionist” is initially misleading: it comes
from their ability to create tattoos that shift and animate
upon their skin, for example a snake slithering around an
arm. But this is no illusion: there is a very real snake
inside their arm, and it can do far more than slither
around. Tattoosionists are psionic artificers that
abandon their labors upon unliving items, instead using
alchemical inks and their own body as their workshop,
animating the images upon their skin and use them for
anything they desire- as a third hand, moving heavy
objects, pulling a wagon-cart, even self-defense.
Tattoosionists take pride in their artistry and
individuality, and prefer clothing and armor that allows
them to display portions of their labors, although you
quite literally never know what they might have hidden
up their sleeve.
Irons. You gain proficiency with calligrapher’s supplies and alchemist’s supplies. If you already have either these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.
Skin Show. You can animate tattoos upon your skin, and create new ones, with two new cantrips that you learn: tattoosionHMV and punctureHMV. They are artificer cantrips for you, and don’t count against the artificer cantrips you know. You can also tattoo others, leaving a permanent mark upon their skin.
As an action, you can you can animate a tattoo. You can do this once for free, and must finish a long rest before doing so again. You can also animate a tattoo by expending a spell slot of 1st level or higher. If you animate a second tattoo, the first disappears. When you animate a tattoo, it appears in a space within 5 feet of the person who bore the tattoo, and is under your control. It has no senses of its own. Whatever form it takes, its creature type is construct, it is immune to poison and psychic damage, and the charmed, exhausted, frightened, paralyzed, petrified and poisoned conditions. It has a number of hit points equal to 5 times your artificer level. It disappears if reduced to 0 hit points, or if moves a number of feet equal to 100 times your Intelligence Modifier (minimum of 100 feet) away from you, or after 1 hour. You can dismiss it early as an action.
In combat, it shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. Its weapon attacks are magical.
When you finish a long rest and your alchemist's supplies are with you, you can choose new forms for your animated tattoos.At 5th level, once on your turn when you or your
animated tattoo deals bludgeoning, piercing or slashing
damage, you can roll a d12 and add the results as a
bonus to the damage dealt.
As an action, you can command your animated tattoo to explode in a shower of psychic force. Doing so destroys the tattoo and forces each creature within 10 feet of it to make a Wisdom saving throw against your spell save DC, taking 4d8 psychic damage on a failed save or half as much damage on a successful one. The tattoo’s form must be touched up in order to be used again, which you can accomplish as a part of your next short or long rest.
Additionally, you can use your Pounding Skin feature a second time on your turn.
Tools of the Trade
By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.Irons. You gain proficiency with calligrapher’s supplies and alchemist’s supplies. If you already have either these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.
Skin Show. You can animate tattoos upon your skin, and create new ones, with two new cantrips that you learn: tattoosionHMV and punctureHMV. They are artificer cantrips for you, and don’t count against the artificer cantrips you know. You can also tattoo others, leaving a permanent mark upon their skin.
Tattoosionist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Tattoosionist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.Tattoosionist Spells | |
---|---|
Artificer
Level |
Spell |
3rd | illusory script, inflict wounds |
5th | cloud of daggers, crown of madness |
9th | spirit guardians, major image |
13th | giant insect, summon greater demon |
17th | circle of power, hold monster |
Custom Work
At 3rd level, you learn rituals for creating a construct from the tattoos. Choose a number of creatures equal to your Intelligence Modifier (minimum of 1) from the Animated Tattoos List that you are familiar with, and emblazon them upon your person or an ally.As an action, you can you can animate a tattoo. You can do this once for free, and must finish a long rest before doing so again. You can also animate a tattoo by expending a spell slot of 1st level or higher. If you animate a second tattoo, the first disappears. When you animate a tattoo, it appears in a space within 5 feet of the person who bore the tattoo, and is under your control. It has no senses of its own. Whatever form it takes, its creature type is construct, it is immune to poison and psychic damage, and the charmed, exhausted, frightened, paralyzed, petrified and poisoned conditions. It has a number of hit points equal to 5 times your artificer level. It disappears if reduced to 0 hit points, or if moves a number of feet equal to 100 times your Intelligence Modifier (minimum of 100 feet) away from you, or after 1 hour. You can dismiss it early as an action.
In combat, it shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. Its weapon attacks are magical.
When you finish a long rest and your alchemist's supplies are with you, you can choose new forms for your animated tattoos.
Pounding Skin
Loyal to the Coil
At 9th level, you can use your action to exert complete control over your animated tattoo and assume its senses, which gains a darkvision to a distance of 60 feet and a tremorsense of 10 feet. During this time, you can speak through it with your own voice, but you are deaf and blind with regard to your own senses.As an action, you can command your animated tattoo to explode in a shower of psychic force. Doing so destroys the tattoo and forces each creature within 10 feet of it to make a Wisdom saving throw against your spell save DC, taking 4d8 psychic damage on a failed save or half as much damage on a successful one. The tattoo’s form must be touched up in order to be used again, which you can accomplish as a part of your next short or long rest.
My Art Suffers for Me
At 15th level, you can use your animated tattoo to react to danger. If a creature you can see within 5 feet of your animated tattoo becomes the target of an attack, you can use your reaction to command the animated tattoo to swap places with the target (if it is willing), the animated tattoo becomes the target of the triggering attack, and it gains resistance to any damage resulting from a hit. You can use this ability after the triggering attack roll is made, but before the results are announced.Additionally, you can use your Pounding Skin feature a second time on your turn.
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