Tattooist (5e Class)

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Tattooist[edit]

A Tattooist is an individual who has magical tattoos on their body and can use these in different ways. These tattoos can be runes (which may cause different abilities depending on the magic imbued into them), moving tattoos that can change shape and position at will, or even tattoos that can go out of the body and manifest into the world (as a weapon like a spear or as an ink companion). The magic is determined by what composes the ink and original shape of the symbol. Many gain these tattoos via cults, religious orders, or by self-studying.

Creating a Tattooist[edit]

When creating a Tattooist, think about how your character obtained their tattoos. Did they gain them by undergoing an initiation of religious nature? Did they study the magic certain symbols can create and imbue it into their own skin? Are their tattoos a mark of ownership or obligation to a greater or evil being? It is important to establish why your character has their tattoos.

Quick Build

You can make a Tattooist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Guild Artisan background.

Class Features

As a Tattoist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Tattoist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Tattoist level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Tattooist's Tools, calligrapher’s supplies
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Acrobatics, Athletics, Arcana, History, Investigation, Religion, Stealth, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a spear or (b) any simple weapon
  • (a) a light crossbow and 10 bolts or (b) a shortbow and quiver with 20 arrows or (c) two simple weapons
  • (a) explorer's pack or (b) scholar's pack
  • common clothes, tattooist's tools
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Tattoist

Level Proficiency
Bonus
Imbued With Ink Simple Designs Features
1st +2 1d4 2 Simple Designs
2nd +2 1d4 2 Complex Design (1), Manifest Pattern
3rd +2 1d4 3 Tattooist Clan
4th +2 1d4 3 Ability Score Improvement
5th +3 1d6 4 Extra Attack, Complex Design (2)
6th +3 1d6 4 Magic Infused Strikes
7th +3 1d6 5 Tattooist Clan Feature
8th +3 1d6 5 Ability Score Improvement
9th +4 1d6 6 Complex Design (3), Manifest Pattern Improvement
10th +4 1d6 6 Temporary Tattoos
11th +4 1d8 7 Tattooist Clan Feature
12th +4 1d8 7 Ability Score Improvement
13th +5 1d8 8 Complex Design (4)
14th +5 1d8 8 Warding Tattoos
15th +5 1d8 9 Tattooist Clan Feature
16th +5 1d8 9 Ability Score Improvement
17th +6 1d10 10 Complex Design (5)
18th +6 1d10 10 Tattooist Clan Feature
19th +6 1d10 10 Ability Score Improvement
20th +6 1d10 10 Full-Body Canvas

Imbued With Ink[edit]

Starting at 1st level, your body is covered by a magical tattoo that offers enhancement to both your attacks and defenses. You gain the following benefits:

Enhanced Fists

You roll a d4, instead of the normal damage for unarmed strikes. This damage increases as you gain levels in this class, as shown on the Tattooist table. In addition, you can attack using your Intelligence for attacks and damage rolls, instead of Strength.

Enhanced Skin

While not wearing armor, your AC equals 13 + your Intelligence modifier.

Magical Tattoos[edit]

Starting at 2nd level, learn how to create magically infused tattoos in both your body and on the bodies of others.

Magical Tattoos

You finally learn how to develop simple and complex designs for your tattoos. When you tattoo someone, you must spend 50 gp x the level of the tattoo. Simple design tattoos are considered to be level 0, but cost half the amount of gp of a 1st level tattoo.

Tattooing someone take you 1 hour per level of the tattoo. Simple Designs take half that time. You can break the time into sessions, and tattooing is considered a light activity.

Charges

When you place a magical tattoo on a creature, the creature gain a renewable source of magic, that can be used to enhance the tattoo. This source of magic is represented by an amount of charges the tattoo has.

Some tattoos have abilities that require the use of a charge. A creature infused with any amount of simple designs gain 2 charges. You have a number of charges equal to your proficiency bonus.

When a tattoo is fully charged, that creature gain a bonus of +2 on damage rolls with unarmed strikes. You gain a bonus equal to your proficiency bonus to the damage of your unarmed strikes while the tattoo is fully charged. You don't gain this bonus from multiple tattoos, since multiple bonuses don't stack.

Body Slots

Body slots are parts of your body were you place your tattoos, and were you can place tattoos of simple or complex design. You have the following body slots:Head, Arms, Legs, Chest and Back. A complex design occupies both arms or both legs when you place them on that body slot.

Some tattoos require a specific body slot, and can only be placed on that part.

Simple Designs. Simple Designs can be placed in any creature, and don't spend a body slot. A creature can have any amount of simple designs on the body. You can make an amount of simple tattoos on a creature equal to the shown on the class table.
Complex Design. A complex design occupies a full body slot, and can't share space with another complex design. When you tattoo a complex design on a creature other than you, it requires attunement from that creature.
Tattoo Ability

Intelligence is your ability score for your tattoo related features. When you must make an attack using your tattoo score or force a creature to make a saving throw, you calculate as follows:

Tattoo save DC = 8 + your proficiency bonus + your Intelligence modifier.
Tattoo attack bonus = Your proficiency bonus + your Intelligence modifier.

Manifest Patterns[edit]

Starting at 2nd level, you gain a masterful control over shapes and colors of your tattoos, and gain the ability to control the ink on your body, changing patterns, colors and brightness.

You can use these change in color to distract, impress or to conceal yourself. You can add your Intelligence modifier as a bonus to any Charisma (Persuasion) checks you make, Dexterity (Stealth) checks made to hide and you can disguise yourself as if you had a Disguise Kit and were proficient with it.

Starting at 9th level, you can also use this ability to use your action to replace one simple design currently placed on you for another. You can also spend two uses of this feature to replace a complex design using your action. You must met the prerequisites for the new design.

You can use this ability a number of times equal to your Intelligence modifier, and regain your uses of it after finishing a long rest.

Tattooist Clan[edit]

Starting at 3rd level, you must choose your tattooist clan. Your choice grants you feature at 3rd level, and again at 7th, 11th, 15th and 18th.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magic Infused Strikes[edit]

Starting at 6th level, your unarmed strikes are considered magical for the purposes of overcoming resistances and immunities to nonmagical damage.

Temporary Tattoos[edit]

Starting at 10th level, you can create a temporary tattoo on a creature over the course of a short rest. A temporary tattoo has a number of charges equal to your proficiency bonus, and it lasts until the tattooed creature finishes a long rest, but disappear earlier if all charges are spent.

Shield

You tattoo a small shield on a creature. When a creature take damage, it can spend one charge to reduce the damage taken by your Infused With Ink die.

Sword

You tattoo a small blade on a creature. When a creature causes damage with a melee weapon attack, it can spend 1 charge to deal additional 1d8 damage.

Warding Tattoos[edit]

At 14th level, as a bonus action, you can gain a number of temporary hit points equal to the number of tattoos you have on your body. Once you use this feature, you can't use it again until you finish a short or a long rest.

Full-Body Canvas[edit]

When you reach the 20th level, you create your masterpiece, an intricate design that connects all of your tattoos into a single, full body piece of art.

You gain a number of points equal to the amount of tattoos on your body, to split between your ability scores. You can't have more than 3 on a single ability score, up to a maximum of 22.

Tattooist Clans[edit]

Rune Keeper Clan[edit]

Mixing the old tradition of giant runes with the power of magical tattoos, rune keepers tattoo their bodies with the giant runes to gain their power.

Runic Tattoos

Starting at 3rd level, you learn how to tattoo the runes from the giant alphabet and draw power from them. You can have two Runic Tattoos at 3rd level, and learn one additional one at 7th, 10th, 15th and 18th levels.

In addition, you can activate one of your runes using a bonus action. You can activate a number of runes equal to your proficiency bonus during a long rest.

Haug. You can cast the magic stone cantrip. Intelligence is your spellcasting ability for this spell. In addition, when you activate the rune you can cast enlarge/reduce on yourself, but only the enlarge version of the spell.
Blod. You can cast the spare the dying cantrip. In addition, when you activate the rune, you can cause a creature to bleed. The creature 2d8 necrotic damage, and as a bonus action for 1 minute or until you loose concentration, you can cause additional 2d8 necrotic damage. A creature can avoid the bleeding in each turn by using its action to make a Medicine check against your spell save DC. Alternatively, the effect ends if the creature regain at least 1 hit point.
Wyrm. You can cast the primal savagery cantrip. In addition, when you activate the rune, you can cast dragon's breath on yourself.
Dod. You can cast the chill touch cantrip. In addition, you can activate the rune to cast ray of enfeeblement.
Ise. You can cast the frostbite cantrip. In addition, you can activate the rune to cast hold person.
Ferd. When you take the Dash action, you move can move up to twice your speed for that action. At 11th level, you can take the Dash action as a bonus action. In addition, you can activate the rune to cast misty step.
Hellig. You can cast the sacred flame spell. In addition, you can activate this rune to cast spiritual weapon.
Skold. You can cast the blade ward cantrip. In addition, you can activate this rune gain a bonus of +2 to your AC, lasting for 1 hour.
Vind. You can cast the gust cantrip. In addition, you can activate this rune to cast gust of wind
Giant Strength

Starting at 7th level, whenever you make a Strength (Athletics) check, you gain a bonus to the check equal to your Intelligence modifier.

Your self-control also causes you to gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Strength saving throws.

Rune Master

At 11th level, you increase your control over the runes you possess. You can activate your runes at will, and can cast your rune cantrips as a bonus action on your turn. In addition, you add your Intelligence modifier to the damage rolls of your rune cantrips.

Rune Ward

At 15th level, you can use your runes to activate a barrier of protection. As a reaction when you are hit by an attack or fail a saving throw, you can use your reaction to add a bonus to your AC or to the result of your save equal to the amount of runes you have, potentially changing the outcome of the spell or effect.

All Father's Rune

Starting at 18th level, you make the tattoo of the father of giants on your body, drawing from its power. Your Constitution increases by 2, up to a maximum of 22.

Tattooed Monks Clan[edit]

Using the magically infused tattoos as means of improving their martial arts, tattooed monks mix the magical energy with magical tattoos, combining them into a deadly art.

Ki

Starting at 3rd level, you learn how to harness the magic infused in your tattoos and convert it into ki. Your access to this energy is represented by a number of ki points. You have an amount of ki points equal to the amount of simple and complex designs in your body.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Light Body

Starting at 7th level, you add your Intelligence to all Dexterity checks you make. In addition, you reduce any fall damage taken by 5 x your proficiency bonus.

Ki Mastery

Starting at 11th level, you enhance the power of your ki features, increasing their efficacy:

Flurry of Blows. When you use your flurry of blows, the additional attack is made as part of your Attack action, not requiring your bonus action.
Patient Defense. You can take patient defense as a reaction to an attack you can see, rather than a bonus action.
Step of the Wind. When you take Step of the Wind, you also gain a flying speed equal to your movement speed.
Martial Master

At 15th level, you can use a ki feature without spending a ki point. Once you do so, you can't do it again until the start of your next turn.

Ki Self

Starting at 18th level, you can use the true power of your ki to assume an ascended form. As a bonus action, for 1 minute, you can use your ki features without spending ki.

Once you use this feature, you can't use it again until you finish a long rest.

Living Ink Clan[edit]

Tattooists from the living ink clan master the art of creation, imbuing their designs with a simulacrum of life. The tattoos created by these masters can become what they represent, which make members of the Living Ink dangerous and unpredictable.

Awakened Ink

Starting at 3rd level, you learn how to summon a creature made out of ink. You can tattoo any creature with a CR of 1/8 or lower on your body. You can replace the tattooed creature by spending 8 hours working on a new tattoo. The summoned beast have a number of additional hit points equal to twice your tattooist level. When it loses hit points, it can use its own hit die during a short rest to recover them.

As an action on your turn, you can summon the beast you have tattooed on your body, though it is a construct instead of a beast. The awakened ink acts on your turn and only take actions if you command it using your bonus action.

When the awakened ink construct attack, it uses your spell attack instead of its own bonus. When destroyed, you must wait your next long rest to summon it again.

Starting at 5th level, you can have two tattoos of creatures with a CR 1/8 or lower, or 1 tattoo with a creature that have a CR of 1/4 or lower. If the beast have the multiattack feature, it can't use it.

Empowered Constructs

Starting at 7th level, the attacks of your ink constructs are considered magical for the purposes of overcoming resistances and immunity to non-magical damage.

Powerful Summoning

At 11th level, you can choose one of the following spells: conjure animals, summon fey, summon lesser demons, summon shadowspown or summon undead. You learn the chosen spell, and you can cast it once, without spending spell slots.

Once you cast the chosen spell, you can't do it again until you finish a long rest. Whenever you gain a new level in this class, you can replace the chosen spell for a new one.

Shared Tattoos

At 15th level, your Awakened Ink construct gain the benefits of any tattoos you have on your body.

Improved Construct

Starting at 18th level, you can now summon creatures of any type with your Awakened Ink feature. In addition, the CR of the summoned creature becomes 2.

Caged Needles Clan[edit]

The clan of the caged needles is a tattooist clan formed in prison. These tattooist started as tattoo artists infusing criminals with magical tattoos, but expanded to form their own criminal organization, identifiable and feared for their specific tattoos.

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Underground Respect

Starting at 3rd level, your tattoos are a symbol of power and danger. Whenever you make an Charisma (Intimidation) check, if you roll a number lower than the number of simple and complex designs covering your body, you can choose that number instead.

In addition, you add your Intelligence modifier to your Charisma (Intimidation) checks.

Moreover, you have advantage on Charisma (Persuasion) checks when interacting with criminals.

Sneak Attack

Beginning at 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon or an unarmed strike.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, becoming 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.

Frightening Tattoos

Starting at 7th level, the sight of your tattoos strike fear on those who recognize their meaning. While not wearing armor, the first time a creature sees you, you must make an Intelligence (History) check with a DC of 20 - your Intelligence modifier - your proficiency bonus.

On a success, the target must succeed on a Wisdom saving throw, or is frightened for 1 minute. The frightened creature can make another saving throw at the end of each turn to end the effect.

In addition, if your target is frightened, you don't need advantage on your attack to benefit from your Sneak Attack.

Opportunist

At 11th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Uncanny Dodge

At 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Primordial Ink Clan[edit]

Members of the primordial ink clan infuse their tattoos with elemental essence, allowing them to take control over the elements, hurling these elements in combat.

Elemental Enhancement

Starting at 3rd level, you gain the ability to enhance the power of your elemental tattoos. If you have the Elemental simple design, you can change its damage type whenever you finish a short or a long rest. In addition, you gain the following special use of the tattoo:

Elemental Blast. In you can use your elemental design to make ranged attacks. You can forgo an attack to force a creature within 60 feet to make a Dexterity saving throw, or take damage equal to two rolls of your Imbued With Ink die.
Primordial Manipulation

Also at 3rd level, you gain the ability to control the way in which the elements affect your targets. You gain an amount of manipulation points equal to twice your proficiency bonus. You regain your spent points after a short or a long rest.

Whenever you spend at least 1 manipulation point, you can change your chosen damage type for a new one on the Elemental simple design options.

When you deal damage with a damage type of your Elemental simple design, you can spend an amount of these points to create special effects depending on the chosen damage type.

Explode. When you deal fire damage, you can spend 1 manipulation point to force all creatures (except you) within a 10 feet of the target to make a Dexterity saving throw, or take fire damage equal to half the damage taken by your target. The target also makes this saving throw.
Freeze. When you deal cold damage, you can spend 1 manipulation point to make your target unable to take reactions until the start of your next turn and must make a Strength saving throw or is unable to move until the end of your next turn, unless it uses its action on its turn to end the effect.
Electrocute. When you deal lightning damage, you can spend 1 manipulation point to force one creature you can see within 15 feet of the target to make a Dexterity saving throw, or take the same damage.
Bash. When you deal thunder damage, you can spend 1 manipulation point to force the target to make a Strength saving throw or be pushed 10 feet back and be deafened until the end of your next turn. If the target is large sized or lower, it is also knocked prone.
Corrode. When you deal acid damage, you can spend 1 manipulation point to force the target to make a Dexterity saving throw. On a failed save, the target takes acid damage again on the end of its next turn.
Move. When you deal any damage from your Elemental simple design, you can spend 1 manipulation point to cause an explosion that allow you to move. You can use your bonus action to fly up to your movement speed until the end of the current turn. In addition, the target of this attack can't make opportunity attacks against you.
Elemental Mastery

Also at 3rd level, if you have at least 1 manipulation point, you can cast one of the following cantrips, depending on your current damage type: acid splash (acid), frostbite (cold), control flames (fire), lightning lure (lightning) and thunderclap (thunder). Intelligence is your spellcasting ability for these spells.

Elemental Endurance

At 7th level, you gain resistance to the damage type currently chosen on your Elemental simple design.

In addition, whenever you take acid, cold, fire, lightning or thunder damage, you can spend 1 manipulation point as a reaction to reduce that damage to half.

Elemental Explosion

Starting at 11th level, you can use your action when you use your elemental blast to cause all creatures within 10 feet of your target to also make a saving throw or take the damage.

In addition, you can force all creatures within 5 feet to make a Dexterity saving throw, or take your elemental blast damage.

If you use your Primordial Manipulation feature, you must choose one target to be affected by it.

Absorb Elements

Starting at 15th level, you can cast absorb elements at will, without spending a spell slot. You cast it as a 1st level spell, but you can increase its level in 1 for each manipulation point you choose to spend.

Primordial Aura

At 18th level, you can use your bonus action to creature an aura of elemental power in a 10-foot radius around you. The first time a creature enter this aura or when it start its turn there, it takes your Infused With Ink damage die. In addition, that creature suffers your Primordial Manipulation effect, without requiring you to spend manipulation points.

Simple Designs[edit]

Stinger

You tattoo a bee, wasp or another type of creature with stings. You spend 1 charge to instead of making an attack, making two attacks at disadvantage.

Elemental

You tattoo the symbolic representation of a flame, snowflake or another type of elemental energy. You can change the damage type of your attacks for that of the elemental symbol from the tattoo when you make an attack.

You choose the damage type from the following options, when you make the tattoo: acid, cold, fire, lightning or thunder. Starting at 5th level, you can also make tattoos that cause radiant or necrotic damage. At 9th level, you can make tattoos that cause force damage.

Weapon

You tattoo a weapon on a creature. A creature with this weapon can bond with a weapon over the course of a short rest. If the weapon requires attunement, the creature can bond and attune at the same time. While you are bonded with this weapon, you can use a bonus action to transform the weapon into a tattoo or back into a weapon.

If the weapon is lost, you can use your bonus action to make it disappear and reappear on your tattoo, as long as both of you are in the same plane. You can only bond with one weapon per tattoo.

Serpent Dragon

5th level

The unarmed strike of the creature increase in one category. You can't benefit from multiple serpent dragon tattoos.

Gauntlet

You draw a pair of metal gloves on a creature. You can spend 1 charge of this tattoo to cause a weapon to not be dropped.

Crossed Weapons

You draw a pair of crossed swords, axes or other types of weapons. You can spend 1 charge to engage in two-weapon fighting with one weapon that lacks the light property, or 2 charges if neither of your weapons have the light property.

You can also spend 2 charges to engage in two weapon fighting while unarmed.

Slither

You tattoo a snake or another creeping and elongated creature. You can spend 1 charge to make a melee weapon attack against a creature at 10 feet.

Eye

You can spend 1 charge to ignore the disadvantage for attacking a creature at long range.

Mountains

You tattoo mountains or cliffs on a creature. When you are pushed or unwillingly moved, you can spend 1 charge to nullify up to 20 feet of this movement.

Endurance

You tattoo a bear, horse or other creature famed by its resistance. You can spend 1 charge to gain advantage on saving throws against exhaustion.

Chain

You tattoo a chains on a creature's arm. Over the course of a short rest, you can bond with a thrown weapon. Whenever you throw the weapon, the chain attaches itself to it, causing the weapon to return to your hand. You can't have more than one weapon bonded at the same time.

Shell

You tattoo the shell of a creature on one of your arms. Whenever you are not wielding anything on that arm, you gain a bonus to your AC of +1.

Venomous

You tattoo a venomous creature, such as a snake or a scorpion. You can forgo one attack to force a creature within 60 feet to make a Constitution saving throw. On a failed save, the target is poisoned until the end of your next turn. Once you use this property, you must use an action to recharge it.

Lizard

You tattoo some type of lizard. As an object interaction on your turn, you can use one of the following effects:

  • Fangs:Your teeth grow into a maw. You can use it to make melee attacks, causing 1d6 piercing damage on a hit.
  • Tail: You summon a scaled tail, that can be used on attacks against creatures within 10 feet. On a hit, you deal 1d4 slashing damage.
Gust of Wind

You tattoo the wavy lines meant to represent wind. When you hit a creature with your unarmed strike, you can use your reaction to force the creature to make a Strength save or be pushed 10 feet back.

Cloud

You can use an attack to force a creature within 60 feet to make a Dexterity saving throw against your tattoo save DC. On a failed save, the target take 2d8 lightning damage.

Spider

You gain climbing speed equal to your movement speed.

Turtle

While not wearing armor, your AC increases in +1.

Complex Designs[edit]

Horned

You tattoo a ram, a bull or another horned animal. When you score critical hits with melee weapons, your opponent takes additional 1d8 force damage and is knocked prone.

You can also spend 1 charge to shove a creature you hit with a melee attack.

Twin-Serpent Dragons

You tattoo two serpent dragons spiraling around one another. When you make an attack using your action with an unarmed strike, you can make another using your bonus action.

Dragon

Prerequisite: 5th level

When you make this tattoo choose one of the following damage types: acid, cold, fire, lightning or poison. You can forgo one attack on your turn and spend 1 charge to force all creatures in a 15-foot cone to make a Dexterity saving throw. On a failed save, a creature takes damage equal to 2d6 from the chosen type, or half as much on a success.

Vines

prerequisite: 5th level

You tattoo vines around your body. As an action, you can force a creature within 60 feet to make a Strength saving throw. On a failed save, the target take 2d8 bludgeoning damage and is restrained until the start of your next turn.

Siege Weapon

prerequisite: 5th level

You tattoo a catapult or ballista on your body. If you haven't moved on this turn, you can use an action. When you do so, your movement speed is reduced to 0 and you can make a ranged spell attack. On a hit, you deal 3d6 damage. The damage type is bludgeoning (for a catapult) or piercing (for a ballista). You deal maximum damage against structures.

Devil

Prerequisite: 17th level

When you score a critical hit with an unarmed strike, the target takes additional 1d12 fire and 1d12 necrotic damage. In addition, you can roll another d20. On a 20, the target is banished to Avernus for 1 minute.

Angel

Prerequisite: 17th level

You deal additional radiant damage with your unarmed strikes equal to your Intelligence modifier.

Knight

prerequisite: 9th level

You become a vigilant sentinel as the knight tattooed on your body. Whenever you make an opportunity attack, you don't spend your reaction to do so.

Storm

prerequisite: 9th level

You can forgo one attack and force all creatures in a 30-foot by 5 feet line to make a Dexterity saving throw, or take 2d6 lighting damage.

Hydra

prerequisite: 11th level

Your attacks are multiple and fast as the hydra's heads. Whenever you make an attack with a weapon that lacks the heavy or two-handed property, or with an unarmed strike, you can attack again with your bonus action. If you are already able to make attacks with your bonus action (due to two weapon fighting, for example) you make one additional attack.

Skeleton

prerequisite: 17th level

When you make an unarmed strike and score a critical hit, you cause additional 2d12 damage and roll another d20. On another d20, you shatter the bones of one of the creature's limbs (such as arms, legs, tail or wings), rendering that limb unusable until recovered.

Symbol of Protection

Prerequisite: 17th level

You tattoo a symbol of protection, such as a holy symbol of a god, protection glyphs or another such inscription. The tattooed creature have advantage on saving throws against spells.

Tree

prerequisite: 17th level, back or chest body slot

You paint a beautiful tree, symbolizing growth and life. You can use a bonus action to regain hit points equal to half your tattooist level whenever you are under half your hit point maximum.

Phoenix

prerequisite: 17th level, any body slot

This tattoo represents rebirth. When using it, you add your proficiency bonus to your Death Saving Throws, and you are immune to effects that instantly kill you. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

In addition, when you roll a 20 on a death saving throw, you regain hit points equal to your level + your Intelligence modifier.

Displacer Beast

prerequsite: 17th level, any body slot

You tattoo a displacer beast on your body, earning some of its properties. All attacks against you have disadvantage. If you are hit by an attack, this effect becomes inactive until the end of your next turn.

Carapace

prerequisite: 17th level, chest or back

You tattoo a carapace texture on your body on the chosen slot. The carapace grants you a pool of hit points equal to your current amount of hit points. Whenever you take damage, the carapace takes damage instead.

If the carapace is reduced to 0 hit points, it reappears after you finish a long rest. Whenever you regain hit points by spending hit dice, your carapace regains the same amount of hit points.

Shadow Tendrils

prerequisite: 13th level, any body slot

You tattoo shadows swirling and engulfing your body. You can take the Hide action using your bonus action. In addition, you add twice your proficiency bonus to your Dexterity (Stealth) checks, and can take the hide action even when in plain sight, if you are in dim light or darkness.

Wings

prerequisite: 13th level, back or leg body slot

You tattoo a pair of wings. You gain a flying speed equal to your movement speed while wearing light or no armor.

Roots

prerequisite: 13th level

You tattoo roots of some plant covering the chosen body slot. You can use a bonus action to regain hit points equal to three rolls of your Infused Ink die. You can use this ability a number of times equal to your proficiency bonus.

Chameleon

prerequisite: 13th level

You can cast alter self at will, without spending a spell slot.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Tattooist class, you must meet these prerequisites: 13 Dexterity, 13 Wisdom.

Proficiencies. When you multiclass into the Tattooist class, you gain the following proficiencies: Simple weapons, tattooist's tools, calligrapher’s supplies, one skill.

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