(5e homebrew by Roll-a-1 inspired by
@Robofeather’s tattoo system)
are often belittled as mere artists rather than mages, however, they prove to
be worthy adversaries in battle. Some have mastered their work to the point
that some warriors even seek them out. They are all mute as not to share their
secrets and so their magic remains enshrouded. Rumors have it that there are
clans of skin casters that have opposing beliefs as they treat their craft as
Arcana, Religion, Persuasion, Survival, Medicine, Deception and Stealth
throw: Charisma, Wisdom, Constitution
A) 2 daggers B) any simple weapon
Explorer’s pack, tattooist’s tools, and medical equipment
Innate Focus Skin casters
have an innate casting focus. It comes in the form of a birthmark in the shape
of a glyph usually appearing at the nape or the palm. Skin casting clans often
have oracles called “Readers” that predict the births of new skin casters.
Clans would have a race against time to claim the baby. The baby’s parents are
slaughtered and the child is taken back to their clan to study their arts. When
they have successfully mastered these arts they have a graduation ceremony
where their tongues are tattooed with a restraining glyph which renders them
mute (they somehow can still cast verbal spells…weird.) unless they speak to
other skin casters (always in a low hushed tone to protect their secrets). Use
the wizard spell list.
Magic Grafting Skin casters
manipulate the weave into their special ink which they can imbue into others
temporarily. This can also serve as extra spell slots. All grafted spells are
tattooed onto you and serve as single use until reapplied. You can only graft
up to 3 spells. This increases to 6 spells at 6th level and 9 spells
at 9th level.
Unarmored Defense From
prolonged use of sacred ink, your skin has grown thicker and tougher. Without
armor you have an armor class of (10 + dexterity modifier + constitution
modifier). You can hold a shield and still have this effect.
Jack of all Trades In their
clans, skin casters are trained in almost everything. They refer to non-magical
activities as “The Mundane Arts”. You can add half of your proficiency bonus to
rolls you aren’t proficient in. Pre-Cast Rituals Beginning 3rd
level you can pre-cast ritual spells into magic grafts when needed.
Artistic Mastery Your
artistic mastery grants different feats at level 3, 7, 12, and 17
Refined Concentration You can now
pre-cast concentration spells without conflicting them and requiring constant
concentration (unless they require finer control like controlling beasts and
telekinesis). They instead have a set duration of 1d10 + charisma modifier
minutes per level of casting.
Natural Camouflage The ink that
you’ve constantly used has now melded with the skin and acts like a chromatophore
of sorts. When you stand completely still you are almost invisible and can
choose to roll for stealth with advantage. Situations that give you an
advantage on stealth instantly succeed and disadvantages roll regularly.
Inky Tendrils You can
summon tendrils of ink from your body equal to your level and have a reach
equal to your base speed. These tendrils can act as regular appendages but are
not considered proficient in anything other than grappling and unarmed strikes
that deal 1d4 necrotic damage. These tendrils give 1 exhaustion point after use
and cannot be used until the next short rest.
Danger Sense Your tattoos give off a faint glow that grows stronger as you
approach danger. You have advantage on Dexterity saving throws against effects
that you can see, such as traps and spells. To gain this benefit, you can’t be
blinded, deafened, or incapacitated.
Assassin’s Gaze When
you are hidden, you can hold your gaze on a particular target dealing (5d8 +
charisma modifier) damage of your choice between Necrotic, Psychic, or
Ink Dimension You
can choose to send yourself and up to 8 other creatures into an ink void where
the only damage that can be dealt is physical and necrotic from ink. All spell
casting is rendered null except for cantrips. The world is free to manipulate
as well; you can create constructs of ink that last for 1d4 minutes/5 sq. ft.
The effect ends when you will it or when you’re incapacitated. You cannot use
the ink dimension for a number of days equal to 1d4 per creature you send
there. (Requires constant concentration inside the void).
Beast Mastery You
get double proficiency with animal handling.At
3rd level you can summon up to 5 ink beasts per long rest (read
monster manual for stats). You must have slain or tamed the beast at least once
to summon it.
Beast Graft: At
7th level you can gain the ability to graft aspects of beasts
(including special attacks) similar to your magic grafting ability. Abomination: At
12th level you can choose to create abominations from summoned
beasts. Summoning an abomination is equal to summoning one of each beast you
combine. Their abilities are all intact but their stats are averaged (rounded
a day you can choose to send up to 5 creatures to the ink dimension where all
your ink beasts run amok. They must make a death saving throw at the start of
each turn. After three successes they emerge back in your dimension at half of
their total hit points and immune to necrotic damage and all your ink related
Combat Mastery You
gain proficiency on all weapons, armor, and shields
Feat Graft: Your
magic grafting ability can now graft feats for single use.
can now select tattoos to enhance a particular ability score or give
proficiency in place of your magic grafting
War Paint: (Full
body) For 1 battle a creature that dons war paint has advantage on actions and
saving throws that make use of their highest ability score. Attacks made with
that ability score don’t get advantage but gain a double attack bonus instead.
Using this takes a toll on the user’s body, the caster takes 3d6(+1 for every
creature using it) psychic damage and the user takes half of that. They both
suffer 3 points of exhaustion as well.
Call to Arms: Once
every long rest you may summon the silhouette a great hero to fight alongside
you in battle. You must have some knowledge on the hero you summon, therefore
you require an intelligence check equal to your spell save dc.
3rd level you can bind a creature to you once every long rest. A
bound creature must make a wisdom saving throw or fall under your command. They
can only follow one command and will drop to 0 hit points after they have
followed your command. On a successful save, they can resist your command but
take 5d4 necrotic damage.
Caster’s Link: You
can now choose to grant 1 creature with a temporary spellcasting ability. They
use the same number of spell slots and only spells you’ve prepared. They may
choose among Wisdom, Intelligence, and Charisma for their spellcasting ability.
Their spell slots cannot be replenished, and they lose this ability after they
use all their spell slots; during which the tattoo must be reapplied. You
cannot use this on creatures that already have spellcasting abilities. You
cannot use your magic grafting ability when this is in use.
Reader’s Foresight: You
can concentrate for one minute and gain precognitive abilities. When used in
battle, you have a +5 to your armor class. For every time a hostile creature
misses you gain an opportunity to attack once and for every successful hit, you
take half damage. In this state, you are vulnerable to psychic attacks.
Puppet Show: (Pre-requisite: Inky Tendrils) You
can choose to mark up to five creatures when you attack with your tendrils.
These creatures will be bound to you and can be manipulated to your liking even
when they are incapacitated, unconscious, or dead so long as they bear the mark
and have their bodies intact. This ability requires concentration up to 3
minutes and can only be used once every 1d4 days for each creature you
manipulate. These creatures take no damage in this state, you take a fourth of
whatever damage they are meant to take rounded up.
Like a algal tumor, the mother of all is a nightmarish vegetative monstrosity that slowly but surely spreads its mass across the open ocean.
A mother of all is a twenty-foot-tall heaving pile of rotting seaweed only barely in the shape of a humanoid. Numerous bulbous red eyes stare out both above and below its tooth-filled maw, and razor-sharp claws tip its lashing vine-like arms. A mother of all is constantly bloated with gestating vine horrors, their ropy arms clawing at the air outside their mother’s womb. A mat of stinking sargasso spreads outward from the mother, forming its domain.
Mothers of all possess human intelligence but concern themselves primarily with propagating more vine horrors. Vine horrors never grow into new mothers of all, but instead constantly shed spores that continually pollinate their mother. When a mother’s sargasso mat grows large enough–five to ten miles–it breaks off and a new mother spontaneously forms at its center. Mothers of all are not actively malevolent, but still encourage their offspring to attack and devour intruders for her and their protection.
As a side effect of the growth of their seaweed mats, mothers of all are a persistent obstacle to marine travel. Countless ships have unwittingly blundered into a sargasso field only to be mired down by the entangling seaweed and slaughtered by vine horrors, leading to whole graveyards of wrecked ships. Mothers of all often choose the holds of such wrecks as their lairs and retreat there when overwhelmed in combat.
Mothers of all can be found throughout the warmer seas of Golarion, but are most common in the western reaches of the Arcadian Ocean beyond the ruins of Azlant, where they proved a persistent menace to Chelaxian explorers for decades before they learned to navigate around the sargasso seas. They are vastly more common on the mist-shrouded oceans of sweltering Castrovel, and whole seas are choked with huge specimens of these malignant plants.