Legacy of Ink DD

by Data_Reaper

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Legacy of Ink

From an unknown power within, your body causes the ink you touch to come alive and acts as a catalyst for your magic, spells you know appear as tattoos on your body. Through these tattoos your body becomes a conduit to control magic using the ink that flows from them to create energy and manipulate the world around you.

You are able to shift and alter the tattoos as you send your will into the world around you. These tattos appear as scrawling formulae and glyphs that shift and swirls in different sizes along your skin refusing to stay still and nigh impossible for anyone to decipher them as only you can read them.

Sorcerous Origin

You may choose one origin spell from each level and add it as an extra spell to your known spell list.

Sorcerer
Level
Spells
1st Catapult (XGE), Color Spray
3rd Darkness, Web
5th Conjure Barrage, Glyph of warding
7th Control Water, Shadow of Moil (XGE)
9th Bigby's Hand, Conjure Elemental*

*Unless you gain this spell from another source, you can only conjure Ink and Water elementals with it.

Inky Focus

Your able to extend an inkwell into a near infinite amount of usable material for your spells, as you cast spells ink flows from it and the tattoos on your body. At 1st level, you gain proficiency in calligraphers supplies.

You also learn the Ink Blot cantrip. It count as sorcerer cantrip for you, but it doesn't count against your number of cantrips known.

Ink Blot

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You coalesce some of the ink from your hand tattoos and fling orbs of it at two nearby creatures.

Make a ranged spell attack against each target creature. On a hit, the target takes 1d6 force damage and some of their armor, hair or skin gets stained the color of the ink for 1 hour, after which the ink evaporates..

If recast before the hour is up you can cast this spell again and the ink flings from the creature to another creature within range of you.


The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Ritual Inks

Also at 1st level, your control over ink allows you to acquire ritual spells.

You can inscribe magical rituals onto your body. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells don't need to be from the same spell list. The spells appear as tattoos and don't count against the number of spells you know. You can cast the chosen spells as rituals at the lowest level for that spell, and they can't be cast except as rituals. Unless you've learned them by some other means. You may also cast a sorcerer spell you know as a ritual if it has the ritual tag.

You learn one additional rituals of your choice at 5th, 10th, and 15th level. Each time you learn new a rituals, you can also replace one you know with a different one, anytime you gain a new ritual it must be of a spell level that you can cast.

Metamagic

At 3rd level add the Shared Words metamagic to your list of sorcerous metamagic options.

Shared Words. You cast a spell and expend some power to transfer it onto another as a temporary tattoo.

When you cast a spell with the target of self you can spend sorcery points equal to the spell level (1 sorcery point if the spell is a cantrip) to have the target of the spell instead be a willing creature you touch within 5 feet of you

Writ of Will

At 6th level, you can temporarily detach the power from a tattoo leaving an outline of the tattoo and you take that ink and put it into a scroll for you or another creature to use. The spell you turned into a scroll cannot be cast again until the scroll has been used or you take a short rest or long rest, at which if it has not been used the scroll will evaporate into a cloud of ink and you regain use of the spell again.

These scrolls can be cast by anyone you designate when its created but cannot have a range of self. Once you use this feature, you can't use it again until you finish a short or long rest.

Spend a hit die and cast a spell then roll a d20 and follow the below table for the result.

d20 Result
1 The ink dissipates into nothing
2-17 Scroll is cast at the original spell level
18-19 Scroll is cast at 1 Spell level higher
20 Scroll is cast at 2 Spell levels higher

Drawn Out

Starting at 14th level, Your ink can become a large solid object for a time, The paint flows from the tattoos on your body following your hands as if they were a paintbrush to form the desired object as you concentrate on its image, when you complete painting the object it becomes a real, nonmagical object.

Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

You can spend 3 sorcery points create an object no larger than two adjacent 5-foot cubes it lasts for 1 hour unless you spent additional sorcery points when it was created (1 sorcery point per 10 minutes), if you choose to and spend more than 10 total sorcery points when creating the object it lasts for 24 hours, if recreated each day for a week it become permanent, however 2 hours after being originally created the object will loose any color reverting to an inky black color.

Nothing created by the ink can have a value greater than 10 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from colored inks. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Master of the Scrawl

Starting at 18th level, your force of will and the power of the ink becomes a weapon of its own. As an bonus action spend between 5 and 15 sorcery points, you gain a number of ink blobs floating around you equal to the number of sorcery points spent, these blobs last for 1 minute before evaporating black inky mist.

You can use an action to hurl any number of the blobs toward one or more targets within 120 feet of you, make a separate attack roll for each blob. On a hit they do 1d6 + your Charisma modifier (minimum 1) force damage and as the ink solidifies after striking creature it becomes blinded by the ink until the start of your next turn when it evaporates into black mist.



Ink Elemental

Large elemental, neutral


  • Armor Class 14
  • Hit Points 61
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

  • Saving Throws Dex +7, Con/Cha +3, Str/Int/Wis +0
  • Skills Stealth +9, Perception +5
  • Damage Vulnerabilities cold
  • Damage Resistances force, necrotic, bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities blinded, deafened, exhaustion, grappled, poisoned, prone, restrained
  • Senses blindsight 120 ft., passive Perception 15
  • Languages
  • Challenge 5 (1800 XP)

  • Attacks +9 to hit. Hit: 35 damage
  • Attack DCs Primary DC 17, Secondary DC 14

Amorphous. You can move through a space as narrow as 1 inch wide without squeezing.

Slippery. You have advantage on ability checks and saving throws made to escape a grapple.

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Split. When you are bloodied, you split into two smaller copies. Each new copy has hit points equal to half of your remaining hit points, and acts independently.

Actions

Captivate (Common, Multiattack 2). Melee Weapon Attack: +9 to hit, reach 20 ft. one target. Hit: 17 (3d8 + 4) bludgeoning damage and the creature is pulled up to 5 feet towards the elemental.

Inkwell (Common. Ranged Spell Attack: +9 to hit, range 120ft., one target. Hit: 35 (5d12 + 3) force damage. the target is blinded until the start of the elementals next turn.

Immerse (Common). The elemental moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. whenever the slime enters a creature's space, the creature must make a DC 17 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the elemental. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the elemental enters the creature's space, and the creature takes 17 (3d8 + 4) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 35 (5d12 + 3) necrotic damage at the start of each of the elemental's turns. When the elemental moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the slime.

 

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