Feats

Feat: Background
Feat: LV4
Feat: LV8
Feat: LV12
Feat: LV16

Vision

Common Sight:1) Yes
Passive Perception: 00
Dark Vision: 00ft
True Sight: 0ft
Tremor Sense: 0ft
Blind Sight: 0ft

Attunment

Movement

Walking 00ft
Swimming 00ft
Climbing 00ft
Flying 00ft

Currency

Platinum Gold Silver Copper
0 0 0 0
Occupation Occupation
Income Lifestyle
+0 GpD -0GpD
Other Expences/Income

GpD = Gold per Day

Location Item Stats
Head This is text to make sure the collems in this table expand rather than the whole table itself
Amulet
Cloak
Clothes
Armour
Arms/Hands
Ring/s
Belt
Boots
Weapon Repilcache
Shield/Ammo/Offhand
Sub-Weapon

Carrying Capacity
Strength x 15 = Carrying Capacity
Strength x 15 = Lift,Push,Pull Capacity

Carry Capacity Lift, Push, Pull Capacity Equipped Load
000ibs 000Ibs 000Ibs

Consumables & Useful Items

Item Name Details
-
-
-
-
-
-
-
-
-
-

Special Items

Name Detail
Devil Brew's Cart
Healer's Kit2) A kit of medical supplies.
-
-
-
-
-
-
-
-

Misc / Junk Items

Item Detail
-
-
-
-
-
-
-
-
-
-
Attack Hit Damage
Weapon Attack +00 1d6+0
Unarmed Attack +00 1d4+0
Core Saves
STR +0 DEX +0 CON +0
INT +0 WIS +0 CHA +0
Spell Slots
1st 0 2nd 0 3rd 0
4th 0 5th 0 6th 0
7th 0 8th 0 9th 0

Skill Saves
Acrobatics +0
Medicine +0
Animal Handling +0
Nature +0
Arcana +0
Perception +0
Athletics +0
Performance +0
Deception +0
Persuasion +0
History +0
Religion +0
Insight +0
Sleight of Hand +0
Intimidation +0
Stealth +0
Investigation +0
Survival +0
Passive Ability Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Active Ability Description Action Usage/Recovery Source
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial

Scholars study many things, you decided to follow a long lost method of weaving arcane energy into ink.

Skill Proficiencies

  • Perception
  • History

Languages And Tools

  • Elven
  • Tattooist Tools

Equipment (If Any)

  • Tattooist tools
  • 200g of Ink Supplies
  • Artistic Sketch Book

Feature: Eldrich Adept

Source: Tasha's Cauldron of Everything
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock and only if you meet the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.

  • Eyes of the Rune Keeper Source: Player's Handbook
  • You can read all writing.

Applying a Tattoo
In order to apply a tattoo, there must first be room to draw it into the skin. Every tattoo has a size and location. The size of the tattoo scales with the size of the creature. Because of this, a Large chest tattoo would take up the same space on a human, a halfling, or a giant, as the size of the tattoo stays proportional to the size of the creature it is applied to.

Characters are limited by the amount of available space on their body and may only have one tattoo of high power. The creature must wait one month between each tattoo to properly let the magic of the ink to set and bind to the flesh

Available space

Body Part Number of Tattoos
Head 1 Medium, or 2 Small
Chest 1 Large, or 2 Medium, or 4 Small
Back 1 Large, or 2 Medium, or 4 Small
Arm or Wing 1 Medium and 1 Small, or 3 Small
Leg or Tail 1 Medium and 1 Small, or 3 Small

The Artist's Sketchbook
When an artist first gains proficiency with tattooist’s tools, their teacher gives them a sketchbook containing designs for a number of Simple or Average tattoos equal to 5 + their Intelligence modifier.
The sketchbook is a unique compilation of designs, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that they received as a gift from their teacher, a finely bound gilt-edged tome they found in an ancient library, or even a loose collection of notes scrounged together after they lost their previous sketchbook in a mishap.

Discovering new templates
Most examples of tattoo templates are exceedingly rare and either well-hidden or carefully guarded, as existing tattoos are either culturally significant or highly prized by their current owners. In rare cases, ancient tattoo templates may be found in such areas as ancient temple walls or found carved into totems. The most common way to learn a new template is to copy it from a tattooed person. Copying the design of a tattoo from another body requires the tattooist make an Intelligence check. The DC is determined by the condition of the body:

Condition of Subject DC
Living, willing or unconscious 5
Dead, for less than a week 10
Living, unwilling or restrained 15
Dead, for one week or more 20
Dead, tattoo design is not intact 25

The size and intricacy of tattoos will determine the amount of resources needed to copy the tattoo. An artist will need to spend 2 hours and 50 gp to copy a design into their sketchbook. This amount increases by 2 hours and gp for each size and intricacy level, to a maximum of 10 hours and 250 gp for a Large Ornate tattoo. Once a tattoo is copied into a sketchbook, a template may then be created. Creating a template costs the same amount, in time and materials, as copying the design in the first place, and each template may be used only once.

Copying your sketchbook
Artists can copy a design from their own sketchbook into another book – for example, if they want to make a backup copy of their sketchbook. This is just like copying a new template, but faster and easier, since they understand their own notation and already know how to apply the tattoo. They need spend only 1 hour and 10 gp for each size and intricacy level of the tattoo. If the sketchbook is lost, they can use the same procedure to transcribe the designs that they can remember (an amount equal to their Intelligence (History) modifier, minimum of 0) into a new sketchbook. Filling out the remainder of the sketchbook requires them to find new templates to copy, as normal. For this reason, many artists keep backup sketchbooks in a safe place.

Body Map

Tattoo of Flame

  • Location: Left Hand
  • Ink Used: Fire Aligned Elemental Ink
  • Cost: 3650 Gold
  • Date/Time:

Details
(Anywhere, Small Ornate)
This tattoo is a detailed line of fire streaking out from a pointed finger.

This tattoo enables the wearer to cast the fire bolt cantrip at will, using Intelligence as their spellcasting modifier for the spell. If made with fire-aligned elemental ink, the attack roll for this spell is made with advantage.

Lore
Griss's very first successful magic mark, painted as an ornate design of flames on the back of his hand with smoke rising up the backs of his fingers.
He mainly uses it to light his smoking pipe and burn parchment that needs no more eyes resting upon it.

Scar of Bravery

  • Location: Left Shoulder
  • Ink Used: Black, Metalic
  • Cost: 3015 Gold
  • Date/Time:

Details
(Anywhere, Medium Simple)
Your mind feels more more robust. The trauma and pain you have experienced bolsters your resolve. The wearer gains advantage on saving throws against being frightened.

A handy place for you to write notes as if your character was writing.
For Reference or Lore fill it how you want.


1)
Standard eye sight
2)
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
  • character/cinder/stats.txt
  • Last modified: 4 days ago
  • by Cinder