Markweaver 3.5

by AbstractCloud

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Markweaver

An Orcish woman, her body covered in artistically made scars that reflect words and meanings of power, stands at the front of her allies with her blade drawn. The scars begin to glow as battle is joined, and her true artistry is displayed.

A Goblin with four arms and a mouth like a snake welcomes travelers to her parlor, inviting them to be changed with her magic into forms more fitting for their desires. She sculpts flesh in the same breath she creates ink designs on the skin of her customers.

An Ichorkin Tiefling bearing a book of laws and gavel declares the guilt of the man leaning in front of them. With a word and an intricate ink design placed upon the guilty mans forehead, he is absorbed into the Tieflings body - a living prison until his time is served.

Created from arcane magic like that of a Wizard, the power of markweavers is one called upon using the inscribing of symbols that invoke power through their intricacy. Markweavers support their allies, hinder their enemies, and control the battlefield with these symbols.



A Magic of Meaning

Writing and art possess meaning beyond that which is obvious at a surface level, and those who know how to properly invoke these deeper meanings are able to channel them into magical effects. Where bards engage with the more verbal and musical mediums of sound for the most part, Markweavers utilize writing, art, and tattoos to channel their magic.

Markweaving is learned through memorization and experimentation with various techniques of writing or painting as a common baseline. These techniques are then transferred into the more permanent medium of Tattoo once the novice markweaver has learned the basics. Using the symbols of power and knowing their various effects is the first step, and the second is the ability to 'weave' those things onto another person or creature with a simple touch. This is generally done by tattooing oneself with a symbol that allows this ability, and all markweavers as a result have no small numbers of tattoos covering their bodies both for artistic merit and to use their magical abilities on others.


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Markweaver
Level Proficiency Bonus Features Markweavers Inkwell Signature Marks Empowered Tattoos
1st +2 Markweaving Style, Markweaving 3 1 -
2nd +2 Spreading Ink, Empowered Tattoos 6 1 2
3rd +2 Artistic Expertise 9 2 2
4th +2 Ability Score Improvement 12 2 2
5th +3 15 3 3
6th +3 Markweaving Style Feature 18 3 3
7th +3 Inked Restoration (2d6) 21 4 4
8th +3 Ability Score Improvement 24 4 4
9th +4 Artistic Intuition 27 4 5
10th +4 Markweaving Style Feature 30 4 5
11th +4 33 5 5
12th +4 Ability Score Improvement 36 5 6
13th +5 Inked Restoration (3d6) 39 5 6
14th +5 Markweaving Style Feature 42 5 6
15th +5 45 6 7
16th +5 Ability Score Improvement 48 6 7
17th +6 51 6 8
18th +6 Inked Restoration (4d6) 54 6 8
19th +6 Ability Score Improvement 57 6 8
20th +6 Markweaving Mastery 60 6 8

Seekers of Artistic Mastery

The first Markweavers were those who desired to reach complete mastery of an artistic ability - painting, and calligraphy were the two that led into the discovery of Markweaving. In the pursuit of mastery, the specific symbols and writings that prompted the most visceral feeling or reaction from the creator and the viewer were perfected to the point that simply drawing them perfectly would invoke a magical effect.

These people expanded the number of known symbols of power, calling them marks and turning towards tattoos to preserve these marks on living canvases. Soon people became aware of the usefulness of these abilities, and the first markweavers that desired to explore the world and find new inspiration for their art were born - and they found a home rather quickly with adventuring groups, temples and armies that could make use of their unique abilities.

Most adventuring markweavers maintain some contact with their mentors, and sometimes perform tasks in exchange for new knowledge.

Creating a Markweaver

When creating a markweaver, the first thing to consider - regardless of how many levels in the class you will end up taking - is what style your mentor knows, and has thus been teaching you with. Even if you don't pursue that style, that will often color what your marks look like and the way you think about them. You should also consider who your mentor was. What was your relationship like? Did they teach you from a young age, or have you only recently started learning?

Consider why you left the direct tutelage of your mentor and decided to journey the world. Did they no longer have anything to teach you? Was there a falling out? Did your mentor send you out on a task for them? Another important facet of being a markweaver is your relationship to tattoos themselves. Do you have many tattoos or few? Are they subtle, or bold and obvious? Do you tattoo yourself, or have other markweavers done so for you? What are the meanings of the tattoos you do have, beyond just the magical effects that come with them? Your choice of equipment proficiency also says something about your style of tattoo, do you lean towards making paintings on the body, or more into meaningful marks in the forms of runes and letters?

Quick Build

You can make a markweaver quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Sage background.

Tattooist's Kit

The tattooists kit is an artisan tool that contains the items required to tattoo. This includes inks of a variety of colors, tattooing needles, and paper to draw designs on for stencils if desired.

A tattooist's kit costs 15 gp and weighs 10 lb.

Class Features

As a markweaver you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: Tattooist's Kit, and choose one between Painter's supplies, or Calligrapher’s supplies

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Arcana, Medicine, Sleight of Hand, Perception, Religion, and Investigation

Equipment

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

  • (a) a simple weapon and a shield or (b) two simple weapons
  • your choice between studded leather armor or a chain shirt
  • tattooist's kit and a scholar's pack
  • your choice between painter's supplies or calligrapher's supplies
  • Markweavers Inkwell

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.

Markweaving Style

At 1st level, you begin to learn the unique methods of markweaving available to those who dedicate themselves to one style of markweaving. Choose one style: Living Tattoo, Changerie, Kiniyi Scarrification, or Mind. Each style is detailed at the end of the class description. Your chosen style grants you features at 1st level, and again at 6th, 10th, and 14th level.

Markweaving

As a practioner of the arts of meaning, you are able to create marks. See the end of the class description for specific rules on how markweaving works and the list of marks.

Signature Marks

Starting at 1st level, you dedicate a portion of your studies to fully mastering a small selection of marks. Choose one mark from the marks available to you, this becomes your signature mark. You master additional signature marks of your choice at higher levels, as shown in the Signature Marks column of the Markweaver table.

You always have your signature marks prepared, and they do not count towards the number of marks you can prepare each day.

Whenever you gain a Markweaver level, you may choose one of your signature marks and replace it with a different mark for which you meet the prerequisites.

Markweavers Inkwell

To Weave a mark, you must expend an amount of Ink from your Markweavers Inkwell equal to the number listed in the Mark description. Your inkwell refills upon completing a Long Rest, restoring all expended Ink. Your Inkwell contains an amount of Ink that increases per level, as shown on the Markweaver Class Table.

Each Markweaver carries an Inkwell that stores the specially prepared inks used in their abilities. Your Inkwell can look however you desire, but will often reflect your chosen Markweaving Style. For example, a Changerie Markweaver may have a clear glass pot of prismatic ink, decorated with the forms of various creatures. A Kiniyi Scarification style Markweaver may have a pouch of powders or a black metal pot of blood used for their Markweaving.

Marks

You prepare the list of marks that are available for you to use, choosing from all marks for which you meet the prerequisites. When you do so, choose a number of marks equal to your Intelligence Modifier + your Proficiency Bonus. For example, if you are a 4th level Markweaver with an Intelligence score of 16, you are able to prepare 2 (Your Proficiency Bonus) + 3 (Your Intelligence Modifier) marks.

You can change your list of prepared marks when you finish a Long Rest. Preparing a new list of marks takes time spent practicing and memorizing the new designs: at least 5 minutes per mark on your list.

Markweaving Ability

Intelligence is your Markweaving ability. The power of your Marks comes from study and mastery of your chosen arts. You use your Intelligence whenever a mark refers to your Markweaving ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mark you create and when making an attack roll with one.

Mark save DC = 8 + your proficiency bonus + your Intelligence modifier

Mark attack modifier = your proficiency bonus + your Intelligence modifier

Spreading Ink

At 2nd level, you are able to transfer the marks you have created from one creature to another. As an action on your turn you may transfer any number of marks from one target creature you can see within 30 feet of you, to another unmarked creature within 30 feet of the first target that you can also see.

In addition, when a marked creature you can see reaches 0 hit points, you may use your reaction to transfer any number of marks from that creature to another creature within 30 feet of it that you can see. This mark may be currently active or one of the marks activated on it since its last turn. The target of this transfer can already be marked, but you may not transfer a mark that matches one already affecting them. The target of the transfer must still be a valid target for all marks you wish to move.

Empowered Tattoos

In your pursuit of mastery over the magic of markweaving, you have given yourself a number of empowered tattoos, magical pieces of body art that grant you abilities and enhancements.

At 2nd level, you gain two empowered tattoos of your choice. When you gain certain markweaver levels, you gain additional empowered tattoos of your choice, as shown in the Empowered Tattoos column of the Markweaver table.

Additionally, when you gain a level in this class, you can choose one of the empowered tattoos you know and replace it with another empowered tattoo that you could learn at that level.

A level prerequisite in an empowered tattoo refers to markweaver level, not character level.

Artistic Expertise

At 3rd level, your skill with your artisans tools has increased. Your proficiency bonus is doubled for any ability check you make that uses your Tattooist's Kit, and your choice of either Calligrapher's Supplies or Painter's Supplies. You must already be proficient with the chosen tool to select it for this feature.

In addition, when applying marks you gain a unique benefit depending on your choice of tool proficiency.

  • Calligrapher's Supplies. As a calligrapher, you are more skilled at using your Signature Marks. You may use a Signature Mark without expending any ink You may do so twice, and regain expended uses on a long rest.

  • Painter's Supplies. As a painter, you have become more used to changing your art and being flexible depending on the situation and the subject. Whenever you complete a Short Rest, you may exchange a number of your prepared marks up to your Proficiency Bonus with unprepared ones. You cannot exchange a signature mark using this feature.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Inked Restoration

Starting at 7th level, your Marks are infused with enough magical energy and meaning that their activation can mend the wounds of those nearby. Whenever one of your marks on an enemy is activated and you don't choose to move it with your Spreading Ink class feature, you may choose one creature within 30 feet of the previously marked creature that you can see. That creature regains a number of hit points equal to 2d6 + Your Intelligence Modifier.

You may use this feature a number of times equal to your Proficiency Modifier, and regain expended uses when you complete a Long Rest.

The healing provided increases as you gain levels in the Markweaver class, becoming 3d6 at 13th level, and 4d6 at 18th level.

Artistic Intuition

At 9th level, you have become more attentive to your surroundings as your artistic skills deepen. You may take an additional reaction during each round of combat.

Markweaving Mastery

At 20th level, you may weave two marks instead of one with each action. For example you could weave two Bonus Action marks at the same time, and then two Action marks on the same turn.

Markweaving Styles

All markweavers have a focus on the creation of marks and the art of tattooing, both fundamental aspects of people who choose to go down this path. But there is some split on what style is best to utilize when practicing markweaving. Each style has a unique view of markweaving, and very different focuses when doing so. Your choice of archetype likely reflects a focus of your work and how you prefer to make your tattoos and marks look.

Living Tattoo Style

Those who master the Living Tattoo style invest much of their focus in learning to create life through meaning alone. These Markweavers create a living tattoo on their body that grows as they learn and gain more knowledge. They can also turn objects and creatures into tattoos on their body, and in many areas of the world use this ability to become living prisons for beings too dangerous to be thrown in a cage.

Living Tattoo

Starting at 1st level, you have created a tattoo with such focused meaning that it has gained a life of its own. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Living tattoo stat block at the end of this class, which uses your proficiency bonus (PB) in several places.

You determine the tattoos appearance and personality, as well as the skills it is proficient in and its stat distribution. You may assign the following numbers to your Living Tattoos ability scores: 16, 14, 12, 12, 8, 6

In combat, the living tattoo shares your initiative count, but it takes its turn immediately after yours. The tattoo remains on your body, providing passive benefits but being unable to move or act on its own, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the living tattoo returns to your body immediately.

You may use your Living Tattoos skills in place of your own while it is attached to you.

If your Living Tattoo is killed, you may remake a new one over the course of a long rest using your Tattooing Kit and 5gp of ink.

Meaningful Fabrication

Starting at 6th level, you have learned to create tattoos that may be used to produce objects. You know the Fabricate spell but may only cast it as a ritual and do not require material components. When you do so, you create a tattoo of a non-magical object worth 100gp or less somewhere on your body, without the need for raw materials but the requirement for items of high craftsmanship remains. You may have a number of these tattoos on yourself equal to your Proficiency Modifier, if you try to produce an additional tattoo past your limit the oldest one vanishes without providing any effect. They last until activated.

While the tattoo is on your body, you may activate it (no action required) to produce the item represented by the tattoo. If the item can be held in a hand, it will appear in a free hand of yours. Otherwise, it will appear on the ground in a space of your choice within 15 feet of you. The item created lasts a number of days equal to your Intelligence Modifier before vanishing.

In addition, you gain proficiency in one Artisan's Tool of your choice.

Soul Warden

Beginning at 10th level you have learned to turn living things into tattoos and trap them in that form. You know the Soul Cage spell with some changes. Firstly, you may only cast it as a ritual without expending material components. Secondly, you may only target unconscious living creatures with it, and you trap their entire body including anything worn or carried by them in addition to their soul. Instead of a cage, the creature is turned into a tattoo somewhere on your person and remains trapped there until you choose to release them. You may only use the Query Soul and Borrow Experience features of the spell, and may only use each of them once regardless of how many creatures you have trapped, regaining uses on a short or long rest.

You may have a number of creatures trapped this way equal to your Intelligence Modifier. As an action, you may free any number of creatures trapped this way, returning them to physical form in the nearest possible empty space. They are aware of what was done to them.

The creatures may also be freed if you are targeted with the Dispel Magic spell against a spell level of 6, or if you are killed. In either case, the trapped creatures appear in any open spaces nearby, conscious and aware of what was done to them.

Uncaged Ink

Starting at 14th level, you have learned to make further use of your Living Tattoo and Soul Warden abilities.

Your Living Tattoo now has access to Markweaving, but may only use your Signature marks. When it does so, it uses your Markweaving Ability and expends uses of your signature marks as normal.

You have learned to summon a creature trapped with your Soul Warden feature to fight alongside you as an inky simulacrum. As an action on your turn, choose one of the creatures you have trapped. A simulacrum of that creature appears in an empty space adjacent to you. This simulacrum shares all of the creatures abilities and statistics, as well as any equipment the creature had on them when they were trapped. It follows your commands and is an ally to you and anyone you consider an ally. When you use your bonus action to command your Living Tattoo, you may also choose to command the simulacrum as part of the same bonus action. The simulacrum lasts up to 1 minute, or until it is slain at which point it vanishes and leaves the trapped creature unharmed.

You may use this feature once, and regain expended uses on a long rest.

Changerie Style

Markweavers that delve into the body altering Changerie Style end up becoming masters of the flesh, shaping both theirs and others to any shape they desire for cosmetic or tactical benefits. These Markweavers are responsible for the Changeries that dot the world, businesses where a person can enter and have any aspect of their body changed as they wish - often permanently.

Sculptor of Desire

At 1st level you have begun to delve into the initial abilities of the Changerie style. You know the Alter Self spell and are able to cast it a number of times each day equal to your proficiency modifier. You may target yourself or another willing creature that you can touch when you cast the spell. Alter Self is not a concentration spell for you when cast this way, and instead lasts a number of hours equal to the altered creatures Constitution modifier (Minimum of 1 hour)

In addition you may make cosmetic changes to yourself or another willing creature over the course of a number of hours equal to 8 - your Intelligence Modifier (Minimum of 1 hour). These changes follow the same rules for the Change Appearance option of Alter Self, except you may not adjust them after they have been made and they are permanent. There is no limit to the number of people you can change this way and the changes are permanent.

Starting at 5th level, these changes can become more in-depth. You may fully change someones body to look any way a creature of that Ancestry could possibly look, including age, sex, stature, etc. These effects are also permanent, unless undone by another use of this feature on the same creature.

This ability may not effect summoned creatures such as Familiars or creatures made using spells like Conjure Animals.

Body Like Clay

Starting at 6th level your control over your own form increases as your expertise in the Changerie style grows. Select one of the following options. You change your body to add the new feature to yourself. Whenever you complete a long rest you may change the chosen feature to a different one on this list.

  • Extra Arms. You gain an additional pair of arms somewhere on your body. You may hold things in any of your hands, and gain the benefits of anything held in them.
  • Eyes of Starlight. Your eyes become pools of inky blackness with bright flecks like stars. You gain Darkvision to a distance of 60ft. If you already had Darkvision, the range becomes unlimited and you can see in color.
  • Tauric Body. You change your lower body to that of a Centaur, growing two additional legs. Your speed increases by 15 feet and you may carry a creature of your size or smaller on your back.
  • Shrink or Grow. You increase or decrease your size by one step (Medium to small, or Medium or Large, for example). If you increase your size, you may add your proficiency modifier to any saving throw or check using Strength that did not already include it. If you decrease your size you may add your proficiency modifier to any saving throw or check using Dexterity that did not already include it.
  • Aquatic Alterations. You give yourself gills along with webbed hands and feet. You may breathe underwater and gain a swimming speed equal to your walking speed.
  • Gecko Grip. You change your hands and feet to have enhanced gripping pads. You gain a climbing speed equal to your walking speed as long as your hands or feet are free and uncovered.
  • Snakes Jaw. You change your mouth to be that of a snake, able to open far wider and equipped with venomous fangs. You are proficient with these fangs and may use them as an unarmed weapon with the Finesse quality, dealing 1d4 + Strength Modifier Piercing damage on a hit and force the target to make a constitution saving throw against your Mark save DC or become poisoned and take an additional 2d4 Poison damage.

You may give yourself additional features as you gain levels, increasing to two features at 11th level and three features at 15th level.

Mutable Forms

At 10th level you are nearing the peak of your chosen style of Markweaving. When you use your Sculptor of Desire feature to make changes to a willing creature, you may instead choose to make more extreme changes. Over the course of a long rest, you may choose any Ancestry (Race) available to players in your setting and shift the creature into that Ancestry (Race). They lose all of the features from their previous Ancestry (race), and gain those associated with the new one. The chosen race may not have the Construct or Undead creature types

Alternatively, over the course of a week of uninterrupted work, you may choose up to three different features, two of which must come from the same race if you choose three, from any Ancestry (race) you are aware of, and create your own custom Ancestry (race) to transform the willing creature into instead. These changes are permanent, though you may revert them via the same process. A creature changed this way has a base speed of 30ft, their size is Medium, their ability score bonuses become +2 to one, and +1 to another, and they take on an appearance chosen by you when you sculpt them. You may not choose features from Races with the Undead or Construct creature types.

A creature cannot gain a feature from an ancestry which gives a Feat, such as the Variant Human racial feature from either use of the Mutable Forms ability. A creature changed this way loses access to all racial feats they have, and cannot take any in the future in the case of the custom Ancestry option. If they change to an existing race, they may select racial feats for that race in the future.

Your Body, My Canvas

At 14th level you have learned to further adjust the bodies of yourself and others using the traits of creatures

Choose a creature that you have seen before with a CR equal to half your Markweaver Level or lower. If you are modifying someone other than yourself, the CR of the creature must be half of their character level or lower. You may choose one of that creatures physical characteristics and attempt to grant that feature to another character. This process takes a number of hours equal to the CR of the creature, and requires reagents harvested from the creature related to the feature you want to mimic. For example if you wanted to grow someone a dragons wings you would require a dragon wing to use as part of the creation process. You do not need reagents if the CR of the creature is 1/4 your Markweaver level or less, in that case you need only to have seen the creature before. You cannot take features from Undead, Construct, or Elemental creatures.

If you are uninterrupted for the entire time required, the creature being altered permanently gains the feature chosen. In the example of the dragon wings, the creature being altered would gain a flight speed equal to the dragon being copied. A creature may only gain a number of features this way equal to its Constitution Modifier, and each feature requires an Attunement slot. If the creature chooses to end this attunment, the feature fades from their form as they return to normal.

Changerie Options

Much of the Changerie Style relies on the campaign it is used in, and what creatures / Ancestries (races) are available in that setting. DM's are encouraged to make their own options for features like Body Like Clay so that they best fit in their games.

Kiniyi Scarification Style

The tundra dwelling Kiniyi of Verity are known for their rituals of conflict and the cultural significance they place on scars and other battle wounds. Kiniyi Markweavers were the first and only group to develop the methods of scarification used by those following this style in place of the normal tattoo inks. Markweavers of this style are experts with the blade and are far more combative than their peers of other styles.

Front Line Artist

At 1st level you have been given the training required to fight more effectively as a warrior. You gain proficiency with all melee weapons that deal piercing or slashing damage, as well as your choice of Intimidation, Athletics, or Acrobatics.

Scarring Blades

Also at 1st level you have learned to apply marks with your blades. Instead of Markweaving normally, whenever you deal damage to a creature with a melee weapon that deals piercing or slashing damage, you may choose and apply one mark to that creature. In addition you may use Intelligence in place of Dexterity or Strength for attacks with Bladed weapons.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You may use the Scarring Blades feature on both of these attacks as normal.

Battles Past

At 10th level you have fought in many battles and earned scars from each - or perhaps you have managed to reach this point unscarred. Choose one of the options below and gain its listed benefits.

  • Scars of the Past. Your body is marked with numerous scars from the battles you have fought and survived, these scars are marks of honor and power to you. As a reaction when a creature within 5 feet damages you, you may choose and apply one mark to that creature. In addition you gain proficiency in History if you did not already have it, otherwise you may add twice your proficiency modifier to History checks.
  • Purity of Past Victories. Your body is unblemished with scars from battle, instead it is covered in those given to yourself for meaning and power. As an action on your turn you can invoke the power in your chosen scars, for 1 minute you count as an ally for the purposes of activating your marks. You may use this feature a number of times each day equal to your Constitution Modifier. In addition you gain proficiency in Intimidation if you did not already have it, otherwise you may add twice your proficiency modifier to Intimidation checks.

The Canvas of Battle

At 14th level you have learned to gain power as enemies fall in combat around you. Whenever a hostile creature you can see within 30 feet reaches half their maximum hit points you gain power from the wounds they have suffered. Until the end of your next turn you may make an additional attack on your turn as part of the attack action.

Whenever a hostile creature you can see within 30 feet of you dies, you siphon further power from their scars. You gain temporary hit points equal to your Markweaver level. While these hit points remain you cannot suffer disadvantage on attack rolls with bladed weapons, and creatures with half their maximum hit points or less are unable to hide from you.

Mind Style

Markweavers who delve into Mind Style become experts at storing memories, sharing memories, and otherwise acting as a living repository of knowledge and stories. Some use this talent for ill, forcing terrible memories on their foes, while others focus on teaching.

Memory Bank

Beginning at 1st level, you have learned how to store and share memories with other people. So long as you possess your Tattooist's Kit and have free time to tattoo yourself, you are able to perfectly recall anything you have seen or heard by storing the exact memory in a mark on your body.

In addition, you may share these memories with another willing creature within reach of you as an action. When you do so, choose one of your skill proficiencies, the creature gains proficiency in that skill for 1 hour. If they were already proficient they instead may add double their Proficiency modifier to tests with that skill. If they could already do so, they instead have advantage to checks using that skill. Other creatures may grant you the same benefits if you spend an hour transcribing their memory into a tattoo on your body, with the same duration.

You may share memories this way with unwilling creatures as well if they fail an Intelligence saving throw against your Mark Save DC. Creatures that fail this saving throw become frightened until the end of their next turn.

Open Mind

Starting at 6th level, you have learned to use tattoos to open your mind to the people around you more fully. You gain the ability to communicate telepathically to anyone within 60 feet of you that you can see. You must share a language to understand eachother.

In addition, you may use your Memory Bank feature on any creature within range of your telepathy, and you may apply marks to those within range of your telepathy as if you were adjacent.

Overwhelming Memory

At 10th level you learn how to force your memories into the minds of your enemies to greater effect. Whenever you use your Memory Bank feature to share a memory with an unwilling creature and they fail the saving throw, they suffer 1d10 + your Intelligence Modifier psychic damage and become frightened of you. On subsequent turns, you may spend your bonus action to maintain the effect.

The creature can attempt the saving throw again at the end of each of their turns to end the effect early. On a successful save the effect ends. On a failed save, or if they choose not to save, they suffer 1d10 Psychic damage and become stunned instead of frightened. If they fail another saving throw they become Incapacitated until they receive any healing or one of their allies spends an action to wake them up and the effect ends.

You may use this feature a number of times equal to your proficiency modifier, and regain expended uses on a long rest.

Changed Your Mind

At 14th level you have reached the pinnacle of the Mind Style. Whenever a creature with one of your marks on it fails a saving throw of any kind, you may use your reaction to force it to make a Wisdom saving throw against your Mark Save DC. On a failed save, treat them as if they are affected by the Dominate Person spell at 7th level, further saving throws are made against your Mark Save DC. Creatures that are immune to being charmed are immune to this feature.

You may use this feature a number of times equal to half your Proficiency modifier rounded down, and regain expended uses on a long rest.

Memory Sharing

Memory sharing has many uses outside of the mechanical features of the ability. The roleplaying options created by sharing backstory or events with your friends, or forcing an enemy to see what pain their actions have caused first hand should not be underestimated!

Empowered Tattoos

If an empowered tattoo has prerequisites, you must meet them to learn it. You can learn the tattoo at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Empowered tattoos will look different from character to character, use the names as inspiration or come up with your own names and designs.

Prancing Deer

Your walking speed increases by 10 feet.

Escaping Prey

Prerequisite: 5th level, Prancing Deer empowered tattoo
You can now take the dash or disengage actions as bonus actions on your turn. If you could already take them as bonus actions on your turn, you may instead take them as a reaction.

Toughened Scars

Prerequisite: 5th level, Kiniyi Scarification Style
When not wearing armor, your Armor Class is now 10 + your Intelligence Modifier + your Constitution Modifier.

Wings of Change

Prerequisite: 15th level, Changerie Style
You gain a flying speed equal to your walking speed, and are able to hover if you end your turn in the air.

Mask of Terror

You gain proficiency in the Intimidation skill, and may use your Intelligence modifier instead of Charisma for it.

Superior Restoration

Prerequisite: 11th level
If you would activate your Inked Restoration feature, you may use this Empowered Tattoo to move the triggering Mark to a target as if you had used your Spreading Ink feature. This allows you to both move the mark and heal using Inked Restoration.

You may use this tattoo twice, and regain expended uses on a long rest.

Intricate Tattoo

Prerequsite: Living Tattoo Style
Your Living Tattoo now gains the benefits of your Empowered Tattoo options.

Tapped Knowledge

Prerequisite: 11th Level, Living Tattoo Style
Whenever you complete a long rest, choose one of the creatures trapped with your Soul Warden feature. Until your next long rest, you may use that creatures skills in place of your own when making a skill check, rolling as if you had their ability scores and proficiencies. You may choose whether or not you use their knowledge or your own before rolling.

Hall of Mirrors

You may cast the Mirror Image spell once per day without expending a spell slot.

Crafters Mark

You gain proficiency with one Artisans tool of your choice and one skill of your choice, or two Artisans tools.

Scarring Shot

Prerequisite: Kiniyi Scarrification Style
You gain proficiency with all bows and crossbows, and may use your Scarred Blades feature with them. Any features that effect Bladed Weapons effect Bows and Crossbows for you as well.

Inky Eyes

You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Lucky Clover

You may choose to add an additional d20 to any one attack roll, saving throw, or ability check you make, you may choose to pick its result instead of any other dice you roll even if you had advantage or disadvantage. You may use this feature once, and regain expended uses on a long rest.

Seven-Leaf Clover

Prerequisite: 11th level, Lucky Clover
You gain an additional use of your Lucky Clover tattoo. You may also expend a use of your Lucky Clover tattoo to grant an ally within 30 feet of you advantage on their next attack roll, saving throw, or ability check, or to give an enemy within 30 feet of you disadvantage on their next attack roll, saving throw, or ability check.

Linked Senses

Prerequisite: 6th level, Mind Style
As an action, you may extend your senses to any one creature within range of your Open Mind feature. Until you or they choose to stop, you may see through each others eyes and hear what the other hears as if you were in their space. You also share a sense of touch with each other. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature and they benefit from any special senses possessed by you. Both you and the other creature can still see and act with their own senses while this is active, but have disadvantage on any Perception checks unless they close off their own senses or those of the linked creature. No action is required to maintain this feature. If the target leaves range of your Open Mind feature, the link is broken.

Living Prison

Prerequisite: 15th level, Living Tattoo Style
You may trap an additional number of creatures with your Soul Warden ability equal to your proficiency modifier.

Subtle Contours

Prerequisite: 5th level
You gain proficiency in the Persuasion and Deception skills, and may use your Intelligence Modifier in place of Charisma for those skills.

Chameleons Skin

Prerequisite: Changerie Style
You may cast the Invisibility spell targeting yourself once per day without expending a spell slot.

Hypnotic Serpent

As an action, you may force a creature that you can see who can also see your eyes to make a Wisdom saving throw against your Mark Save DC. On a failure, they are charmed by you until they lose the ability to see your eyes. While charmed this way, a creature regards you as someone they wish to impress. They will not do anything to harm themselves or their allies, but they may go out of their way to help you otherwise. A creature that succeeds on its saving throw against this feature is immune to it for 24 hours.

While maintaining eye contact for this feature, you have disadvantage on skill checks and attack rolls not related to the creature you are charming and must use either an Action or Bonus Action each turn to maintain the effect.

Markweaving

This section provides rules and information about Markweaving, how it works, and a list of the marks available to learn.

What is a Mark?

A Mark, at its most simple, is a symbol created with a specific intent in mind that embodies that meaning so fully that it is able to bend the fabric of reality to create spell-like effects.

Marks can resemble many things. For some they are scars drawn in shapes to invoke meaning, for others they are tattoos, and still for others marks can be modifications to the body in subtle ways. The exact appearance of Marks thus varies based on the person weaving them.

All Marks however are learned from the same basic principles. Study and practice over many long hours to perfect the shapes, meanings, and rules necessary to Markweave effectively. It would be impossible to list every possible Mark here, many remain to be discovered by a skilled character with the time and means to unlock their secrets.

Mark Type

Every Mark has a type as noted in their entry.

Simple marks are the easiest to master and can be used without expending Ink from your Markweavers Inkwell. These are the cantrips of the Markweaving world.

Advanced marks require more specific magical inks, and as a result will require spending Ink from your Markweavers Inkwell to use. These marks will sometimes have prerequisites for use such as having a specific Empowered Tattoo or reaching a certain level in the Markweaver Class.

Prepared Marks

Any character that is able to use marks can only prepare a certain number at a time. This will always depend on their level and each class will list how specifically they prepare marks. Markweavers for example are able to prepare any marks from the mark list, up to a maximum each day based on their level.

Ink Cost

In each mark entry, an Ink cost will be listed. This is the amount of Ink from your Markweavers Inkwell that must be spent to use that Mark. Your Inkwell refills at the end of a long rest, regaining all expended Ink.

Some creatures or classes may have abilities that let them regain Ink or change marks during short rests as well.

Weaving a Mark

Whenever a character weaves any mark the same basic rules are followed regardless of the characters class or the mark's effects.

Each mark description begins with a block of information, including the mark's name, type, Ink cost, action type, duration, and any pre-requisites needed to prepare it. The rest of a mark entry describes the mark's effect. For example, a character could use a bonus action mark, a reaction mark and an action mark all in the same turn.

Weaving

Like a spellcaster casts a spell, mark users weave marks. All marks are woven the same way unless listed otherwise in their description or a class feature.

When a character wishes to weave a mark they must first look at the action type. This can be a reaction, action, or bonus action. That is the action required to weave the chosen mark.

Marks require the weaver to be adjacent to their target and capable of touching them with a hand holding Painters Supplies, a tattoists kit, or Caligraphers Supplies in order to apply the mark. This does not require a roll if the target is willing. If the target is unwilling, the weaver must make an unarmed attack roll using their Mark Attack Modifier. On a hit, they apply the chosen mark to the target. On a miss, the mark is not applied but the ink cost must still be paid, if applicable.

A character may weave any number of marks in a turn so long as they have the actions required to do so. For example, a character could use a bonus action mark, a reaction mark and an action mark all in the same turn.

Marks

If a mark has prerequisites, you must meet them to learn it. You can learn the mark at the same time that you meet its prerequisites. If at any point you no longer meet the prerequisite for any reason you may not use that mark until you meet the prerequisite again. A level prerequisite refers to your level in this class.

Note: You do not count as your own ally for the activation of marks. It must be another party member, or an NPC ally.

Artist's Signature

Advanced Mark


  • Ink Cost: 1
  • Weaving Action: 1 Action
  • Target: One Creature
  • Duration: 10 minutes

You create a mark on the target that is unique to your artistic style and bears your distinct signature as a markweaver. You are aware of the exact location of the bearer of this mark relative to you at all times, and you may treat creatures adjacent to the creature bearing this mark as if they were adjacent to you for the purpose of weaving marks. If the Artist's Signature is on an ally, you may also weave marks on them directly as if they were adjacent to you.

Agony

Simple Mark


  • Weaving Action: 1 Action
  • Target: One hostile creature
  • Duration: 1 minute, or until activated

You create a mark of twisted, broken lines on the target. The next time one of your allies damages the marked creature, they deal additional damage equal to 1d8 + your Intelligence modifier. The damage is the same type as the original attack.

This marks damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Replenishment

Simple Mark


  • Weaving Action: 1 Bonus Action
  • Target: One hostile creature
  • Duration: 1 minute, or until activated

You create a mark of ever-blooming flowers on the target. The next time one of your allies hits the marked creature, they gain a number of Temporary Hit Points equal to 1d4 + your Intelligence modifier.

The amount of Temporary Hit Points granted increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Confusion

Simple Mark


  • Weaving Action: 1 Action
  • Target: One creature
  • Duration: 1 minute, or until activated

You create a spiral mark that seems to endlessly wind in on itself on the target. The next time the creature makes an attack, it receives disadvantage on the triggering attack.

Sight

Simple Mark


  • Weaving Action: 1 Bonus Action
  • Target: One creature
  • Duration: 1 minute, or until activated

You create a mark that looks like a large, unblinking eye on the target. Until the start of your next turn, the creature cannot become invisible or hidden, and any affect created by the marked creature that imposes disadvantage on attacks against it does not take effect while the mark is active.

Shifting

Simple Mark


  • Weaving Action: 1 Bonus Action
  • Target: One hostile creature
  • Duration: 1 minute, or until activated

You create a mark on the target that seems to constantly move around their body, never stopping. The next time one of your allies hits the marked creature they may use their reaction to move up to their speed. This movement does not provoke opportunity attacks. The mark is only consumed if the movement is used.

Blackthorn

Advanced Mark


  • Ink Cost: 3
  • Weaving Action: 1 Action
  • Target: One hostile creature
  • Duration: 1 minute, or until activated

You create a mark on the target that looks like a thorned, ghastly tree. The next time an ally hits the marked creature, its body erupts into thorny, black branches, and it is restrained. At the end of each of the creatures turns it may make a Strength saving throw. On a success, it is no longer restrained.

Tragedy

Advanced Mark


  • Ink Cost: 2
  • Weaving Action: 1 Action
  • Target: One hostile creature
  • Duration: 1 minute, or until activated

You create a mark on the target that manifests as subtle changes to their own face or facial analogue, making them appear manic and grim. The visual effect of this mark remains for the duration, rather than until activated. The next time the marked creature attempts to attack one of your allies, it must succeed on a Charisma saving throw or redirect its attack to one of its own allies within range. If none of their allies are within range of the attack, the mark does not activate.

Changing

Advanced Mark


  • Ink Cost: 1
  • Weaving Action: 1 Bonus Action
  • Target: One hostile creature
  • Duration: 1 minute, or until activated

You create a mark on the target which appears only as a single dot of ink. The next time an ally hits the marked creature with a spell or attack, they may change the damage type of that attack to any other damage type before rolling for damage. The mark is only consumed if the damage type is changed.

Kumiho

Advanced Mark
Prerequisite: 5th level, Subtle Contours Empowered Tattoo


  • Ink Cost: 3
  • Weaving Action: 1 Bonus Action
  • Target: One creature
  • Duration: 1 minute, or until expended.

You create a mark on the target that looks like an indistinct, misty silhouette of a fox. The marked creature's mind grows fuzzy and idly pleasant. The creature must succeed on a Wisdom saving throw or become Charmed. While charmed in this way, the creature believes you someone they love dearly and finds themselves unable to quite recall how or when they met the markweaver in the first place.

This mark is expended if the markweaver harms the creature in any way.

Compounding Mark

Advanced Mark
Prerequisite: 5th level


  • Ink Cost: 2
  • Weaving Action: 1 Action
  • Target: One hostile creature
  • Duration: 1 minute, or until activated

You create a small mark on the target that grows in complexity with each time it is moved. The next time one of your allies deals damage to the marked creature, they deal additional damage equal to 1d6 + your Intelligence modifier. This damage is the same type as the original attack.

As a reaction when this mark is activated, you may use your Spreading Ink class feature to move it to a new target. If you do so, it deals an additional 1d6 + your Intelligence modifier damage. For example, with an Intelligence modifier of +3, the first time the mark was activated it would deal 1d6 + 3 damage. For each time the mark was moved, the damage would increase by 1d6 + 3. There is no limit to the number of times this can happen.

You may also increase the damage this mark deals when transferring it using Spreading Ink, but only if you do so as a reaction to a creature reaching 0 hit points.

Fear

Advanced Mark
Prerequisite: 5th level


  • Ink Cost: 2
  • Weaving Action: 1 Action
  • Target: One creature
  • Duration: 1 hour, or until activated

You create a mark on the target that mimics the appearance of insects crawling over and under the skin. The next time the marked creature willingly moves it must make a Wisdom saving throw or be frightened of itself until the end of its next turn.

Distraction

Advanced Mark
Prerequisite: 5th level


  • Ink Cost: 2
  • Weaving Action: 1 Bonus Action
  • Target: One creature
  • Duration: 1 day, or until activated

You create a mark on the target that morphs and changes every moment it is observed. The next time the marked creature casts a spell that requires concentration, they must make a concentration check against a DC equal to your Mark Save DC at the beginning of each of their turns for the duration of the spell. On a failure, they lose concentration as normal.

Shield of Ink

Advanced Mark
Prerequisite: 5th level


  • Ink Cost: 1
  • Weaving Action: 1 Reaction, which you use when an ally within range would be hit by a melee or ranged attack.
  • Target: One friendly creature
  • Duration: 1 minute, or until activated

You create a mark on the target that looks like a flowing wall of ink. The next time the marked creature would be hit with a melee or ranged weapon attack, its attacker must make a Wisdom saving throw. On a failed save, the attack is stopped mid-air by a wall of ink that springs from the tattoo, and the marked creature suffers no damage.

Reaching Hand

Advanced Mark
Prerequisite: 5th level


  • Ink Cost: 3
  • Weaving Action: 1 Bonus Action
  • Target: One creature
  • Duration: 1 Minute

You create a mark on the target of a reaching hand. Any ally may attack the marked creature from any range regardless of the range of their weapon, spell, or other ability that makes an attack roll so long as they can see you, or a creature marked with the Artist's Signature mark.

Lightning Shock

Advanced Mark
Prerequisite: 5th level


  • Ink Cost: 3
  • Weaving Action: 1 Bonus Action
  • Target: One hostile creature
  • Duration: 1 Minute, or until activated

You create a mark on the target that appears as a bolt of lightning that seems to jitter and move in place. The next time the creature takes damage, it becomes stunned and takes lightning damage equal to your level in the Markweaver class. It may make a Constitution saving throw at the start of each of its turns, ending the effect on a success.

Third Eye

Advanced Mark
Prerequisite: 5th level


  • Ink Cost: 2
  • Weaving Action: 1 Action
  • Target: One allied creature
  • Duration: 10 Minutes, or until activated

You create a mark on the target that appears to be a copy of one of their eyes, centered on their forehead. For the duration, the marked creature gains the ability to see the spirits of those who died within the last 24 hours.

As an action, the marked creature may expend the mark to ask a single question of a body or spirit within sight following the same limitations as Speak with Dead.

Shared Pain

Advanced Mark
Prerequisite: 7th level


  • Ink Cost: 3
  • Weaving Action: 1 Action
  • Target: One creature
  • Duration: 1 Minute

You create a mark on the target that appears as two humanoid figures joined by spiked chains. When one of your allies deals damage to the marked creature, each hostile creature within 10 feet of the marked creature must succeed on a Constitution saving throw or suffer the same damage.

Rage

Advanced Mark
Prerequisite: 7th level


  • Ink Cost: 2
  • Weaving Action: 1 Action
  • Target: One Hostile creature
  • Duration: 1 minute, or until the rage ends

You create a mark on the creature that dyes their eyes a solid red. The next time the marked creature takes damage from any source, they enter a Rage as if under the effects of the Barbarians Rage class feature, except they cannot end the rage as a bonus action. They add +2 rage damage, regardless of their level. Once the rage begins, the mark remains on the target until it ends but cannot be activated again.

Artist's Inkwell

Advanced Mark
Prerequisite: 7th level


  • Ink Cost: 4
  • Weaving Action: 1 Action
  • Target: One hostile creature
  • Duration: Until activated

You create a mark on the target that appears as an even larger, more detailed version of your Artist's Signature.

Whenever the creature moves, they do so as if they were moving through difficult terrain. In addition, the next time another mark is activated on the creature, that marks effects occur twice before that mark is expended.

Broken Bones

Advanced Mark
Prerequisite: 11th level


  • Ink Cost: 4
  • Weaving Action: 1 Action
  • Target: One creature
  • Duration: Instantaneous

You create a mark on the target of broken bones. This mark activates immediately. Until the end of its next turn, the creature is unable to make weapon attacks or cast spells requiring Somatic components.

Echo

Advanced Mark
Prerequisite: 11th level


  • Ink Cost: 5
  • Weaving Action: 1 Reaction, taken when you see an ally about to attack the target
  • Target: One creature
  • Duration: 1 minute, or until activated

You create a mark that acts as a perfect mirror in ink on the target. The next time the marked creature takes damage from any one source, it suffers that same damage again at the start of its next turn.

Gravity

Advanced Mark
Prerequisite: 15th level


  • Ink Cost: 5
  • Weaving Action: 1 Bonus Action
  • Target: One creature
  • Duration: 1 minute, or until ended

You create a mark on the target that appears simply as an arrow pointing into the sky. The next time one of your allies deals damage to the marked creature, it begins to float directly up into the sky at a rate equal to double their walking speed at the start of each of their turns. If the creature is unable to continue going up for whatever reason, or is 200 feet above the ground, the mark ends and the creature falls from the sky, taking the appropriate amount of falling damage (1d6 bludgeoning damage for every 10 feet it falls, to a maximum of 20d6).

The creature may attempt an Intelligence Saving throw at the end of each of their turns. On a successful save, the creature is lowered harmlessly to the ground and the mark is expended. On a failed save the creature continues to float until it falls.

Vampires Fangs

Advanced Mark
Prerequisite: 15th level


  • Ink Cost: 5
  • Weaving Action: 1 Action
  • Target: One creature
  • Duration: 1 minute, or until activated

You create a mark on the target's neck that looks like a pair of fangs digging into the flesh. The next time one of your allies deals damage to the marked creature, any damage they deal to the marked creature for the rest of their turn, including the damage that activates this mark, causes them to regain an equal number of hit points to the damage dealt.


Living Tattoo

Tiny construct


  • Armor Class 12 + PB (natural armor)
  • Hit Points 5 times your Markweaver level (The tattoo has a number of hit dice [d8s] equal to your Markweaver level)
  • Speed 5 ft., Fly 30 ft.

STR DEX CON INT WIS CHA
- - - - - -

  • Skills The tattoo is proficient in a number of skills of your choice equal to your PB.
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

  • Soul Bond. The living tattoo is bound to you and attached to your body. While attached, the tattoo is immune to all forms of damage and cannot be targeted but it is also unable to move. When you use your bonus action to command the Living Tattoo, it may detach from your body to move and act freely, losing the protection of being attached.
  • Conjured Ink. You can add your proficiency bonus to any ability check or saving throw that the living tattoo makes.
  • Inks Protection (3/day). While the living tattoo is attached to you, you gain a number of temporary hit points equal to your Markweaver Level. When your tattoo detaches these temporary hit points are removed.

Actions

Binding Coil (Detached only). Melee Weapon Attack: your mark attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB bludgeoning damage and the target is restrained. At the end of each of its turns it may make a Strength or Dexterity saving throw against your Mark save DC to break free.

Attach (Detached only). The living tattoo reattaches to you. It must be within 5 feet of you to take this action.


Reactions

Withering Touch (Attached only). When you successfully apply a Mark to another creature, your living tattoo may deal 1d6 + PB Necrotic damage to that creature.

Changelog

A list of changes made to the class over time.

Markweaver Version 1.1

A special thank you to HyprNeko9000 on reddit for pointing out quite a few of the things that were changed in this update.

Main Class Changes

  • Edited the Woven Tattoos feature to be performed faster. It now only takes a long rest to tattoo people, and you may tattoo a number of people equal to your proficiency modifier.

(The intent with this change is to allow more frequent use of the feature, while still limiting it slightly when compared to things like bardic inspiration.)

  • Changed Imbued Markweaving to also affect the damage dealt by marks.

(Intent here is simply to make sure that marks don't become very, very useless in some combats as they are the main aspect of the class.)

  • Added unique options based on tool proficiency to the level 3 Artistic Expertise class feature.

(Intent is to make that choice of tool feel more meaningful for the class, rather than just being flavor.

  • Added a new subclass, Discipline of Ink, along with its unique marks.

(This subclass is a purely tattoo focused subclass rather than the more extraordinary features of the other subclasses. I had some difficulty coming up with features for this subclass, and will likely need to change multiple things.)

Discipline of Scars Changes

  • Scarred armor has been moved to 7th level, pushing Woven Scars and harmful scars both higher up to 10th and 15th level.

(The intent here is to provide the armor bonus sooner as it is an important aspect of the subclass. It may need to be moved even earlier, but I think that risks overloading the level 3 bonuses.)

Discipline of Divine Brands Changes

  • Added Chaotic neutral and Lawful neutral to the Divine Branding feature. Also moved the neutral good effect to Lawful neutral instead.

(This change simply addresses a missed part of the feature, and some strange flavor decisions on my part.)

Markweaver version 1.2

Main Class Changes

  • Edited the Markweaving class feature to say 'unarmed melee attack' rather than 'melee touch attack'.

(This was changed for clarity. Touch attacks are generally a spell thing, so it was suggested that I should turn it into a simpe unarmed attack which made sense to me.)

Mark Changes

  • Mark of Confusion now imparts disadvantage on all attack rolls until the END of its next turn, instead of until the start.

(Changed for consistency, rather than it sometimes ending before the creatue can even make an attack))

  • Mark of true sight now says 'any effect created by the marked creature that imposes disadvantage on attacks against it does not take effect while the mari is active. The mark is expended when the duration ends.'

(Changed for clarity. Now specifies that only effects created by the marked target dont apply, before it negated ALL disadvantage.)

  • Mark of Fear changed to say the next time the creature willingly moves, rather than the next time they take a move action.

(Changed to match with D&D rules terminology)

  • Mark of Rage changed to specify the bonus rage damage provided.

(Changed for Clarity.)

Markweaver version 2.0.

Main Class Changes

  • Full rework of the class and its subclasses to be more flexible, and (hopefully) less confusing.
  • Added Empowered Tattoos, an invocation like system that allows the Markweaver to collect tattoos over time that grant them benefits.

Subclass Design Notes

  • Replaced old subclasses with entirely new ones.

Markweaver Version 2.5

Main Class Changes

  • Edited quite a few marks to be more balanced.
  • Added a target clause on each mark to limit ally abuse
  • Added a note for when Marks count as used.

Subbclass Changes

  • Added a limit of one use per day to Uncaged Ink
  • Added the Frighten effect from Overwhelming Memory to Memory Bank to provide more combat utility from the subclass.

Markweaver Version 3.0

Main Class Changes

  • Updated the class description and flavor text to fit the new subclasses and marks available.
  • Added the mark of Tragedy.
  • Edited formatting in some sections, along with grammar and spelling in a few spots.

Subclass Changes

  • Updated the wording on a number of features for Scarrification style and Living Tattoo style to make them clearer

Markweaver Version 3.5

Main Class Changes

Old Artistic Sacrifice: Beginning at 7th level, you are able to turn the magic used to weave a mark into healing energy for yourself or allies. As a bonus action on your turn, you may remove up to two marks from a creature within your reach. These marks do not activate their effects, or the effects of anything that activates when a mark is expended. You can choose to target yourself or an ally within 10 feet that you can see. The target regains hit points equal to 1d6 for each mark removed. You may use this feature a number of times equal to your intelligence modifier (minimum of 1), and regain any expended uses when you complete a long rest. The number of marks you can remove at once increases to three at 13th level and the healing increases to 1d8 for each mark removed. At 18th level, the number of marks you can remove at once increases to four and the healing increases to 1d10 for each mark removed.

This is being changed to a more reliable, team supporting heal instead of its previous incarnation. Previously, it simply disabled too much of the Markweavers other features and felt bad to use. The new version is more limited on number of uses, but will heal for far more on average. It also allows the Markweaver to further support their allies without undoing some of their own abilities.

New Artistic Sacrifice: Starting at 7th level, your Marks are infused with enough magical energy and meaning that their activation can mend the wounds of those nearby. Whenever one of your marks on an enemy is activated and you don't choose to move it with your Spreading Ink class feature, you may choose one creature within 30 feet of the previously marked creature that you can see. That creature regains a number of hit points equal to 2d6 + Your Intelligence Modifier.

You may use this feature a number of times equal to your Proficiency Modifier, and regain expended uses when you complete a Long Rest.

Mark Changes

  • Changed compounding mark to not utilize the Spreading Ink class feature in its entirety. Also added a new way to transfer this mark.
  • Adjusted Mark of Replenishment to grant Temporary Hit Points instead of Healing (This is intended to make it more useful if a full health ally triggers the mark, while also limiting abuse cases with this mark.)
  • Lightning Shock now allows the creature to attempt a saving throw at the Start of each of its turns, rather than the end. (This is to dial down the power of this mark slightly. It still provides the stun effect before the creatures turn, but also allows the creature to potentially not lose their entire turn to the mark.)
  • Removed all Mark Prerequisites aside from Level.
  • Added Markweavers Inkwell to replace limited mark uses/day. There is now one pool of ink used to weave marks, and each mark has an associated cost.(Ink pool size is likely to change and be fine-tuned over time, currently it is 3/level.)

Subclass Changes

Changerie
  • Adjusted the description of the Sculptor of Desire Feature to allow more creative changes to be made permanently. (Effectively adjusted the permanent changes to use Alter Selfs 'Change Appearance' option but take longer to do.) Also added additional flexibility starting at level 5. This change is intended to make the subclass more capable at truly moulding peoples appearances, which is its main selling point in the first place.
  • Specified that Familiars and other summoned creatures cannot be targeted with the Scluptor of Desire feature.
  • Specified that one cannot grant someone Racial Abilities which give feats (Such as Variant Human) using Mutable Forms.
  • Adjusted the Mutable Forms feature, it now requires a long rest to utilize the race changing aspect of this feature instead of 1 hour. In addition, the custom ancestry option has been changed from any 3 features, to 3 features 2 of which must come from the same original race. ASI is also unified to be +2 and +1 regardless of starting race.
  • Adjusted the Your Body, My Canvas feature to require the chosen creature to have a CR of half the targets level or lower, to prevent granting too much power to lower level NPC's or allies. This feature now also uses 1 attunement slot per modification, to further reduce powergaming.

Markweaver Version 3.5

  • Adjusted Weaving Marks to require a free hand wielding a set of Artisans Tools between Tattooists Kit, Painters Supplies, and Calligraphers Supplies.
  • Changed Insincere Sacrifice to a new form that utilizes the new version of Artistic Sacrifice.

Subclass Changes

Scarrification Style
  • Adjusted Scars of the past to require a reaction to use
Changerie Style
  • Your Body, My Canvas only uses no reagents when the CR of the creature is 1/4 your Markweaver level or less instead of half -All features in this style cannot be used on creatures with the Undead, Construct, or Elemental creature types.
 

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