Your innate magic comes from shimmering, colorful illustrations that appear on your skin. It is a rare form of magic whose source is hard to pinpoint. It may have come from the touch of a powerful entity or a drop of dragon's blood. Maybe you were momentarily touched by another plane or were splashed by the magics of another sorcerer. Whatever the source may be, these marks seem to be permanent and are unable to be removed whether through magic or mutilation. As you grow in skill, new designs appear, attesting to your power.
1st-level Arcane Canvas feature
The prismatic nature of your illustrations hold a unique power within them to aid and protect their bearer. Because of this, you learn additional spells when you reach certain levels in this class, as shown on the Prismatic Spellcasting table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | Absorb Elements, Color Spray, Minor Illusion |
| 3rd | Mirror Image, Phantasmal Force |
| 5th | Hypnotic Pattern, Nondetection |
| 7th | Freedom of Movement, Greater Invisibility |
| 9th | Far Step, Seeming |
1st-level Arcane Canvas feature
Creative Focus. Your unique magical origins cause your power to manifest differently than most magic users. At 1st level, this difference negates the need for an arcane focus as the illustrations that cover your skin act as one. At 16th level, spells consume only half the materials required as components.
Visual Aid. These colorful marking contain an ingrained layer of protection allowing you to cast Mage Armor at will requiring no material components. Donning armor negates this effect.
6th-level Arcane Canvas feature
You have become infinitely more familiar with your arcane markings and how they work. You are now able to manipulate the magic within a specific colored pigment to grant yourself a supernatural benefit. Funneling more arcane power to the transformation lets it last longer.
As a bonus action, you can spend 1 or more sorcery points to magically transform your body for a number of minutes specified in the details of the chosen effect. Spending more than one sorcery point allows you to increase the length of the transformation (duration = stated period of time x number of sorcery points "SP" spent). Each colored pigment offers a different benefit, the effects of which last until the transformation ends:
14th-level Arcane Canvas feature
At 14th level, you gain a beast companion that appears as a tattoo upon your body. Choose a beast of size Large or smaller that has a challenge rating of no higher than 1. You can release your beastly icon a number of times per day equal to your proficiency bonus by using an action to summon them to an unoccupied space within 30 ft of your person. The tattooed beast can manifest for one hour at a time, but will revert to tattoo form early if they reach 0 hit points. When released as living flesh, your companion appears as an iridescent, multicolored version of the beast represented by the tattoo. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your sorcerer lever, whichever is higher. The expended uses of summoning reset after a long rest.
The manifested beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
18th-level Arcane Canvas feature
Beginning at 18th level, the control you have gained over your mystical markings allows you to use your inky images as a defense system. As an action, you are able to create an illusory sphere with a 30-foot radius originating from you. The area within the sphere is filled with spectral visages of your tattoos. The images are intangible and invulnerable, and last for one minute or until you lose concentration.
Any creature you choose that enters the area for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage. On a successful save, the creature takes half as much damage. You are able to amplify the damage at the time of casting by expending sorcery points. The damage increases by 1d8 for every 2 sorcery points spent.
Once you use this action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
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