## Arcane Traditions
The study of wizardry is ancient, stretching back to
the earliest mortal discoveries of magic. It is firmly
established in the worlds of D&D, with various
traditions dedicated to its complex study.
The most common arcane traditions in the multiverse
revolve around the schools of magic. Wizards through
the ages have cataloged thousands of spells, grouping
them into eight categories called schools, as described
in chapter 10. In some places, these traditions are
literally schools; a wizard might study at the School of
Illusion while another studies across town at the School
of Enchantment. In other institutions, the schools are
more like academic departments, with rival faculties
competing for students and funding. Even wizards who
train apprentices in the solitude of their own towers use
the division of magic into schools as a learning device,
since the spells of each school require mastery of
different techniques.

### School of Living Ink
To all wizards, spell casting is an art of practice and precision. Each word must be perfect and every movement exact. To aid them in their studies spell books are created, containing various arcane script and diagrams. One school strives to master this, turning their own skin into a canvas for their spells. Mages from "The School of Living Ink" create beautiful designs from arcane scrip, turning themselves into their own living spell book.

#### Living Canvas
Beginning at 2nd level you no longer learn or prepare spells as a normal wizard does. Rather than inscribing arcane diagrams in your spell book
and preparing spells from these each morning, you tattoo
your skin with the arcane figures and require no study to
prepare them. This replaces your normal means of learning
and preparing spells, and you create and maintain no
spell book. 

Tattooed spells count as spells copied in your
spell book for the purposes of other class features.
There is, however, limited space with which to tattoo
your spells, though you can create them smaller and
overlap these diagrams as you become more skilled. You
have space for a number of spells of 1st level or higher
equal to your wizard level + twice your Intelligence
modifier (minimum 5). You need not prepare tattooed
spells to cast them.

When you find a wizard spell of 1st level or higher, you
can craft it into a magical tattoo. For each level of the spell,
the process takes 1 hours and costs 50 gp. The cost
represents the material cost of magical inks required. Once
learned, you can remove a spell through a painful process
that takes 1 hour per level of the spell and deals you 1 point
of slashing damage per spell level. You learn and can freely
tattoo only 1 additional spell when you gain a level in the
wizard class.

The use of cantrips is unchanged. You know a number
of wizard cantrips of your choice as shown in the Can trips
Know column of the Wizard table.
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#### Arcane Symbol
At 2nd level you have learned to imbue small designs with arcane energy. These are known as Arcane Symbols. Choose two from the Arcane Symbols section detailed at the end of the subclass. Once selected these can not be changed. You may only select each Arcane Symbol once, unless otherwise mentioned.

You may select an additional Arcane Symbol at 6th, 10th and 14th level.

#### Invisible Ink
At 6th level you can use your bonus action to turn your tattoos invisible, hiding them so long as you can concentrate on the change. 

#### Temporary Tattoo
Beginning at 10th level you have learned to give some of your arcane energy to others in the form of temporary tattoos. Choose a spell of 3rd level or lower and expend a spell slot equal to the chosen spell. You spend 1 minute tattooing an ally within reach. For the next two hours they may cast the chosen spell consuming the tattoo on use. Only one creature may benefit from this feature at a time.

#### Masterpiece
At 14th level you have honed your skills and technique creating a tattoo of absolute beauty. Choose one of the following masterpiece tattoos. Once chosen this can not be changed.
___
 **Crystal:** Choose two spells of 5th level or lower
from any class, including this one. These spells count as wizard spells and are not counted against your spells known.
___
**Phoenix:** When you are reduced to 0 hit points you expel a burst of flames around you burn your enemies. All hostile creatures within 10ft must make a Dexterity saving throw equal to your spell save DC, taking 3d10 fire damage on a failed save, and half as much on a success. You then return to 1 hit point. Once you use this feature, you must finish a long rest before you can use it again.
___
**Time Piece:** You may cast the haste or slow spell once without expending a spell slot. When cast in this way the spell does not require concentration. Once you use this feature, you must finish a long rest before you can use it again.
___
**Tree:** At the start of each of your turns, you regain 3 hit
points if you have no more than half of your hit points left. You don’t
gain this benefit if you have 0 hit points.
___
**Wings:** You gain a flight speed equal your walking speed.
___
**Dragon:** When you fail a saving through you may choose to succeed instead. Once you use this feature, you must finish a long rest before you can use it again. \page



## Arcane Symbols
Choose from the following:
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**Arrow:** Increase your walking speed by 5 ft.
___

**Bear:** Your Constitution Score increases by 1 to a maximum of 20.
___

**Cat:** Your Dexterity Score increases by 1 to a maximum of 20.
___

**Eagle:** Your Charisma score increases by 1 to a maximum of 20.
___

**Feather:** You can use your reaction when you fall to reduce any falling damage you take by 2d6.
___

**Flower:** You learn the Healing Word spell. This does not count against your spells known.
___

**Fox:** Your Intelligence Score increases by 1 to a maximum of 20.
___

**Heart:** You gain 1 additional hit point per level.
___

**Lantern:** You add your proficiency to initiative rolls.
___

**Moon:** You only require four hours of sleep to complete a long rest.
___

**Ocean:** You gain a swim speed equal to your walking speed.
___
**Owl:** Your Wisdom score increases by 1 to a maximum of 20.
___
**Ox:** Your Strength score increases by 1 to a maximum of 20
___
**Rabbit's Foot:** You gain 1 luck point. Whenever you make an attack
roll, an ability check, or a saving throw, you can spend
one luck point to roll an additional d20. You can choose
to spend your luck point after you roll the die,
but before the outcome is determined. You choose which
of the d20s is used for the attack roll, ability check, or
saving throw.

You can also spend one luck point when an attack
roll is made against you. Roll a d20, and then choose
whether the attack uses the attacker’s roll or yours.

If more than one creature spends a luck point to
influence the outcome of a roll, the points cancel each
other out; no additional dice are rolled.
You regain your expended luck point when you
finish a long rest.
___
**Shield:** Your AC is equal to 13 + your Dexterity modifier while not wearing armor.
___
**Skull:** You may add your Intelligence modifier to the damage rolls of your wizard cantrips.
___
**Star:** You gain proficiency in one skill of your choice.You can select this Arcane Symbol multiple times.
___
**Sun:** You gain resistance to fire damage
___
**Sword:** You gain proficiency in one simple or martial weapon of your choice. You can select this Arcane Symbol multiple times.
___
**Thorns:** When you are hit by a melee weapon attack you may use your reaction to deal a number of piercing damage, equal to your proficiency bonus, to the attacker.
___
**Tome:** You learn one cantrip from any spell list. this cantrip is a wizard cantrip and does not count against your cantrips known.