### Pact of the Tattoo
Your patron has bestowed upon you a Tattoo, this Tattoo can take upon any form that the wearer chooses. Most Warlocks take on a symbol that is representative of their patron while others use the symbol of their homeland. The Tattoo is almost hard like armor, but it can move on your body as if it flows like water. The Tattoo will shift around your body to protect you from harm. 

This Tattoo cannot be removed from your body in any way, it reappears on your body if you are brought back through True Resurrection or any other body replacement method.

As an action, you can configure your Tattoo to gain the properties of a set of armor. You can choose the armor that the Tattoo acts as each time you configure it. You are proficient with this armor and you still must follow any Strength requirements the armor has. 


### Eldritch Invocations

#### Arcane Tattoo

*Prerequisite: 5th level, Pact of the Tattoo Feature*
  
Your Tattoo becomes charged with arcane energy, when you finish a long rest, you can choose any number of spells from your known list of spells with a combined spell level total equal to your Charisma modifier. You can cast each of those spells at their minimum level without expending a spell slot once per long rest. You can change this list of spells at the end of a long rest.

#### Dragon Tattoo
*Prerequisite: 7th level, Pact of the Tattoo Feature*
  
Your Tattoo takes on the shape of a dragon that you choose while you have this invocation active.
  
Choose acid, cold, fire, lightning, or poison. You gain resistance to the damage type you have chosen.
  
You can cast Dragon's Breath on yourself at will as a 2nd-level spell, without expending a spell slot or material components. You must choose the same damage type as your resistance when you cast the spell this way.

#### Eldritch Fists

*Prerequisite: 5th level, Pact of the Tattoo Feature, Eldritch Blast Cantrip*

Your Tattoo coats your fists to improve your close combat abilities.

When you cast the spell Eldritch Blast, if you would make a ranged spell attack with Eldritch Blast, you can instead make a melee spell attack with a range of touch. You use a d12 instead of a d10 for Eldritch Blasts damage roll when you use Eldritch Blast this way.

#### Eldritch Might 

*Prerequisite: 5th level, Pact of the Tattoo Feature*

You can use your Charsima Modifier instead of your Strength Modifier for Skill Checks and Saving Throws that would require Strength.

#### Enhanced Tattoo 
*Prerequisite: Pact of the Tattoo Feature* 
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Your Tattoo acts as a spellcasting focus for your Warlock spells
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  While you have this invocation active, your hit point maximum increases by a number of points equal to your level.
  
  
#### Ink Story

*Prerequisite: Pact of the Tattoo Feature*

Your Tattoo is capable of storing spells you have witnessed.
    
If you witness someone casting a spell with a spell level less than or equal to your highest spell slot level, but isn't a cantrip, you can use your reaction to imprint this spell onto your skin. While this spell is imprinted upon your skin, you can cast this spell as if it was a Warlock spell. You can imprint a number of spells equal to your proficiency modifier. All imprinted spells dissapear from your skin at the end of a short or long rest. While the spell is imprinted on your skin, a Wizard can copy the spell down into their spellbook if its a spell on the Wizard spell list.
 
#### Binding Tattoo
  *Prerequisite: Pact of the Tattoo Feature*

  Your Tattoo has gained the ability to bind to surfaces, you can shift your Tattoo onto your hands or feet to scale surfaces and stand your ground.
  
  You gain a climbing speed equal to your walking speed and you can climb any solid surface. 
  
  You have advantage on Strength and Dexterity saving throws against effects that would knock you prone.

  
#### Warding Tattoo

*Prerequisite: 9th level, Pact of the Tattoo Feature*

Once per long rest you can cast the spell Death Ward as a reaction if you would drop to 0 hit points or die instantly.