Living Ink Sorcerer

Your innate magic comes from a deal made long forgotten with an entity that no longer roams the multiverse. Back when spells were scribe not in books but on skin. This power now resides in you the small clouds of ink swirling on your body before taking form. It is through these tattoos that your innate magic resides waiting for your mind to give it form.

Art Imitating Life

At 1st level, you learn the find familiar spell. You can cast it as a ritual without expending material components. The spell doesn't count against your number of spells known.

When you cast the find familiar spell using this feature it has the following changes:

The form of your familiar is permanent.

The familiar cannot go to a pocket dimension but instead appears as a tattoo somewhere on your body.

If it were to die and you cast this spell again the familiar returns to its original form.

Art On Display

At 1st level, when your familiar is stored on your body you gain the following benefit from its form:

Form Ability Bat, Owl, Octopus You gain Darkvision up to 60-feet. Crab, Frog, Sea horse You can breathe air and water. Hawk, Raven, Cat You have advantage on wisdom (perception) checks that rely on sight. Lizard, Spider, Weasel Difficult terrain doesn't slow your travel pace. Poison Snake, Fish, Rat You are immune to disease and the poisoned condition.

additionally, your tattoos act as your arcane focus.

Warding Tattoo

At 6th level, you can place a protective tattoo on yourself or an ally. As an action you can spend 2 sorcery points and choose to grant a protective mark on yourself or a willing creature. Choose one ability. The target has advantage on saving throws made with that ability. The protective mark fades after a short or long rest.

Environmental Inspiration

At 14th level, your adventures have let you see the world far and wide. It has begun to influence the backgrounds of your tattoo's creating a more fluid mural tying your life and work together. You gain the ability based on the tattoo theme you choose below:

Aerial. You gain a flying speed equal to your current speed.

Subterranean. You gain a burrow speed equal to your current speed and Tremorsense up to 30-feet.

Aquatic. You gain a swim speed equal to your current speed and while underwater you have blindsense up to 60-feet.

Terrestrial. You gain a climb speed equal to your current speed and you gain a natural ability to camouflage gaining advantage on dexterity (stealth) checks.

Centerpiece

At 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a likeness of your centerpiece. You gain the ability based the subject of your centerpiece chosen below:

Leviathan:

You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide

You can cast control water and watery sphere at will. You do not need the material components for these spells.

You are immune to acid, and poison damage

You are immune to the grappled, paralyzed, and restrained conditions.

Phoenix:

When you are reduced to 0 hit points or are killed outright, you explode. Every creature within 60-feet of you must make a dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much on a successful one. The fire ignites flammable objects in the area that aren't worn or carried.

You shed bright light in a 60-foot radius and sim light for an additional 30-feet.

You are immune to fire damage.

You are immune to the grappled, paralyzed, and restrained conditions.

Elder Tempest: