Everlight's Chosen Tattoo
While this tattoo is applied on your skin, you have resistance to fire and radiant damage.
As a bonus action, you can manifest a deadly longbow known as Panigin that feels warm in the light of the sun. You gain a +3 bonus to attack and damage rolls made with this magic weapon, with which you are proficient. Instead of the bow’s usual piercing damage, Panigin deals radiant damage equal to 1d10 plus your ability modifier on a hit. You can use a bonus action to dismiss the longbow.
The Light’s Touch. When you hit a creature with Panigin, you can use your reaction to attempt to charm it. The creature must succeed on a DC 17 Wisdom saving throw or be charmed by you and shrouded in glowing designs resembling your tattoo, shedding dim light in a 10-foot radius. You can maintain this effect on one creature at a time as long as you concentrate (as if concentrating on a spell).
While the creature is charmed, treat it is as though under the influence of the dominate monster spell.
Once used, this property of the tattoo can’t be used again until the next dawn.
Illuminate. As a bonus action, you can speak the tattoo’s command word and point at a creature you can see within 120 feet, shooting a beam of light out towards it. The creature must succeed on a DC 17 Dexterity saving throw or begin to shed a bright light in a 20-foot radius and dim light for an additional 20 feet for the next minute. Once used, this property of the tattoo can’t be used again until an hour has passed.
For the duration, any time the illuminated creature takes damage from one of your attacks or an attack from your charmed creature, it takes an extra 3d6 radiant damage.
As a bonus action, you can manifest a deadly longbow known as Panigin that feels warm in the light of the sun. You gain a +3 bonus to attack and damage rolls made with this magic weapon, with which you are proficient. Instead of the bow’s usual piercing damage, Panigin deals radiant damage equal to 1d10 plus your ability modifier on a hit. You can use a bonus action to dismiss the longbow.
The Light’s Touch. When you hit a creature with Panigin, you can use your reaction to attempt to charm it. The creature must succeed on a DC 17 Wisdom saving throw or be charmed by you and shrouded in glowing designs resembling your tattoo, shedding dim light in a 10-foot radius. You can maintain this effect on one creature at a time as long as you concentrate (as if concentrating on a spell).
While the creature is charmed, treat it is as though under the influence of the dominate monster spell.
Once used, this property of the tattoo can’t be used again until the next dawn.
Illuminate. As a bonus action, you can speak the tattoo’s command word and point at a creature you can see within 120 feet, shooting a beam of light out towards it. The creature must succeed on a DC 17 Dexterity saving throw or begin to shed a bright light in a 20-foot radius and dim light for an additional 20 feet for the next minute. Once used, this property of the tattoo can’t be used again until an hour has passed.
For the duration, any time the illuminated creature takes damage from one of your attacks or an attack from your charmed creature, it takes an extra 3d6 radiant damage.
Divine Tattoo. You can only attune to this
tattoo if you are attuned to no more than one other
magic item. If you attune to more than one other
magic item while you are attuned to this tattoo, your
attunement to this tattoo immediately ends.
Produced by a special needle, this magic tattoo was
designed through divine inspiration in honor of the
Dawnfather, Pelor.
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Those of purest soul attract the attention of the
Everlight, Raei. Such was the case when a young
woman gave birth to a son named Brun for his
glowing brass-colored eyes. Cast out by her strict,
superstitious clan, the mother and her child lived in
hardship until they settled themselves among the
merchants of a bustling port. The mother managed
to join the ranks of the port’s street merchants
and earned a living weaving baskets, while her
growing son took on odd jobs from street vendors,
adventurers, and passing sailors.
While his eyes had long since lost their glow,
there was still something special about Brun. He
became a fond fixture at the port as he grew into a
young man, making friends with several vendors,
one of whom was an aging tattooist. One day, the
street merchants were being harassed by bandits
hired by the mother’s old clan. The corrupt clan was
attempting to assert themselves as “keepers of law
and order” in the area, and demanded that the port
inhabitants start paying a tax for their protection. As
the merchants weighed their options, the tattooist
was visited by Raei herself. She directed the tattooist
to give “the boy of pureness and brass” her mark and
blessing. The tattooist convinced Brun to take on
the markings of the Everlight, and Brun’s eyes glowed once
more. He stood up to the bandits and the clan, using
the tattoo’s power to defend the port from their
advances whenever they grew too bold.
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