Foul Gas Tattoo
Alter: As an action, you can unleash a cloud of foul gas from your bottom in a 20-foot-radius sphere centered on you, that remains in place for the next minute. Each creature other than you that starts its turn in the area must make a DC 13 Constitution saving throw, taking 3d6 poison damage and becoming poisoned for 1 minute on a failed save, or taking half as much damage and not becoming poisoned a successful one. Creatures that don’t need to breathe automatically succeed on this saving throw. The cloud lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Once used, the tattoo can’t be used again until you finish a short or long rest.
Attunement: yes
Materials/cost: 120gp
Placement: Legs
Rarity: Uncommon
Produced by a special needle, this magic tattoo represents a large monster with a foul-smelling odor.
Attunement: yes
Materials/cost: 120gp
Placement: Legs
Rarity: Uncommon
Produced by a special needle, this magic tattoo represents a large monster with a foul-smelling odor.
This tattoo has been through many different
iterations, but many just put different spins on the
same effect: expelling a disgusting cloud of smelly
gas. The gas has been used by guards to disperse
crowds and repel monsters, and pranksters who get
their hands on the tattoo often have a field day in
crowded venues like marketplaces and taverns.
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Said to be inspired by the failure of the Noxious Tattoo
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