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Inkwell Trap tattoo

Alter: As an action, you can speak the tattoo’s command word and lay both of your hands on the ground, causing the tattoo to separate from you and cover an area about 5 feet in diameter at your feet (retaining its pigmentation). After 1 minute, the tattoo camouflages into the environment. Someone who uses an action to visually inspect the tattoo’s location identifies it as a camouflaged trap with a successful DC 13 Intelligence (Investigation) check.

A creature that steps on the tattoo must succeed on a DC 13 Dexterity saving throw or take 3d6 piercing damage and become restrained as inky spikes shoot out from the tattoo. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success.

The tattoo vanishes and reappears on your skin after a creature frees itself from it, or if you use a bonus action to disarm it. Once used, the tattoo can’t be used again until it has reappeared on your skin.

Attunement: Yes
Materials/cost: 216gp
Placement: Arms
Rarity: Uncommon
Produced by a special needle, this magic tattoo represents a sneaky surprise hidden in the bushes.
This tattoo gained notoriety through its use in vaudeville performances, most often by jesters in a whimsical japes. The fake trap was easy to arrange and ensured that theater stages remained intact after a performance. In its original iteration, the tattoo would only manifest as a slippery surface, but the design was later amended to injure and maim by understudies that wished to sabotage the careers of more established clowns.

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