Lost God's Underworld Tattoo
While this tattoo is applied on your skin, you
are resistant to fire and necrotic damage.
As a bonus action, you can manifest a dreaded scythe known as Patay whose blade is always alight with flames. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. You gain a +3 bonus to attack and damage rolls made with this magic weapon with which you are proficient. This scythe has the statistics of a glaive, but deals fire damage equal to 2d6 plus your ability modifier on a hit instead of the glaive’s usual slashing damage.
Hellseekers. As an action, you can slam the butt of Patay into the ground to create three magmatic swells at your feet. Each swell can hit a creature of your choice that you can see, that is not flying or swimming and that is within 30 feet of you. A swell explodes on impact with its target, resulting in a violent shower of fire and earth. Each creature within a 10-foot radius of a swell’s target must make a DC 17 Dexterity saving throw, taking 4d8 fire damage and falling prone on a failed save, or half as much damage on a successful one. The swells all strike simultaneously, and you can direct them to hit one creature or several. Once used, this property of the tattoo can’t be used again until the next dawn.
Immolate. As an action, make a melee weapon attack against a target within Patay’s reach. On a hit, the target takes damage from the scythe as normal and a flaming fissure opens underneath its feet. The target must succeed on a DC 17 Dexterity saving throw or be consumed by a plume of flame, taking 10d10 fire damage. Once used, this property of the tattoo can’t be used again until you finish a short or long rest.
As a bonus action, you can manifest a dreaded scythe known as Patay whose blade is always alight with flames. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. You gain a +3 bonus to attack and damage rolls made with this magic weapon with which you are proficient. This scythe has the statistics of a glaive, but deals fire damage equal to 2d6 plus your ability modifier on a hit instead of the glaive’s usual slashing damage.
Hellseekers. As an action, you can slam the butt of Patay into the ground to create three magmatic swells at your feet. Each swell can hit a creature of your choice that you can see, that is not flying or swimming and that is within 30 feet of you. A swell explodes on impact with its target, resulting in a violent shower of fire and earth. Each creature within a 10-foot radius of a swell’s target must make a DC 17 Dexterity saving throw, taking 4d8 fire damage and falling prone on a failed save, or half as much damage on a successful one. The swells all strike simultaneously, and you can direct them to hit one creature or several. Once used, this property of the tattoo can’t be used again until the next dawn.
Immolate. As an action, make a melee weapon attack against a target within Patay’s reach. On a hit, the target takes damage from the scythe as normal and a flaming fissure opens underneath its feet. The target must succeed on a DC 17 Dexterity saving throw or be consumed by a plume of flame, taking 10d10 fire damage. Once used, this property of the tattoo can’t be used again until you finish a short or long rest.
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 REDACTED: Lost God of Death
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There are tales of a nomad that roams the western
countryside, with no real connection to any village
or individual in the area. The nomad, bearing a
forlorn expression and a shabby cloak that whispers
of former elegance, attracts much attention with
their ageless face and stately aura.
On the heels of the nomad, rumors follow of
tragic loss and unspeakable betrayal, but the silent
drifter does not speak. Any fools with enough daring
to provoke the nomad survive only long enough to
warn others of a mighty temper and otherworldly
powers, manifesting when the nomad throws off
their cloak to reveal a body covered in strange,
glowing markings.
It is not yet known how the nomad came to
bear such markings, though tattooists over the years
have claimed knowledge and even authorship of the
design. None of these claims have been proven true,
and the nomad continues to wander the outskirts of
the western villages to this day.
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