Waterborne Tattoo
Alter: While this tattoo is applied on your skin, whenever you are on a body of water with enough volume to fill a 10-foot cube, you can use a bonus action to cause two waterspouts to emerge from the water’s surface and push you up by your feet. They allow you to move normally while floating up to 10 feet above the water.
Spin Cycle. As an action, you can lift your foot and direct the full force of one of your waterspouts at a creature you can see within 10 feet of you. The creature must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Once used, this property of the tattoo can’t be used again until 1 minute has passed.
Attunement: Yes
Materials/cost: 248gp
Placement: Legs
Rarity: Uncommon
Produced by a special needle, this magic tattoo represents a dangerous, magical whirlwind.
Spin Cycle. As an action, you can lift your foot and direct the full force of one of your waterspouts at a creature you can see within 10 feet of you. The creature must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Once used, this property of the tattoo can’t be used again until 1 minute has passed.
Attunement: Yes
Materials/cost: 248gp
Placement: Legs
Rarity: Uncommon
Produced by a special needle, this magic tattoo represents a dangerous, magical whirlwind.
This design was created by a tattooist named Korra
Ramani who found herself stranded on an island
with just her equipment and enough emergency
supplies to last a few days. Under intense pressure,
she devised a tattoo that would allow her to escape
from the island and traverse across the ocean safely
(or as safe as she could hope to be) to the mainland.
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