Wildmother's Harvest Tattoo
While this tattoo is applied on your skin, you are resistant to acid and poison damage.
As a bonus action, you can manifest a dreaded scimitar known as Putol whose blade never dulls. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You are proficient with this weapon, which ignores resistance to slashing damage. Putol deals slashing damage equal to 1d10 plus your ability modifier on a hit. While holding this weapon, you also ignore difficult terrain. You can use a bonus action to dismiss the scimitar.
Savage Garden. As an action, you can stab the scimitar into the ground at your feet to cause aggressive weeds and vines to sprout in a 30-foot radius around you. For the next minute, these plants turn the ground in the area into difficult terrain. Creatures traveling through it (other than you) take 2d4 piercing damage per 5 feet traveled. A Large or smaller creature that starts its turn in this area or enters the area for the first time on a turn, must succeed on a DC 17 Strength saving throw or be restrained by the entangling plants until the effect ends. A creature can use its action to make a DC 17 Strength check, freeing a creature restrained by these plants on a success.
At the start of each of your turns, each creature restrained by your plants must succeed on a DC 17 Dexterity saving throw or take 6d6 piercing damage from their thorns as the plants further entangle the creature. After the effect ends, the plants calm, ending their restraining effects but remaining in place for the next year. Once used, this property of the tattoo can’t be used again until the next dawn.
Bloody Harvest. When you attack a creature that has at least one limb with the scimitar and roll a 19 or 20 on the attack roll (before modifiers), the creature takes an extra 4d8 slashing damage and you cut off one of the creature’s limbs. A creature is immune to this effect if it is immune to slashing damage or the GM decides that the creature is too big for its limb to be cut off with this weapon. Additionally, you regain hit points equal to half the extra damage.
As a bonus action, you can manifest a dreaded scimitar known as Putol whose blade never dulls. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You are proficient with this weapon, which ignores resistance to slashing damage. Putol deals slashing damage equal to 1d10 plus your ability modifier on a hit. While holding this weapon, you also ignore difficult terrain. You can use a bonus action to dismiss the scimitar.
Savage Garden. As an action, you can stab the scimitar into the ground at your feet to cause aggressive weeds and vines to sprout in a 30-foot radius around you. For the next minute, these plants turn the ground in the area into difficult terrain. Creatures traveling through it (other than you) take 2d4 piercing damage per 5 feet traveled. A Large or smaller creature that starts its turn in this area or enters the area for the first time on a turn, must succeed on a DC 17 Strength saving throw or be restrained by the entangling plants until the effect ends. A creature can use its action to make a DC 17 Strength check, freeing a creature restrained by these plants on a success.
At the start of each of your turns, each creature restrained by your plants must succeed on a DC 17 Dexterity saving throw or take 6d6 piercing damage from their thorns as the plants further entangle the creature. After the effect ends, the plants calm, ending their restraining effects but remaining in place for the next year. Once used, this property of the tattoo can’t be used again until the next dawn.
Bloody Harvest. When you attack a creature that has at least one limb with the scimitar and roll a 19 or 20 on the attack roll (before modifiers), the creature takes an extra 4d8 slashing damage and you cut off one of the creature’s limbs. A creature is immune to this effect if it is immune to slashing damage or the GM decides that the creature is too big for its limb to be cut off with this weapon. Additionally, you regain hit points equal to half the extra 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
Wildmother, Melora.
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Long ago, the peaceful village of Yule became the
target of bandits, with crops and livestock routinely
pillaged and destroyed. Unequipped and untrained,
the village could not defend itself against these
fiends, so it turned to The Wildmother, Melora.
In a township not far away, a tattooist’s
young apprentice began having visions of a divine
lady, with swirling lines across her body. She
whispered the name of the village again and again,
until the apprentice could no longer resist the pull
of the goddess. The apprentice severed ties with her
master, who vehemently forbade her from leaving.
After reaching the village and learning of
their plight, the apprentice immediately unpacked
her tools and set to work, the divine lady’s markings
etched clearly in her mind. The village chief took
on the tattoo as soon as it was finished and dealt
with the bandits swiftly when they came again to
raid. The apprentice left to continue her training
elsewhere, but returned many years later to set up
shop among her friends.
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