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Magical Tattoos

Magical tattoos are produced by a special needle, they feature beautiful calligraphy, images of writing implements, and the like.   Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes entirely if created by someone other than yourself. The needle reappears in your space if you created your own tattoo.

Significance

This is a list of significant tattoos that one can get imprinted on their body. Any special orders will have to be made with the DM's approval and guidance.   Illuminator's Tattoo (500 GP; Size = Common): While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. Additionally, as an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.   Absorbing Tattoo (12,000 GP; Size = Very Rare): While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until next dawn
d10 Damage Type Color
1 Acid Green
2 Cold Blue
3 Fire Red
4 Force White
5 Lightning Yellow
6 Necrotic Black
7 Poison Violet
8 Psychic Silver
9 Radiant Gold
10 Thunder Orange
Barrier Tattoo (Uncommon = 6,000 GP; Rare = 12,000 GP; Very Rare = 24,000 GP): While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity, as shown below. You can use a shield and still gain this benefit.
Rarity AC
Uncommon 12 + your Dex Mod
Rare 15 + your Dex Mod (Maximum of +2)
Very Rare 18
Blood Fury Tattoo (3,000 GP; Size = Legendary): The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
  • When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
  • When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Coiling Grasp Tattoo (3,000 GP; Size = Uncommon): While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.   Eldritch Claw Tattoo (500 GP; Size = Uncommon): While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.   Ghost Step Tattoo (3,000 GP; Size = Very Rare): The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action, while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
  • You have resistance to bludgeoning, piercing, and, slashing damage from nonmagical attacks
  • You can't be grappled or restrained
  • You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Lifewell Tattoo (2,000 GP; Size = Very Rare): You have resistance to necrotic damage. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can’t be used again until the next dawn.   Masquerade Tattoo (500 GP; Size = Common): As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.   Shadowfell Brand (2,000 GP; Size = Rare): You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can’t be used again until the next sunset.
Rarity
Tattoo Rarity Area Covered
Common One hand or foot or a quarter of a limb
Uncommon Half a limb or the scalp
Rare One limb
Very Rare Two limbs or the chest or the upper back
Legendary Two limbs and the torso

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