Magical Tattoos
Magical tattoos are a rare and special
form of controlling the weave. It binds
the folding of the Weave's energies into
the skin of the tattooed for a limited
time. The power and rarity of the magic
and the will of the recipient will
determine how much of the Weave can
be bound to flesh.
Magical Tattoos are a temporary connection to the Weave
for any person who can with stand the binding, and not
everyone can. There are those who seek out the power of
these tattoos, undergo the process, and whether it’s from
poor materials, rushed work or an unskilled artist the tattoo process fails catastrophically and what was meant to
enhance will harm or even curse depending on the power
that was sought after.
Duration: 1 hour
Frequency: Once per long rest The wearer’s speed increases by 5ft. This tattoo can be taken a second time on the other leg for an additional +5 to movement speed.
Frequency: Once every 30 days If the wearer would drop to 0 hit points as a result of taking damage, the wearer instead drops to 1 hit point. Alternatively, if the wearer is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the wearer. Once either effect is used, it cannot be used again for another 30 days. To ward against death is a rare and powerful ability that few artists have learned to harness in their art. The artist must successfully make a DC 25 check to apply the tattoo. Please note crafting rolls must be made for each session.
Duration: 1 hour
Frequency: Once per long rest The wearer emanates a 60 ft. radius sphere of light that moves with them. The sphere is bright light and sheds dim light for an additional 60 feet. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled. This tattoo also illuminates areas overlapping with darkness created by the *Mark of the Kraken*.
Duration: Concentration, up to 1 minute
Frequency: Once per long rest This tattoo looks like some form of plant life (roses, ivy, etc.) and spirals all the way along its wearer's arm. As an action, the wearer of this tattoo may activate its effects. Upon activation the plant life comes to life on the wearer's arm, coiling around it and responding to the wearer's mental commands. The plant life growing from the wearer count as a weapon with a 15 foot reach, which does 3d6 bludgeoning damage. As a bonus action, the wearer may choose to entangle the target in their plants. The target makes a Dexterity saving throw against the user's Constitution bonus + proficiency bonus + 8. On a failure, the target is grappled by the plant matter. They may make an Acrobatics or Athletics skill in an attempt to break free. This tattoo must be drawn with either plant-aligned elemental ink or three-dimensional ink.
Duration: 1 minute
Frequency: Special (# of times equal to Con Mod.) The wearer’s unarmed strikes are considered magical, have a +1 bonus to attack and damage rolls, and deal an extra 1d6 of damage corresponding to the ink used. If the Fist deals fire damage and targets a flammable object that is not being worn or carried, the target catches fire. Plant-based creatures take an additional +2 damage from your fiery attacks. If the Fist deals lightning damage and targets a creature wearing metal armor, the wearer makes the attack roll with advantage. This also applies against targets made completely out of metal (e.g. metal golem). If the Fist deals ice damage, any attacks made with the Fist against fire-based creatures, do +2 damage. You may choose from fire-aligned ink, ice-aligned ink, metal-aligned ink (bludgeoning damage), air-aligned ink (lightning damage), earth-aligned ink (piercing damage), or acid-aligned ink.
Duration: Concentration, up to 1 hour
Frequency: Once per long rest The wearer may summon 1d10 *ink ravens*, which disappear when they drop to 0 HP or when they are more than 150 ft. away. The ravens are friendly to you and your companions. Roll initiative for the ravens as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required). If no commands are issued, they defend themselves from hostile creatures, but otherwise take no actions. Any article of clothing which covers the tattoo upon activation is destroyed in the process as the ravens fly through the cloth. If the tattoo is covered by armor, the tattoo will not activate. At least three jars of three dimensional ink must be used to grant this tattoo’s effects.
Duration: 10 minutes, or until dismissed
Frequency: Once per long rest The wearer’s body is wreathed in thin and wispy flames that grant resistance to cold damage, and shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the flames erupt in a scalding heat, dealing 2d8 fire damage to the attacker.
Duration: Special
Frequency: Once per long rest The wearer may use an action to activate the tattoo's primary effect. The wearer gains a +1 bonus to AC and all saving throws. The tattoo’s effects last for ten minutes. The wearer may use an additional action to activate the tattoo’s secondary effect. The wearer gains resistance to damage corresponding to the ink with which it was applied. The additional effects are concentration and last for one minute. Once this effect is used, it cannot be used again for another seven days. At least two jars of metallic ink or earth-aligned elemental ink must be used to grant the tattoo’s primary effect. Bestial or elemental ink must be used to grant the tattoo’s secondary effect.
Duration: 1 minute
Frequency: Once per long rest The wearer’s jump distance is tripled.
Duration: Concentration, up to 1 minute
Frequency: Once per long rest Each creature (including enemies) within a 30 ft radius regains the maximum number of hit points possible from any healing.
Duration: 10 minutes, or until dismissed
Frequency: Once per long rest The wearer’s body is wreathed in glistening snowy tendrils that grant resistance to fire damage, and shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the tendrils erupt in a biting frost, dealing 2d8 cold damage to the attacker.
Duration: Concentration, up to 10 minutes
Frequency: Once per long rest The wearer gains a flying speed of 60 ft. for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Armour that is not specifically designed to accommodate wings will not allow you to manifest them, and clothing that is not specifically designed to accommodate wings will be ruined. At least two jars of three dimensional ink must be used to grant this tattoo’s effects.
Duration: 1 hour
Frequency: Once per long rest Magical darkness fills a 15 ft. radius sphere centered on the tattoo and it moves with them. Creatures with darkvision cannot see through this darkness, and non magical light cannot illuminate it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Duration: 1 minute
Frequency: Once per long rest Any creature who targets the wearer with an attack or a harmful spell must first make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This tattoo doesn't protect the wearer from area effects, such as the explosion of a fireball. The tattoo's effects end early if the wearer makes an attack or casts a spell that affects an enemy creature.
Duration: Concentration, up to 1 hour
Frequency: Once per long rest The wearer may summon 1d4 ink wolves (same color as depicted in the tattoo), which disappear when they drop to 0 HP or when they are more than 150 ft. away. The wolves are friendly to you and your companions. Roll initiative for the wolves as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required). If no commands are issued, they defend themselves from hostile creatures, but otherwise take no actions. Any article of clothing which covers the tattoo upon activation is destroyed in the process as the wolves leap through the cloth. If the tattoo is covered by armor, the tattoo will not activate. At least three jars of three dimensional ink must be used to grant this tattoo’s effects.
Duration: Instantaneous
Frequency: Whenever wearer is part of a grapple When the wearer enters a grapple with another creature, the wearer may extend sharp poisonous spines from the tattooed area. If the other creature is still in physical contact with the wearer (i.e. part of the grapple) at the end of its turn, the spines deal 1d4 poison damage.
Duration: Concentration, up to 1 hour
Frequency: Once per long rest The wearer gains a +10 bonus to Dexterity (Stealth) and cannot be tracked except by magical means. The wearer leaves behind no tracks or other traces of its passage.
Duration: Concentration, up to 1 hour
Frequency: Once per long rest The wearer may summon 1d6 ink viper (same color as depicted in the tattoo) into being which curl around the wearer's arm. These vipers follow the mental commands of the wearer and last until killed. Once all ink vipers are killed, the tattooed snakes reappears on the wearer's arm. At least three jars of three dimensional ink must be used to grant this tattoo’s effects.
Duration: 1 hour
Frequency: Once per long rest The wearer gains a +2 bonus to AC and saving throws while they are within 30 feet of each other. Also, each time the wearer takes damage, their partner takes the same amount of damage, and vice versa. The tattoo is only effective when both wearers activate their marks. This tattoo must be applied with metallic ink.
Duration: Concentration, up to 1 hour
Frequency: Once per long rest The wearer gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The wearer also gains a climbing speed equal to its walking speed.
Duration: 1 hour
Frequency: Once per long rest Choose one incorporeal undead entity within 60 feet. The target must succeed on a Charisma saving throw or become charmed by the wearer. The saving throw DC is equal to 8 + wearer’s proficiency bonus + wearer’s Charisma modifier. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. Possession of the undead is a rare and powerful ability that few artists have learned to harness in their art. The artist must successfully make a DC 30 check to apply the tattoo. If undead-aligned detection ink is used, the artist must successfully make a DC 25 check instead. Please note crafting rolls must be made for each session.
Duration: 1 hour
Frequency: Once per long rest The wearer gains 5 temporary hit points every round for an hour (these do not stack). When the tattoo’s effects end, the wearer loses any remaining temporary hit points.
Duration: 1 hour
Frequency: Once per long rest The wearer gains the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. Truesight is a rare and powerful ability that few artists have learned to harness in their art. The artist must successfully make a DC 25 check to apply the tattoo. Please note crafting rolls must be made for each session.
Duration: Concentration, up to 1 hour
Frequency: Once per long rest Any weapon held by the wearer becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
Duration: Instantaneous
Frequency: Special When this tattoo is first inscribed, select any one of the elements described below which affect the damage type and shape of this weapon.
As an action you may activate this tattoo to unleash a burst of elemental energy from your mouth, allowing them to make this attack a number of times per long rest equal to their Constitution modifier. The base damage of this weapon is equal to 3d6, but the wielder may spend hit dice to increase the damage, adding 1d6 per hit dice spent. Affected creatures may make a saving throw to take half damage, with the DC equal to 8 + the bearer's
Constitution modifier + their proficiency bonus.
Duration: Special By using an action, the subject may use this tattoo to turn invisible, along with any items they are holding or wearing. At the start of each round that the subject is invisible, and whenever they attack or cast a spell while invisible, they lose one hit die. If they have no hit dice left to lose, then they take 1d6 necrotic damage instead. The invisibility can be ended freely at any point on the subject's turn, and ends automatically if the user drops to 0 hit points.
Duration: Instantaneous
Frequency: Once per long rest By using an action, the subject may use this tattoo to teleport themselves to a location as per the Dimension Door spell. For every 25 ft that the subject teleports, they must spend one hit die or, if they have no hit dice left, suffer 1d6 necrotic damage. A second creature may be teleported as well, if the subject is holding them, but the subject must expend hit dice every 15 ft instead. After using this tattoo the subject must make a DC 15 Constitution saving throw or become incapacitated for 1d4 rounds.
Duration: Special When this tattoo is first inscribed, select any of the common animal forms from the Find Familiar spell description. The tattoo resembles this creature. As an action the subject may activate this tattoo to cause the animal to leap from the ink, to an open space within 5 ft. The familiar can only exist for a short amount of time, which the subject decides upon when activating the tattoo. The subject must spend one hit die per minute they wish the familiar to exist or, if no hit dice are left, suffer 1d6 necrotic damage per round. This cost is consumed immediately when the tattoo is activated. The familiar exists for the bartered duration, or until it is slain. It behaves in the same manner as familiars summoned by the Find Familiar spell, treating the bearer of the tattoo as its summoner.
Duration: 1 minute When this tattoo is first inscribed, select any beast, which this tattoo must resemble. As an action the subject may activate this tattoo to cause the animal to leap from the ink, to an open space within 5 ft. Upon summoning the creature, the user must immediately expend a number of hit dice equal to five times the creature's challenge rating (rounded up). If the user doesn't have enough hit dice they instead suffer 1d6 necrotic damage for each hit dice they don't have. If this reduces the tattoo bearer to zero hit points, then the summoned creature suffers the overflow damage. The creature is friendly to the tattoo-bearer and acts on its own initiative, following the commands of its summoner to the best of its abilities. This creature disappears after 1 minute, or when it is slain.
Duration: Special
Frequency: Once per short or long rest As a bonus action, the wearer can activate this tattoo to temporarily gain resistance to one damage type of their choice. At the start of each of the wearer's turns, while this effect is active, they must make a Constitution saving throw. On a success the effect continues, or they may choose to end the effect for free, losing the resistance. On a failure the effect immediately ends, and the subject gains vulnerability to the original damage type for 1d4 rounds. The DC of the saving throw starts at 5, and increases by 5 after each successful save.
Frequency: Once per short or long rest This tattoo of a bull appears on your arm. As a Bonus action, you can use this take a Dash action. If you move at least 20 feet using this ability and then hit with an unarmed attack, the hit does maximum damage and pushes the target backwards a number of feet equal to 5 x your Strength modifier.
Frequency: Once per short or long rest This tattoo of a crater appears on both wrists. As an action slam your fists into the ground. All creatures within a 15 foot radius must make a Dexterity saving throw. On a failure they take 35 (10d6) and are thrown a number of feet into the air equal to 10 x your Strength modifier (perhaps taking appropriate fall damage). On a success they take half damage and are not knocked into the air.
Frequency: Once per long rest This tattoo of spiral appears across both of your forearms. When a spell is cast you can use a reaction to you raise your forearms and place them in such a way that connects the two halves of the spiral, this action causes the spiral to spin, drawing in the magic that triggered it, preventing its effects. As an action on turn after this has occurred you can release this magic, using the statistics of the original caster.
Specialty Inks
In very large cities, it may be possible to acquire rare and unique inks with which one may create tattoos. these inks may have special cosmetic or inherent magical properties and are generally very expensive.Specialty Inks
Item | Cost | Weight | ||
---|---|---|---|---|
Bestial ink | 125 gp | 1 oz | ||
Detection ink | 600 gp | 1 oz | ||
Elemental ink | 150 gp | 1 oz | ||
Glamour ink | 75 gp | 1 oz | ||
Glow ink | 75 gp | 1 oz | ||
Metallic ink | 150 gp | 1 oz | ||
Mood ink | 115 gp | 1 oz | ||
Prismatic ink | 125 gp | 1 oz | ||
Shifting ink | 1,500 gp | 1 oz | ||
Temporary ink | 10 gp | 1 oz | ||
Three dimensional ink | 350 gp | 1 oz |
Description
Bestial ink: This ink serves as an addition to tattoos containing animals, as a small illusory spell contained within allows for the affected areas in the tattoo to feel like fur, feathers, scales, etc. Detection ink: This Ink is specially mixed and imbued with the ability to detect the presence of certain creatures. The ink may come in a variety of colors, and begins to faintly glow when within 100 feet of the creature in question. For example, an ink may be mixed in order to detect members of the goblinoid family, in which case it would be referred as ink of goblinkind detection. Elemental ink: This ink is purely cosmetic in most circumstances, coming in a variety of elemental styles. Some may make the lines of a tattoo appear to burn like molten lava, while others may cause it to appear as if they were filled with glimmering gemstones. While this is normally cosmetic, if the appropriate elemental ink is aligned with a specific tattoo, it may amplify the effects of such a tattoo. For example, a Fist of the elements would become stronger if drawn using elemental aligned ink.
Glamour ink: This ink causes lines drawn with it to glitter like a thousand stars. These inks come in a variety of colours.
Glow ink: Tattoos inked with this concoction are pale
versions of their colours while in the light, but in dim or dark conditions glow vibrantly with their appropriate
colour.
Metallic ink: Tattoos made with this ink make it appear as though the subject has organically-flexible metal inlays
embedded in their skin. These inks come in a variety of
colours, from gold and silver to rusty iron.
Mood ink: Appears as plain grey ink, but once applied this ink changes colour depending on the wearer’s feelings.
Emotions and Colors
- Anger, Irritation: Red
- Nervousness, Fear: Orange
- Surprise, Shock: Yellow
- Disgust, Jealousy: Green
- Sadness, Depression: Blue
- Happiness, Infatuation: Purple
Magical Tattoo Catalogue
ordered by price, lowest to highest
Name | Location | Size and Intricacy | Spell Slot | Base DC | Price |
---|---|---|---|---|---|
Tattoo of Glowlight | Anywhere | Small Simple | 1st level | 12 | Ink + 200 gp |
Tattoo of Shielding | Arm | Small Simple | 1st level | 12 | Ink + 500 gp |
Mark of the Saint | Arm | Small Ornate | 1st level | 12 | Ink + 750 gp |
Tattoo of Censorship | Head | Small Simple | 1st-level | 10 | Ink + 750 gp |
Mark of the Bull | Chest | Large Simple | 1st level | 13 | Ink + 800 gp |
Mark of the Archer | Arm | Medium Average | 1st level | 15 | Ink + 1,000 gp |
Tattoo of the Leveling Blow | Arm | Medium Average | 2nd level | 14 | Ink + 1,000 gp |
Tattoo of Protection | Torso | Medium Ornate | 1st level | 15 | Ink + 1,000 gp |
Tattoo of the Iron Heart | Chest | Medium Ornate | 2nd-level | 16 | Ink + 1,000 gp |
Mark of the Bladesman (etc.) | Arm | Medium Simple | 1st level | 15 | Ink + 1,000 gp |
Mark of the Anchor | Anywhere | Small Simple | 1st-level | 10 | Ink + 1,000 gp |
Mark of the Frog | Leg | Small Simple | 1st-level | 10 | Ink + 1,000 gp |
Slave's/Owner's Mark | Anywhere | Small Simple | 1st-level | 12 | Ink + 1,000 gp |
Tattoo of Sacrifice | Anywhere | Small Simple | 1st-level | 10 | Ink + 1,000 gp |
Mark of the Ghast | Arm | Medium Average | 4th-level | 17 | Ink + 1,500 gp |
Mark of the Pitfiend | Arm | Medium Average | 4th-level | 17 | Ink + 1,500 gp |
Mark of the Cheetah | Leg | Small Simple | 1st-level | 10 | Ink + 1,500 gp |
Mark of the Pacifist | Anywhere | Small Simple | 1st-level | 10 | Ink + 1,500 gp |
Tattoo of Major Protection | Torso | Large Ornate | 2nd level | 18 | Ink + 2,000 gp |
Mark of the Charging Blow | Arm | Medium Average | 4th level | 15 | Ink + 2,000 gp |
Mark of the Kraken | Anywhere | Medium Simple | 2nd-level | 12 | Ink + 2,000 gp |
Mark of the Spider | Leg | Medium Simple | 2nd-level | 12 | Ink + 2,000 gp |
Tattoo of Insurance | Anywhere | Small Ornate | 3rd-level | 15 | Ink + 2,000 gp |
Tattoo of Resilience | Anywhere | Small Ornate | 1st-level | 14 | Ink + 2,000 gp |
Tattoo of the Familiar | Anywhere | Small Simple | 1st-level | 10 | Ink + 2,000 gp |
Tattoo of the Stunning Blow | Arm | Medium Ornate | 3rd level | 16 | Ink + 2,500 gp |
All Seeing Eye | Head | Small Average | 2nd-level | 12 | Ink + 2,500 gp |
Eye of Darkvision | Head | Small Average | 2nd-level | 12 | Ink + 2,500 gp |
Eye of the Seer | Head | Small Average | 2nd-level | 12 | Ink + 2,500 gp |
Mark of the Shadow | Anywhere | Small Average | 2nd-level | 12 | Ink + 2,500 gp |
Tattoo of the Beast | Anywhere | Large Average | 3rd-level | 15 | Ink + 3,000 gp |
Mark of the Driftglobe | Anywhere | Medium Average | 3rd-level | 14 | Ink + 3,000 gp |
Mark of Elvenkind | Anywhere | Medium Simple | 2nd-level | 12 | Ink + 3,000 gp |
Mark of the Viper | Anywhere | Medium Simple | 2nd-level | 12 | Ink + 3,000 gp |
Scar of Bravery | Anywhere | Medium Simple | 2nd-level | 12 | Ink + 3,000 gp |
Mark of the Pufferfish | Arm | Small Average | 2nd-level | 12 | Ink + 3,000 gp |
Wings of Ink | Back | Large Simple | 3rd-level | 15 | Ink + 3,500 gp |
Fist of the Elements | Arm | Medium Average | 2nd-level | 14 | Ink + 3,500 gp |
Mark of the Healer | Anywhere | Medium Ornate | 4th-level | 15 | Ink + 3,500 gp |
Tattoo of the Dragon | Head | Medium Ornate | 2nd-level | 17 | Ink + 3,500 gp |
Mark of the Weaponmaster | Arm | Small Average | 2nd-level | 12 | Ink + 3,500 gp |
Mark of the Soulmates | Arm | Small Ornate | 3rd-level | 14 | Ink + 3,500 gp |
Shield of the Fire Guardian | Anywhere | Large Average | 4th-level | 15 | Ink + 4,000 gp |
Shield of the Ice Guardian | Anywhere | Large Average | 4th-level | 15 | Ink + 4,000 gp |
Mark of Telepathy | Head | Medium Ornate | 5th-level | 20 | Ink + 5,000 gp |
Mark of the Ground Slam | Arm x2 | Medium Ornate | 5th level | 20 | Ink + 5,000 gp |
Eye of Truesight | Head | Medium Ornate | 6th-level | 25 | Ink + 6,000 gp |
Mark of the Tarrasque | Anywhere | Large Average | 4th-level | 15 | Ink + 6,000 gp |
Tattoo of Invisiblity | Back | Large Average | 4th-level | 17 | Ink + 6,000 gp |
Mark of the Dryad | Arm | Medium Ornate | 4th-level | 15 | Ink + 7,000 gp |
Mark of the Flock | Anywhere | Medium Ornate | 4th-level | 15 | Ink + 7,000 gp |
Mark of the Packmaster | Anywhere | Medium Ornate | 4th-level | 15 | Ink + 7,000 gp |
Mark of the Snake Charmer | Arm | Medium Ornate | 4th-level | 15 | Ink + 7,000 gp |
Tattoo of Blinking | Chest | Large Ornate | 5th-level | 20 | Ink + 7,500 gp |
Spirit of the Stag | Anywhere | Large Ornate | 5th-level | 17 | Ink + 8,000 gp |
Mark of the Spiritmaster | Anywhere | Medium Ornate | 4th-level | 25 | Ink + 8,000 gp |
Fortress Tattoo | Anywhere | Large Average | 4th-level | 15 | Ink + 8,500 gp |
Spirit of the Bear | Anywhere | Large Ornate | 5th-level | 17 | Ink + 10,000 gp |
Spirit of the Bull | Anywhere | Large Ornate | 5th-level | 17 | Ink + 10,000 gp |
Spirit of the Cat | Anywhere | Large Ornate | 5th-level | 17 | Ink + 10,000 gp |
Spirit of the Eagle | Anywhere | Large Ornate | 5th-level | 17 | Ink + 10,000 gp |
Spirit of the Fox | Anywhere | Large Ornate | 5th-level | 17 | Ink + 10,000 gp |
Spirit of the Owl | Anywhere | Large Ornate | 5th-level | 17 | Ink + 10,000 gp |
Mark of Spell Binding | Arm x2 | Medium Ornate | 5th level | 25 | Ink + 10,000 gp |
Mark of the Death Walker | Chest | Large Ornate | 4th-level | 25 | Ink + 30,000 gp |
Magical Tattoo Descriptions
All Seeing Eye
Your mind feels more limber, accurately discerning the opinions and intent of others. The wearer gains advantage on Wisdom (Insight) checks.Mark of the Anchor
Your body feels heavier, feet more firmly planted on the ground. The wearer gains advantage against effects that would move them, or knock them prone.Scar of Bravery
Your mind feels more more robust. The trauma and pain you have experienced bolsters your resolve. The wearer gains advantage on saving throws against being frightened.Spirit of the Bear
You feel blessed with the endurance of a bear. The wearer’s Constitution score increases by +1. This tattoo will not raise the wearer’s Constitution score above 20.Spirit of the Bull
You feel blessed with the strength of a bull. The wearer’s Strength score increases by +1. This tattoo will not raise the wearer’s Strength score above 20.Spirit of the Cat
You feel blessed with the grace of a cat. The wearer’s Dexterity score increases by +1. This tattoo will not raise the wearer’s Dexterity score above 20.Mark of the Cheetah
Your legs become light with the speed and agility of a cheetah. Activation Time: 1 actionDuration: 1 hour
Frequency: Once per long rest The wearer’s speed increases by 5ft. This tattoo can be taken a second time on the other leg for an additional +5 to movement speed.
Eye of Darkvision
Your eyes become accustomed to total darkness. You can see into the darkest corners of the world. A complex tattoo of an eye with a slit pupil is made on the subject. The wearer gains the ability to see in the dark, and has darkvision out to a range of 60 feet. If the wearer already has darkvision up to 60 feet, their vision expands to 120 feet. If the wearer already has up to 120 feet darkvision, this tattoo applies no magical effect.Mark of the Death Walker
Potent magic in the form of protective runes and abjuration magic give the wearer the protection from the most final of endings, death. Duration: InstantaneousFrequency: Once every 30 days If the wearer would drop to 0 hit points as a result of taking damage, the wearer instead drops to 1 hit point. Alternatively, if the wearer is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the wearer. Once either effect is used, it cannot be used again for another 30 days. To ward against death is a rare and powerful ability that few artists have learned to harness in their art. The artist must successfully make a DC 25 check to apply the tattoo. Please note crafting rolls must be made for each session.
Mark of the Driftglobe
You become as dazzling as the Sun, illuminating even the darkest of nights. Activation Time: 1 actionDuration: 1 hour
Frequency: Once per long rest The wearer emanates a 60 ft. radius sphere of light that moves with them. The sphere is bright light and sheds dim light for an additional 60 feet. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled. This tattoo also illuminates areas overlapping with darkness created by the *Mark of the Kraken*.
Mark of the Dryad
Creepers and vines swathe your arm, grasping and strangling anything and everything that draws too close. Activation Time: 1 actionDuration: Concentration, up to 1 minute
Frequency: Once per long rest This tattoo looks like some form of plant life (roses, ivy, etc.) and spirals all the way along its wearer's arm. As an action, the wearer of this tattoo may activate its effects. Upon activation the plant life comes to life on the wearer's arm, coiling around it and responding to the wearer's mental commands. The plant life growing from the wearer count as a weapon with a 15 foot reach, which does 3d6 bludgeoning damage. As a bonus action, the wearer may choose to entangle the target in their plants. The target makes a Dexterity saving throw against the user's Constitution bonus + proficiency bonus + 8. On a failure, the target is grappled by the plant matter. They may make an Acrobatics or Athletics skill in an attempt to break free. This tattoo must be drawn with either plant-aligned elemental ink or three-dimensional ink.
Spirit of the Eagle
You feel blessed with the splendor of an eagle. The wearer’s Charisma score increases by +1. This tattoo will not raise the wearer’s Charisma score above 20.Fist of the Elements
Your fist is wreathed in pure natural energy, channeling the power of the Elemental Planes. Lightning ripples through your arm as it barrels towards your opponents with the force of a tsunami. Activation Time: 1 actionDuration: 1 minute
Frequency: Special (# of times equal to Con Mod.) The wearer’s unarmed strikes are considered magical, have a +1 bonus to attack and damage rolls, and deal an extra 1d6 of damage corresponding to the ink used. If the Fist deals fire damage and targets a flammable object that is not being worn or carried, the target catches fire. Plant-based creatures take an additional +2 damage from your fiery attacks. If the Fist deals lightning damage and targets a creature wearing metal armor, the wearer makes the attack roll with advantage. This also applies against targets made completely out of metal (e.g. metal golem). If the Fist deals ice damage, any attacks made with the Fist against fire-based creatures, do +2 damage. You may choose from fire-aligned ink, ice-aligned ink, metal-aligned ink (bludgeoning damage), air-aligned ink (lightning damage), earth-aligned ink (piercing damage), or acid-aligned ink.
Mark of Elvenkind
Sylvan magic runs through your veins, granting you the most common blessing of the Feywild. The wearer gains immunity to magical sleep, and has advantage on saving throws against being charmed.Mark of the Flock
An unkindness of ravens take flight from your tattoo, the inky designs now taking sinister material form. The cawing birds circle around you, awaiting your commands. Activation Time: 1 actionDuration: Concentration, up to 1 hour
Frequency: Once per long rest The wearer may summon 1d10 *ink ravens*, which disappear when they drop to 0 HP or when they are more than 150 ft. away. The ravens are friendly to you and your companions. Roll initiative for the ravens as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required). If no commands are issued, they defend themselves from hostile creatures, but otherwise take no actions. Any article of clothing which covers the tattoo upon activation is destroyed in the process as the ravens fly through the cloth. If the tattoo is covered by armor, the tattoo will not activate. At least three jars of three dimensional ink must be used to grant this tattoo’s effects.
Shield of the Fire Guardian
A wave of smoldering flames cloak your body, protecting you from the cold. Activation Time: 1 actionDuration: 10 minutes, or until dismissed
Frequency: Once per long rest The wearer’s body is wreathed in thin and wispy flames that grant resistance to cold damage, and shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the flames erupt in a scalding heat, dealing 2d8 fire damage to the attacker.
Fortress Tattoo
You are able to steel yourself against stronger blows, dodge faster out of the way of danger, and guard your mind against the invasion of enemy spells. Focusing a little more, you feel your blood grow hot as your constitution is bolstered by the powers of nature. Activation Time: 1 actionDuration: Special
Frequency: Once per long rest The wearer may use an action to activate the tattoo's primary effect. The wearer gains a +1 bonus to AC and all saving throws. The tattoo’s effects last for ten minutes. The wearer may use an additional action to activate the tattoo’s secondary effect. The wearer gains resistance to damage corresponding to the ink with which it was applied. The additional effects are concentration and last for one minute. Once this effect is used, it cannot be used again for another seven days. At least two jars of metallic ink or earth-aligned elemental ink must be used to grant the tattoo’s primary effect. Bestial or elemental ink must be used to grant the tattoo’s secondary effect.
Spirit of the Fox
You feel blessed with the cunning of a fox. The wearer’s Intelligence score increases by +1. This tattoo will not raise the wearer’s Intelligence score above 20.Mark of the Frog
Your legs become coiled springs, waiting to unleash the jumping prowess of the frog. Activation Time: 1 actionDuration: 1 minute
Frequency: Once per long rest The wearer’s jump distance is tripled.
Mark of the Healer
Healing energy radiates from you in a soft golden glow. Activation Time: 1 actionDuration: Concentration, up to 1 minute
Frequency: Once per long rest Each creature (including enemies) within a 30 ft radius regains the maximum number of hit points possible from any healing.
Shield of the Ice Guardian
A shell of chilling frost cloaks your body, protecting you from flames. Activation Time: 1 actionDuration: 10 minutes, or until dismissed
Frequency: Once per long rest The wearer’s body is wreathed in glistening snowy tendrils that grant resistance to fire damage, and shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the tendrils erupt in a biting frost, dealing 2d8 cold damage to the attacker.
Wings of Ink
Inky, rippling wings spring from your back, granting the elusive, and most coveted ability of all – flight. Activation Time: 1 actionDuration: Concentration, up to 10 minutes
Frequency: Once per long rest The wearer gains a flying speed of 60 ft. for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Armour that is not specifically designed to accommodate wings will not allow you to manifest them, and clothing that is not specifically designed to accommodate wings will be ruined. At least two jars of three dimensional ink must be used to grant this tattoo’s effects.
Mark of the Kraken
Like the Kraken, you are able to shroud your surroundings in darkness, making your strikes all the more unpredictable. Activation Time: 1 actionDuration: 1 hour
Frequency: Once per long rest Magical darkness fills a 15 ft. radius sphere centered on the tattoo and it moves with them. Creatures with darkvision cannot see through this darkness, and non magical light cannot illuminate it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Spirit of the Owl
You feel blessed with the wisdom of an owl. The wearer’s Wisdom score increases by +1. This tattoo will not raise the wearer’s Wisdom score above 20.Mark of the Pacifist
You exude calmness and serenity, discouraging even the most bloodthirsty foes from attacking you. Activation Time: 1 bonus actionDuration: 1 minute
Frequency: Once per long rest Any creature who targets the wearer with an attack or a harmful spell must first make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This tattoo doesn't protect the wearer from area effects, such as the explosion of a fireball. The tattoo's effects end early if the wearer makes an attack or casts a spell that affects an enemy creature.
Mark of the Packmaster
A pack of wolves leap from your tattoo, the inky designs now taking sinister material form. They shake their heads and howl to the sky, awaiting your commands. Activation Time: 1 actionDuration: Concentration, up to 1 hour
Frequency: Once per long rest The wearer may summon 1d4 ink wolves (same color as depicted in the tattoo), which disappear when they drop to 0 HP or when they are more than 150 ft. away. The wolves are friendly to you and your companions. Roll initiative for the wolves as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required). If no commands are issued, they defend themselves from hostile creatures, but otherwise take no actions. Any article of clothing which covers the tattoo upon activation is destroyed in the process as the wolves leap through the cloth. If the tattoo is covered by armor, the tattoo will not activate. At least three jars of three dimensional ink must be used to grant this tattoo’s effects.
Mark of the Pufferfish
Venomous spines protrude from your skin, seeking flesh to corrode and infect with the pufferfish’s natural defense. Activation Time: 1 reactionDuration: Instantaneous
Frequency: Whenever wearer is part of a grapple When the wearer enters a grapple with another creature, the wearer may extend sharp poisonous spines from the tattooed area. If the other creature is still in physical contact with the wearer (i.e. part of the grapple) at the end of its turn, the spines deal 1d4 poison damage.
Eye of the Seer
Your eyes feel keener, seeing your surroundings in higher definition. The wearer gains advantage on Wisdom (Perception) checks.Mark of the Shadow
A veil of shadows and silence radiates from you, masking you from detection. Activation Time: 1 actionDuration: Concentration, up to 1 hour
Frequency: Once per long rest The wearer gains a +10 bonus to Dexterity (Stealth) and cannot be tracked except by magical means. The wearer leaves behind no tracks or other traces of its passage.
Mark of the Snake Charmer
A knot of snakes erupts hissing from your tattoo, the inky designs taking sinister material form. Forked tongues taste the air as they flare their hoods, awaiting your commands. Activation Time: 1 actionDuration: Concentration, up to 1 hour
Frequency: Once per long rest The wearer may summon 1d6 ink viper (same color as depicted in the tattoo) into being which curl around the wearer's arm. These vipers follow the mental commands of the wearer and last until killed. Once all ink vipers are killed, the tattooed snakes reappears on the wearer's arm. At least three jars of three dimensional ink must be used to grant this tattoo’s effects.
Mark of the Soulmates
As the lives of two overly-attached people intertwine, you learn how to draw on each other’s strengths and shoulder their burdens. Activation Time: 1 actionDuration: 1 hour
Frequency: Once per long rest The wearer gains a +2 bonus to AC and saving throws while they are within 30 feet of each other. Also, each time the wearer takes damage, their partner takes the same amount of damage, and vice versa. The tattoo is only effective when both wearers activate their marks. This tattoo must be applied with metallic ink.
Mark of the Spider
Your feet feel firmly planted on every surface they touch, allowing you to even run up vertical walls. Activation Time: 1 actionDuration: Concentration, up to 1 hour
Frequency: Once per long rest The wearer gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The wearer also gains a climbing speed equal to its walking speed.
Mark of the Spiritmaster
A necromantic energy ripples through your mark, extending long smoky tendrils towards the undead. The tendrils constrict the spirit, overriding their will with yours. Activation Time: 1 actionDuration: 1 hour
Frequency: Once per long rest Choose one incorporeal undead entity within 60 feet. The target must succeed on a Charisma saving throw or become charmed by the wearer. The saving throw DC is equal to 8 + wearer’s proficiency bonus + wearer’s Charisma modifier. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. Possession of the undead is a rare and powerful ability that few artists have learned to harness in their art. The artist must successfully make a DC 30 check to apply the tattoo. If undead-aligned detection ink is used, the artist must successfully make a DC 25 check instead. Please note crafting rolls must be made for each session.
Spirit of the Stag
You feel blessed with the vigilance of a stag. The wearer gains a +1 bonus to initiative.Mark of the Tarrasque
A warmth washes over you as the fortitude of the legendary tarrasque fills your veins. Activation Time: 1 actionDuration: 1 hour
Frequency: Once per long rest The wearer gains 5 temporary hit points every round for an hour (these do not stack). When the tattoo’s effects end, the wearer loses any remaining temporary hit points.
Mark of Telepathy
You can extend your consciousness to meet other minds, forming a mental channel. Thoughts, emotions, and images flood over the connection as your minds meld, overwhelming your senses for a few seconds. You may send the message cantrip at will without having to use any components.Eye of Truesight
A third eye stares unblinkingly out from your forehead, seeing through illusions and observing other Planes of existence. Activation Time: 1 actionDuration: 1 hour
Frequency: Once per long rest The wearer gains the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. Truesight is a rare and powerful ability that few artists have learned to harness in their art. The artist must successfully make a DC 25 check to apply the tattoo. Please note crafting rolls must be made for each session.
Mark of the Viper
Your body becomes stronger, resisting poisonous effects as if you’d become the viper. The wearer gains advantage on Constitution saving throws made against poison, and gain poison resistance.Mark of the Weapon-master
Your weapon feels like an extension of your body, lighter, sharper, deadlier. You will strike down any who dare challenge the weapon-master. Activation Time: 1 actionDuration: Concentration, up to 1 hour
Frequency: Once per long rest Any weapon held by the wearer becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
Tattoo of Sacrifice
You embrace death, so others may live or perhaps its the other way around Activation Time: 1 action When this tattoo is inscribed you can choose either one of these forms:- As an action, you may sacrifice half of your current hit points to grant half that total to one creature that you can touch.
- As an action, a willing creature can touch this tattoo and sacrifice half of their current hit points to grant you half of that total.
Maw of the Dragon
Energy fills your lungs, as the power of dragons, empowers the very air your breathe Activation Time: 1 actionDuration: Instantaneous
Frequency: Special When this tattoo is first inscribed, select any one of the elements described below which affect the damage type and shape of this weapon.
Maw of the Dragon
Damage Type | Breath Weapon |
---|---|
Fire | 15 ft. cone (Dex save) |
Cold | 15 ft. cone (Con save) |
Acid | 5 by 30 ft. line (Dex save) |
Lightning | 5 by 30 ft. line (Dex save) |
Poison | 15 ft. cone (Con save) |
Tattoo of Censorship
You've decided that the swear jar needs to stop being filled. This tattoo passively monitors the vocal cords of the person who wears it. When the tattoo is first inscribed, choose any number of key words. If the subject attempts to speak any of these words, the tattoo will flare up, dealing 1d4 fire damage to the subject and magically preventing them from speaking the chosen word.Tattoo of Insurance
You've decide to take out an insurance policy, here's hoping you never need to use it. Frequency: Once per long rest When this tattoo is first inscribed, select any number of criteria that can be as complicated or simple as necessary. If the criteria are met at any point, this tattoo will flare up, casting a localized Fireball spell on the subject. The subject suffers the maximum damage of the Fireball and everyone within range must save against the spell. The DC of the spell is the same as the spellcasting DC of the person who inscribed the tattoo.Tattoo of Invisibility
If your eyes could perceive the imagery contained within this tattoo, you would have to stop yourself from blushing Activation Time: 1 ActionDuration: Special By using an action, the subject may use this tattoo to turn invisible, along with any items they are holding or wearing. At the start of each round that the subject is invisible, and whenever they attack or cast a spell while invisible, they lose one hit die. If they have no hit dice left to lose, then they take 1d6 necrotic damage instead. The invisibility can be ended freely at any point on the subject's turn, and ends automatically if the user drops to 0 hit points.
Tattoo of Blinking
This tattoo randomly disappears from your skin only to find itself in the ethereal plane for a few seconds, when it returns it seems to have move an inch from where it use to be Activation Time: 1 ActionDuration: Instantaneous
Frequency: Once per long rest By using an action, the subject may use this tattoo to teleport themselves to a location as per the Dimension Door spell. For every 25 ft that the subject teleports, they must spend one hit die or, if they have no hit dice left, suffer 1d6 necrotic damage. A second creature may be teleported as well, if the subject is holding them, but the subject must expend hit dice every 15 ft instead. After using this tattoo the subject must make a DC 15 Constitution saving throw or become incapacitated for 1d4 rounds.
Tattoo of the Familiar
Perhaps. this tattoo resembles a pet you always wanted or did have in your childhood. Either way you have it now. Activation Time: 1 ActionDuration: Special When this tattoo is first inscribed, select any of the common animal forms from the Find Familiar spell description. The tattoo resembles this creature. As an action the subject may activate this tattoo to cause the animal to leap from the ink, to an open space within 5 ft. The familiar can only exist for a short amount of time, which the subject decides upon when activating the tattoo. The subject must spend one hit die per minute they wish the familiar to exist or, if no hit dice are left, suffer 1d6 necrotic damage per round. This cost is consumed immediately when the tattoo is activated. The familiar exists for the bartered duration, or until it is slain. It behaves in the same manner as familiars summoned by the Find Familiar spell, treating the bearer of the tattoo as its summoner.
Tattoo of the Beast
You admire the strength of this creature, you've decide to add its strength to your own. Activation Time: 1 ActionDuration: 1 minute When this tattoo is first inscribed, select any beast, which this tattoo must resemble. As an action the subject may activate this tattoo to cause the animal to leap from the ink, to an open space within 5 ft. Upon summoning the creature, the user must immediately expend a number of hit dice equal to five times the creature's challenge rating (rounded up). If the user doesn't have enough hit dice they instead suffer 1d6 necrotic damage for each hit dice they don't have. If this reduces the tattoo bearer to zero hit points, then the summoned creature suffers the overflow damage. The creature is friendly to the tattoo-bearer and acts on its own initiative, following the commands of its summoner to the best of its abilities. This creature disappears after 1 minute, or when it is slain.
Tattoo of Resilience
Activation Time: 1 Bonus ActionDuration: Special
Frequency: Once per short or long rest As a bonus action, the wearer can activate this tattoo to temporarily gain resistance to one damage type of their choice. At the start of each of the wearer's turns, while this effect is active, they must make a Constitution saving throw. On a success the effect continues, or they may choose to end the effect for free, losing the resistance. On a failure the effect immediately ends, and the subject gains vulnerability to the original damage type for 1d4 rounds. The DC of the saving throw starts at 5, and increases by 5 after each successful save.
Mark of the Archer
This tattoo gives the wearer +1 on attack rolls with any bow or crossbow, they are proficient in.Mark of the Bladesman (Maceman, Knifeman, etc.)
This tattoo gives the wearer +1 to damage with any specific melee weapon they are proficient in and that is wielded in the tattooed arm. The weapon in question is pictured somewhere in the art of the tattoo.Mark of the Ironheart
This tattoo gives the wearer 5 additional hit points.Mark of the Ghast
Activation Time: 1 Bonus Action This tattoo resembles swirling mist which wraps around the arm of the wearer. the wearer may activate this tattoo as a bonus action, causing the lines of the tattoo to glow slightly and their arm to change shape. The wearer's arm pales in color and grows into that of a ghoul, fingers sharpening and elongating into a terrible clawed hand. Any article of clothing not meant to accommodate the change in limb size is destroyed in the process. If the arm is covered in armor not meant to accommodate the change in limb size, the limb grows anyways and begins to crush the wearer's arm for 1d6 bludgeoning damage per round. A melee attack with this arm does 2d6+3 slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Mark of the Pit Fiend
Activation Time: 1 Bonus Action This tattoo resembles hellish imagery mixed with infernal runes which covers an entire arm. the wearer may activate this tattoo as a bonus action, causing the runes of the tattoo to glow and their arm to change shape. The wearer's arm grows disproportionately larger and becomes scaly and red, their hand tipped with razor sharp, black claws. Any article of clothing not meant to accommodate the change in limb size is destroyed in the process. If the arm is covered in armor not meant to accommodate the change in limb size, the limb grows anyways and begins to crush the wearer's arm for 1d6 bludgeoning damage per round. A melee attack with this arm does 3d6+8 bludgeoning damage. If fire-aligned elemental ink is used to draw this tattoo, the attack also does 1d6 fire damage.Slave's\Owner's Mark
This tattoo is meant to be applied to a prisoner or slave in order to prevent them from escaping. the small tattoo is a sort of brand. when the bearer moves move then 150 feet away from a wearer of the Owner's mark, the mark begins to glow like a burning coal and begins to inflict 1d4 fire damage per round onto its bearer. If drawn in fire-aligned *elemental ink*, the mark instead inflicts 1d6 fire damage per round. The Owner's mark is simply a different version of the Slave's mark, acting only as a source of reference for it.Tattoo of Major Protection
This tattoo gives the wearer +2 to Armor Class and all Saving Throws.Tattoo of Protection
This tattoo gives the wearer +1 to Armor Class and all Saving Throws.Tattoo of Shielding
Placed anywhere on your body, this tattoo of a shield can parry minor blows. When you are hit with an attack, you can use your reaction to add +2 to your AC. You can decide to use this after you know the roll, but before you know if the attack hits or not. You can use this a number of times equal to your Intelligence modifier per short rest.Tattoo of Glowlight Candle
This tattoo of a candle can be placed anywhere on you body. As a bonus action, you can cause your body to emit dim light in a 30 foot radius.Tattoo of the Leveling Blow
Frequency: Special (Con Mod per long rest) This tattoo appears on the knuckles of your dominant hand. When you hit with any weapon attack, the target must succeed on a Dexterity saving throw against your spell save DC (8 + Intelligence modifier + Proficiency bonus) or be knocked prone.Mark of the Saint
Activation Time: 1 bonus action you may expend any number of hit dies on a creature you can touch. They gain a number of hit points equal to 1d4 per hit die + your Intelligence modifier.Tattoo of the Stunning Blow
Frequency: Once per short or long rest. This tattoo appears as a fist on the back of your hand. When you hit an enemy with an unarmed attack you can use this to force them to make a Constitution saving throw against your spell save DC. On a failure, they are stunned until the end of their next turn.Mark of the Charging Blow
Activation Time: 1 Bonus ActionFrequency: Once per short or long rest This tattoo of a bull appears on your arm. As a Bonus action, you can use this take a Dash action. If you move at least 20 feet using this ability and then hit with an unarmed attack, the hit does maximum damage and pushes the target backwards a number of feet equal to 5 x your Strength modifier.
Mark of the Ground Slam
Activation Time: 1 ActionFrequency: Once per short or long rest This tattoo of a crater appears on both wrists. As an action slam your fists into the ground. All creatures within a 15 foot radius must make a Dexterity saving throw. On a failure they take 35 (10d6) and are thrown a number of feet into the air equal to 10 x your Strength modifier (perhaps taking appropriate fall damage). On a success they take half damage and are not knocked into the air.
Mark of Spell Binding
Activation Time: 1 reactionFrequency: Once per long rest This tattoo of spiral appears across both of your forearms. When a spell is cast you can use a reaction to you raise your forearms and place them in such a way that connects the two halves of the spiral, this action causes the spiral to spin, drawing in the magic that triggered it, preventing its effects. As an action on turn after this has occurred you can release this magic, using the statistics of the original caster.
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