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Magical Tattoos

T
attoo magic is an incredibly old form of magic, Copying Check
and is a form of art utilized by many different Condition of Subject DC
cultures across the multiverse. The designs and
function of these tattoos varies wildly between Living, willing or unconscious 5
peoples, races, species, countries, continents, Dead, for less than a week 10
and planes, from a lucky charm for sailors, to a
mark for slaves. Living, unwilling or restrained 15
Dead, for one week or more 20
A New Tool Proficiency
Dead, tattoo design is not intact 25
In order to create a tattoo, either mundane or magical, the
artist must have proficiency with tattooist's tools, which are a The size and intricacy of tattoos will determine the amount
type of artisan's tools. In order to ink a magical tattoo onto a of resources needed to copy the tattoo. An artist will need to
wearer, the artist must have proficiency with tattooist's tools spend 2 hours and 50 gp to copy a design into their
and must be able to cast at least one spell. sketchbook. This amount increases by 2 hours and gp for
Whenever you would gain proficiency with a type of each size and intricacy level, to a maximum of 10 hours and
artisan's tools from a background, you may substitute that 250 gp for a Large Ornate tattoo. Once a tattoo is copied into
proficiency for proficiency with tattooist's tools instead. Your a sketchbook, a template may then be created. Creating a
DM may allow you to gain proficiency with tattooist's tools template costs the same amount, in time and materials, as
over the course of play. copying the design in the first place, and each template may
be used only once.
Tattooist's Tools
This kit is a sturdy briefcase which can hold a variety of Copying your sketchbook
hammers, needles, medical supplies needed for sterilization, Artists can copy a design from their own sketchbook into
and differently colored inks, all of which are necessary in the another book – for example, if they want to make a backup
creation of magical and mundane tattoos. The kit may also copy of their sketchbook. This is just like copying a new
include a sketchbook filled with original designs, and has template, but faster and easier, since they understand their
space for any magical templates the owner finds during their own notation and already know how to apply the tattoo. They
journeys. need spend only 1 hour and 10 gp for each size and intricacy
level of the tattoo. If the sketchbook is lost, they can use the
The Artist's Sketchbook same procedure to transcribe the designs that they can
When an artist first gains proficiency with tattooist’s tools, remember (an amount equal to their Intelligence (History)
their teacher gives them a sketchbook containing designs for a modifier, minimum of 0) into a new sketchbook. Filling out the
number of Simple or Average tattoos equal to 5 + their remainder of the sketchbook requires them to find new
Intelligence modifier. templates to copy, as normal. For this reason, many artists
keep backup sketchbooks in a safe place.
The sketchbook is a unique compilation of designs, with its
own decorative flourishes and margin notes. It might be a
plain, functional leather volume that they received as a gift Applying a Tattoo
from their teacher, a finely bound gilt-edged tome they found In order to apply a tattoo, there must first be room to draw it
in an ancient library, or even a loose collection of notes into the skin. Every tattoo has a size and location. The size of
scrounged together after they lost their previous sketchbook the tattoo scales with the size of the creature. Because of this,
in a mishap. a Large chest tattoo would take up the same space on a
human, a halfling, or a giant, as the size of the tattoo stays
Discovering new templates proportional to the size of the creature it is applied to.
Most examples of tattoo templates are exceedingly rare and Characters are limited only by the amount of available
either well-hidden or carefully guarded, as existing tattoos are space on their body.
either culturally significant or highly prized by their current
owners. In rare cases, ancient tattoo templates may be found Available space
in such areas as ancient temple walls or found carved into Body Part Number of Tattoos
totems. The most common way to learn a new template is to Head 1 Medium, or 2 Small
copy it from a tattooed person. Copying the design of a tattoo
from another body requires the tattooist make an Intelligence Chest 1 Large, or 2 Medium, or 4 Small
check. The DC is determined by the condition of the body: Back 1 Large, or 2 Medium, or 4 Small
  Arm or Wing 1 Medium and 1 Small, or 3 Small
Leg or Tail 1 Medium and 1 Small, or 3 Small
Tattoos are either Small, Medium, or Large, and are either Risk of Disease
Simple, Average, or Ornate. You can gain additional uses of a Even with sterile tools, there is still a slight chance of picking
tattoo by increasing its size or intricacy by one step, up to a up a disease from being tattooed. The creature recieving a
max of Large size and Ornate intricacy. Tattoos that provide a tattoo must make a Constitution save, the DC of which
constant effect are unable to be modified in this manner. depends on how sterile the procedure was.
Increasing the size or intricacy of the tattoo doubles the
price for each increase. Cleanliness Con save DC
A modified tattoo counts as a different tattoo for purposes Appropriate medical supplies used 5
of placing it in a sketchbook, but a tattoo can be modified at
the time of application by increasing the tattooist's tools DC Improvised medical supplies used 10
by 5. Poorly improvised medical supplies used 12
New Feat: Inked No sterilization 15
Prerequisite: Constitution 13 or higher Actively Unsanitary 20
You really enjoy the look and feeling of having tattoos. You
may have more tattoos than your body would normally allow. If a disease is contracted, the DM decides what disease it is,
You may either have 1 additional Large tattoo, 2 additional either by choosing one from pages 256-257 of the Dungeon
Medium tattoos, or 4 additional Small tattoos. Master's Guide, or by making one up.
Tattooing Process Permanence
The requirements for each tattoo are different, but the general The properties of magical tattoos permeate deep within the
rule is that larger and more intricate tattoos require more muscles and sinew of the body, and are in most senses
time and ink to apply. permanent. Very few have ever been reported as having lost
their magical properties, even if the tattoo is no longer visible
Applying Non-Magical Tattoos on the skin. Incredibly deep burns or loss of limb removes the
The artist need not succeed on checks with tattooist’s tools, magically enchanted parts of the body, removing the effects of
only spend the requisite amount of time according to the size any tattoos on that body part, and possibly allowing for
and intricacy of the tattoo design. another tattoo to be acquired. Limbs regrown with regenerate
do not grow back their tattoos. Spells such as raise dead
Time to Apply generally keep the tattoos intact, given that the limb is still
Tattoos take time to apply based on their size and intricacy. A present. Reincarnation will not bring back the subject with
large but simple tattoo may take the same amount of time to their tattoos intact. Clones made with the clone spell do not
ink as it would to create a small but detailed one. Sessions have tattoos.
may be broken into chunks of time over the course of several
days, however if the tattoo is not finished within 30 days the Additional Information
magics of the tattoo dissipate and must be started again from Both magical and non-magical tattoos should be recorded to
the beginning. Some tattoo mages will demand full payment check whether a character has room for a new tattoo. Unless
upfront, while others will charge a part of the price across specifically noted under the tattoo description, any additional
each individual session. After the tattoo is finished, you gain applications of the same tattoo will not confer additional
the effects of it after a long rest. Use the following table to magical effects.
determine how long the procedure will take. Magical tattoos dimly radiate magic under a detect magic
Application spell. A successful DC 20 Arcana check may be made in order
Size (intricacy) Time DC to discern the nature of a magical tattoo. Dispel magic will not
nullify a tattoo's magic, only suppress it for 1d4 rounds.
Small (simple)
1+1d4
hours
10 Tattoos cease to function in the area of an anti-magic field.
2+1d6
Small (average), Medium (simple) 12
hours
Small (ornate), Medium (average), 4+1d8
14
Large (simple) hours
6+3d6
Medium (ornate), Large (average) 16
hours
8+3d10
Large (ornate) 18
hours

 
It may be possible to aquire rare and unique inks with which
one may create tattoos. These inks may have special cosmetic
Available Materials or magical properties. Using anything but standard ink may
incur an extra cost, at the DM's discretion.
Item Cost Weight
Bestial ink
Tattooist's tools 15 gp 5 lb
Ink made from the essence of a type of creature. Evokes
Sketchbook 25 gp 2 lb images of that creature in the minds of those who view the
Medical supplies 30 gp 2 lb
tattoo.
Ink base 5 cp 1 oz Detection ink
Full ink set 200 gp 1 lb
This specially prepared ink reacts to the presence of certain
creatures, and glows faintly when within 100 feet of the
Bestial ink 125 gp 1 oz creature in question. Each different creature type is a different
Black ink 15 gp 1 oz type of Detection Ink.
Blue ink 15 gp 1 oz Elemental Ink
Brown ink 15 gp 1 oz This ink is purely cosmetic in most circumstances, coming in
a variety of elemental styles. Some may make the lines of a
Detection ink 600 gp 1 oz tattoo appear to burn like molten lava, while others may cause
Elemental ink 150 gp 1 oz it to appear as if cool water flows through the lines of the
subject's skin. Certain earth-aligned inks will cause the lines
Glamour ink 75 gp 1 oz of a tattoo to appear as if they were filled with glimmering
Glow ink 75 gp 1 oz gemstones. While this is normally cosmetic, if the appropriate
elemental ink is aligned with a specific tattoo, it may amplify
Green ink 15 gp 1 oz the effects of such a tattoo. For example, a tattoo of a fist of
Metallic ink 150 gp 1 oz the elements would become much stronger if drawn using ice
Mood ink 115 gp 1 oz
aligned ink.
Orange ink 15 gp 1 oz Glamor Ink
This ink causes lines drawn with it to glitter like a thousand
Prismatic ink 125 gp 1 oz stars. These inks come in a variety of colors.
Purple ink 15 gp 1 oz
Glow-Ink
Shifting ink 1,500 gp 1 oz
Tattoos inked with this concoction are pale versions of their
Red ink 15 gp 1 oz colors while in the light, but in dim or dark conditions glow
Temporary ink 10 gp 1 oz
vibrantly with their appropriate color, creating dim light in a
radius of 10 feet if the tattoo is uncovered.
Three dimensional ink 350 gp 1 oz
White ink 15 gp 1 oz
Metallic Ink
Tattoos made with this ink make it appear as though the
Yellow ink 15 gp 1 oz subject has organically-flexible metal inlays imbedded in their
skin. These inks come in a variety of flavors, from gold to
silver to rusty iron.
Mood Ink
New Items: While appearing as plain gray ink in a bottle, once applied to
One ounce of ink is sufficient to create 1 Large Simple tattoo, the subject, this ink changes color depending on the subject's
2 Medium Simple tattoos, or 4 Small Simple tattoos. Average mood.
tattoos halve this number, and Ornate tattoos quarter it. In Mood Color
order to gain a special effect from a type of ink, the entire
tattoo must be made with that type. Anger, Irritation Red
Tattooist's Tools Comes with one color of ink Nervous, Fearful Orange
Sketchbook Contains known tattoo designs. Each design
takes up a full page. Sketchbooks have 25 pages. Surprised, Shocked Yellow
Medical Supplies Used for sterilizing tattooist's tools. Disgusted, Repulsed Green
Contains enough materials to sterilize up to ten times.
Ink base Clear liquid that may be mixed with pigment to Sad, Depressed Blue
form 1 oz of the appropriate color. Happy, Infatuated Purple
Full ink set Contains 1 oz of each color of the basic inks
(black, blue, brown, green, orange, purple, red, white, and
yellow).
Specialty Inks
Prismatic Ink
Appearing to be a swirling mass of rainbow colors while in a
bottle, this ink causes lines tattooed with it to become
beautiful and iridescent in apperance.
Shifting Ink
Shifting ink is the rarest of all tattoo inks, and allows two
tattoos to be placed on the same part of the body. In order for
this ink to display its true power, the area to be tattooed must
first be prepared with shifting ink. This process requires the
same amount of ink as the larger of the two tattoos to be
applied. During the application of the first tattoo, the shifting
ink reacts with it and it absorbs into the wearer’s skin. The
second tattoo may be applied over this. Once this is done, the
wearer may choose which tattoo to manifest once per short
rest.
The time taken to prepare the area with shifting ink is equal
to that of the larger tattoo, but there is no associated DC. The
tattoos must be applied within three days of the application of
the shifting ink, before it loses its potency and binds with only
the first tattoo. Artists sometimes risk exhausting themselves
trying to complete their work before the shifting ink sets.
Temporary ink
This ink appears as normal black ink, only it is applied on top
of the skin with a thin brush. Tattoos made with this ink last
up to one week or until they are washed away with water.
Three-Dimensional Ink
This ink comes in the same standard variety of colors as
normal ink. However, when applied it creates a stunning effect
whereby the design of the tattoo appears to float off of the
wearer’s skin and hover above it. The tattoo may also animate
slightly, spinning or curling around the area.
Magical Tattoo Catalog
Name Location Size and Intricacy Cost
All Seeing Eye Head Small Average Ink + 2,500 gp
Artisan's Hands Both Arms Small Ornate Ink + 3,500 gp
Eye of Darkvision Head Small Average Ink + 2,500 gp
Eye of Truesight Head Medium Ornate Ink + 6,000 gp
Eye of the Mage Head Small Ornate Ink + 3,500 gp
Eye of the Seer Head Small Average Ink + 2,500 gp
Fist of the Elements Arm Medium Average Ink + 3,500 gp
Fortress Tattoo Anywhere Large Average Ink + 8,500 gp
Mark of the Anchor Anywhere Small Simple Ink + 1,000 gp
Mark of the Archer Arm Medium Simple Ink + 2,000 gp
Mark of the Armsman Arm Medium Simple Ink + 2,000 gp
Mark of the Armsman Arm Medium Ornate Ink + 3,500 gp
Mark of the Cheetah Leg Small Simple Ink + 1,500 gp
Mark of the Death Walker Chest Large Ornate Ink + 10,000 gp
Mark of the Driftglobe Anywhere Medium Average Ink + 3,000 gp
Mark of the Dryad Arm Medium Ornate Ink + 7,000 gp
Mark of the Elemental Anywhere Medium Ornate Ink + 7,000 gp
Mark of the Elven Anywhere Medium Simple Ink + 3,000 gp
Mark of the Flock Anywhere Medium Ornate Ink + 7,000 gp
Mark of the Frog Leg Small Simple Ink + 1,000 gp
Mark of the Ghast Arm Medium Average Ink + 3,500 gp
Mark of the Healer Anywhere Medium Ornate Ink + 3,500 gp
Mark of the Hummingbird Chest Large Simple Ink + 8,000 gp
Mark of the Kraken Anywhere Medium Simple Ink + 2,000 gp
Mark of the Ox Chest Large Ornate Ink + 10,000 gp
Mark of the Pacifist Anywhere Small Simple Ink + 1,500 gp
Mark of the Packmaster Anywhere Medium Ornate Ink + 7,000 gp
Mark of the Pit Fiend Arm Medium Ornate Ink + 7,000 gp
Mark of the Pufferfish Arm Small Average Ink + 3,000 gp
Mark of the Shadow Anywhere Small Average Ink + 2,500 gp
Mark of the Shadow Anywhere Small Ornate Ink + 4,000 gp
Mark of the Snake Charmer Arm Medium Ornate Ink + 7,000 gp
Mark of the Soulmates Arm Small Ornate Ink + 3,500 gp
Mark of the Spider Leg Medium Simple Ink + 2,000 gp
Mark of the Spiritmaster Anywhere Medium Ornate Ink + 8,000 gp
Mark of the Tarrasque Anywhere Large Average Ink + 6,000 gp
Mark of the Telepath Head Small Ornate Ink + 3,500 gp
Mark of the Viper Anywhere Medium Simple Ink + 3,000 gp
Magical Tattoo Catalog (Continued)
Name Location Size and Intricacy Cost
Mark of the Weaponmaster Arm Small Average Ink + 3,500 gp
Maw of the Dragon Head Medium Ornate Ink + 6,000 gp
Scar of Bravery Anywhere Medium Simple Ink + 3,000 gp
Shield of the Elemental Guardian Anywhere Large Average Ink + 4,000 gp
Slave's Mark Anywhere Small Simple Ink + 500 gp
Owner's Mark Anywhere Small Simple Ink + 1,000 gp
Spirit of the Bear Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Bull Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Cat Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Eagle Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Fox Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Owl Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Stag Anywhere Large Ornate Ink + 10,000 gp
Spirit Walker's Sigil Anywhere Medium Average Ink + 3,000 gp
Tattoo of [Ability] Chest Large Average Ink + 6,000 gp
Tattoo of Chilling Anywhere Small Ornate Ink + 3,500 gp
Tattoo of Flame Anywhere Small Ornate Ink + 3,500 gp
Tattoo of Leaping Both Legs Medium Ornate Ink + 6,000 gp
Tattoo of Major Protection Chest or Back Large Average Ink + 8,000 gp
Tattoo of Protection Chest or Back Large Simple Ink + 3,500 gp
Tattoo of Striding Leg Medium Average Ink + 3,000 gp
Tattoo of Warding Anywhere Large Average Ink + 4,000 gp
Venom Ward Anywhere Small Average Ink + 3,500 gp
Voice of Comprehension Head Small Average Ink + 3,500 gp
Wings of Ink Back Large Simple Ink + 3,500 gp
Tattoos are presented in the following format: Eye of the Seer
Tattoo Name (Head, Small Average)
(Location, Size Intricacy) Your eyes feel keener, seeing your surroundings in higher
Flavor Text definition.
Rules Text The wearer gains advantage on Wisdom (Perception)
checks.
Tattoo Descriptions Fist of the Elements
All Seeing Eye (Arm, Medium Average)
Your fist is wreathed in pure natural energy, channeling the
(Head, Small Average) power of the Elemental Planes. Lightning ripples through
Your mind feels more limber, accurately discerning the your arm as it barrels towards your opponents with the force
opinions and intent of others. of a tsunami.
The wearer gains advantage on Wisdom (Insight) checks. As an action, the wearer may wreathe their fist in elemental
energy, of a type chosen when the tattoo is first applied. The
Artisan's Hands wearer’s unarmed strikes are considered magical, and deal an
(Both Arms, Small Ornate) extra 1d6+1 damage of the chose elemental type. If inked with
Your hands move almost on their own, shaping the object elemental ink of the same type as the damage, attacks with
before you as if you were a master craftsman. the fist deal 1d8+1 damage of that type instead.
The wearer gains proficiency with one type of artisan's If the Fist deals fire damage and targets a flammable object
tools. The type of tools are worked into the design of the that is not being worn or carried, the target catches fire.
tattoo. Against plant-based creatures, the Fist deals 2 more points of
damaage.
Eye of Darkvision If the Fist deals lightning damage and targets a creature
wearing metal armor, the wearer makes the attack roll with
(Head, Small Average) advantage. This also applies against targets made completely
Your eyes become accustomed to total darkness. You can out of metal (e.g. metal golem).
see into the darkest corners of the world. If the Fist deals cold damage, fire-based creatures take an
Once per long rest as an action, the wearer can gain the additional 2 points of cold damage from these attacks.
ability to see in the dark, and has darkvision out to a range of Up to three types of elemental ink may be used in the
60 feet for 8 hours. If the wearer already has darkvision, this application of this tattoo, and the wearer may choose between
increases the range of their darkvision by 60 feet, to a the types each time they activate the tattoo.
maximum of 120 feet. When the wearer activates this tattoo, the effects persist for
An Ornate version of this tattoo exists, which applies a 1 hour or until dispelled. This tatto may be activated a max
permanent effect, instead of a temporary one. number of times equal to the wearer's Constitution modifier
(minimum 1) between each long rest.\
Eye of Truesight
(Head, Medium Ornate) Fortress Tattoo
A third eye stares unblinkingly out from your forehead, (Anywhere, Large Average)
seeing through illusions and observing other planes of You are able to steel yourself against stronger blows, dodge
existence. faster out of the way of danger, and guard your mind against
Once per long rest as an action, the wearer gains the ability the invasion of enemy spells. Focusing a little more, you feel
to see things as they actually are. For 1 hour, the creature has your blood grow hot as your constitution is bolstered by the
truesight, notices secret doors hidden by magic, and can see powers of nature.
into the Ethereal Plane, all out to a range of 120 feet. The wearer may use an action to activate the tattoo's
Truesight is a rare and powerful ability that few artists have primary effect. The wearer gains a +1 bonus to AC and all
learned to harness in their art. The artist must successfully saving throws. The tattoo’s effects last for ten minutes, and
make a DC 25 check to apply the tattoo. Please note crafting may be activated once per short or long rest.
rolls must be made for each session. The wearer may use an additional action to activate the
An alternate version of this tattoo exists, which applies a tattoo’s secondary effect. The wearer gains resistance to
permanent effect, instead of a temporary one. damage corresponding to the ink with which it was applied.
The additional effects are concentration and last for one
Eye of the Mage minute.
(Head, Small Ornate) Once this effect is used, it cannot be used again until the
Brilliant purple and blue hues radiate from around your wearer finishes a long rest
eyes, granting you sight into the arcane. At least two jars of metallic ink or earth-aligned elemental
The wearer may cast the spell detect magic at will as a ink must be used to grant the tattoo’s primary effect. Bestial or
ritual. elemental ink must be used to grant the tattoo’s secondary
effect.
 
Mark of the Anchor This tattoo also illuminates areas overlapping with
darkness created by the Mark of the Kraken.
(Anywhere, Small Simple)
Your body feels heavier, feet more firmly planted on the Mark of the Dryad
ground. (Arm, Medium Ornate)
The wearer gains advantage against effects that would Creepers and vines swathe your arm, grasping and
move them, or knock them prone. strangling anything and everything that draws too close.
Mark of the Archer As an action, the wearer may cast the entangle spell, using
Intelligence as their spellcasting ability modifier. After using
(Arm, Medium Average) this ability, the wearer must complete a short or long rest to
Your bow feels natural in your hand, and moves almost activate the tattoo again.
without thought to aim at your targets At least two jars of three dimensional ink must be used to
The wearer has a +1 bonus on ranged attack rolls with grant this tattoo’s effects.
ranged weapons they are proficient with.
Mark of the Elemental
Mark of the Armsman (Anywhere, Medium Ornate)
(Arm, Medium Simple) The representation of an element flows around you,
Your weapon seems to move itself, digging further into granting you its protection.
wounds than your strength alone can account for The wearer gains resistance to a type of damage, chosen
The wearer has a +1 bonus on attack rolls OR damage rolls when the tattoo is applied.
with a specific type of melee weapon (swords, axes, maces,
etc), as long as they are proficient with the weapon and Mark of the Elven
wielding it in the arm the tattoo is on. The type of weapon and (Anywhere, Medium Simple)
the type of rolls are chosen when the tattoo is applied, and the Sylvan magic runs through your veins, granting you the
weapon is pictured somewhere in the art of the tattoo. most common blessing of the Feywild.
An Ornate intricacy design exists that grants the bonus to The wearer gains immunity to magical sleep, and has
both attack rolls and damage rolls. advantage on saving throws against being charmed.
Mark of the Cheetah Mark of the Flock
(Both Legs, Small Simple) (Anywhere, Medium Ornate)
Your legs become light with the speed and agility of a An unkindness of ravens take flight from your tattoo, the
cheetah. inky designs now taking sinister material form. The cawing
Once per long rest as an action, the wearer may activate birds circle around you, awaiting your commands.
this tattoo. For an hour, the wearer’s speed increases by 10ft. Once per long rest, the wearer may activate this tattoo as an
Mark of the Death Walker action, causing a Swarm of Ravens (MM pg 339) of the same
color as the ones depicted in the tattoo to appear within 5 feet
(Chest, Large Ornate) of the wearer. The ravens persist until are killed or until 10
Potent magic in the form of protective runes and abjuration minutes have passed, at which point they dissappear into
magic give the wearer the protection from the most final of smoke. The ravens follow the wearer's every mental
endings, death. command, and act on the wearer's initiative.
If the wearer would drop to 0 hit points as a result of taking Any article of clothing which covers the tattoo upon
damage, the wearer instead drops to 1 hit point. Alternatively, activation is destroyed in the process as the ravens fly through
if the wearer is subjected to an effect that would kill it the cloth. If the tattoo is covered by armor, the tattoo will not
instantaneously without dealing damage, that effect is instead activate.
negated against the wearer. At least three jars of three dimensional ink must be used to
Once either effect is used, it cannot be used again for grant this tattoo’s effects.
another 30 days.
Mark of the Frog
Mark of the Driftglobe (Both Legs, Small Simple)
(Anywhere, Medium Average) Your legs become coiled springs, waiting to unleash the
You become as dazzling as the Sun, illuminating even the jumping prowess of the frog.
darkest of nights. The wearer may activate this tattoo as an action once per
As an action, the wearer emanates a 60 ft. radius sphere of long rest. For the next minute, the wearer’s jump distance is
light that moves with them. The sphere is bright light and tripled.
sheds dim light for an additional 60 feet. Completely covering
the wearer with an opaque object, such as a bowl or a helm,
blocks the light. The light lasts for 1 hour unless dispelled, and
the tattoo may be activated once per long rest.
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.
Mark of the Ghast Mark of the Ox
(Arm, Medium Average) (Chest, Large Ornate)
This tattoo resembles swirling mist which wraps around Your body swells with the resilience of the mighty ox
the arm of the wearer. The wearer's maximum hit points are increased by 1 per
The wearer may activate this tattoo as a bonus action, character level.
causing the lines of this tattoo to glow slightly and their arm to
change shape for one minute. The wearer may activate this Mark of the Pacifist
ability once per long rest. (Anywhere, Small Simple)
The wearer's arm pales in color and grows into that of a You exude calmness and serenity, discouraging even the
ghoul, fingers sharpening and elongating into a terrible clawed most bloodthirsty foes from attacking you.
hand. Any article of clothing not meant to accomodate the Once per long rest, the wearer may cast the sanctuary spell
change in limb size is destroyed in the process. If the arm is as a bonus action. The saving throw DC is 15, and the spell
covered in armor not meant to accomidate the change in limb lasts 1 minute.
size this change will not take place. The tattoo's effects end early if the wearer makes an attack
A melee attack with this arm does 1d6 slashing damage and or casts a spell that affects an enemy creature.
1d4 cold damage. If this tattoo is created using ice-aligned
elemental ink, the cold damage increses to 1d6. Mark of the Packmaster
Any non-undead creature struck by this attack must make a
DC 10 Constitution saving throw or be paralyzed for 1 (Anywhere, Medium Ornate)
minute. The target can repeat the saving throw at the end of A pack of wolves leap from your tattoo, the inky designs
each of its turns, ending the effect on itself on a success. now taking sinister material form. They shake their heads and
There exists an Ornate version of the tattoo that has a howl to the sky, awaiting your commands.
saving throw of 12, instead of 10, and which may be activated Once per long rest, the wearer may use an action to activate
once per short or long rest. the tattoo's power, causing 1d4+1 wolves (MM pg 341) of the
same color as depicted in the tattoo to appear within 5 feet of
Mark of the Healer the wearer. These wolves persists until killed or until 10
(Anywhere, Medium Ornate) minutes have passed, at which point they disappear into
Healing energy radiates from you in a soft golden glow. smoke. The wolves follow the wearer's every mental
Once per long rest, the wearer may activate this tattoo as an command, and act on the wearer's initiative.
action. For the next minute (or until their concentration Any article of clothing which covers the tattoo upon
lapses), each creature (including enemies) within a 30 ft activation is destroyed in the process as the wolves leap
radius of the wearer regains the maximum number of hit through the cloth. If the tattoo is covered by armor, the tattoo
points possible from any healing. will not activate.
At least three jars of three dimensional ink must be used to
Mark of the Hummingbird grant this tattoo’s effects.
(Chest, Large Simple) Mark of the Pit Fiend
A curious bird darts across your chest, granting you its (Arm, Medium Ornate)
speed. This tattoo resembles hellish imagery mixed with infernal
The wearer gains +1 to initiative rolls. runes which cover an entire arm.
Mark of the Kraken The wearer may activate this tattoo as a bonus action,
causing the runes to glow and their arm to change shape for
(Anywhere, Medium Simple) one minute. This ability may be used once per long rest.
Like the Kraken, you are able to shroud your surroundings The wearer's arm grows disproportionately larger and
in darkness, making your strikes all the more unpredictable. becomes scaly and red, their hand tipped with razor sharp,
As an action, the wearer emanates a magical darkness, black claws. Any article of clothing not meant to accommodate
which fills a 15 ft. radius sphere centred on the wearer and the change in limb size is destroyed in the process. If the arm
moves with them. Creatures with darkvision cannot see is covered in armor not meant to accomidate the change in
through this darkness, and non magical light cannot limb size this change will not take place.
illuminate it. Completely covering the source of the darkness A melee attack with this arm does 2d8 slashing damage and
with an opaque object, such as a bowl or a helm, blocks the 1d4 fire damage. If this tattoo is created using fire-aligned
darkness. The darkness lasts for 1 hour unless dispelled, and elemental ink, the fire damage increses to 1d6.
the tattoo may be activated once per long rest. While the arm is changed, the wearer has an effective
If any of this effect’s area overlaps with an area of light Strength modifier of +8 for anything that only uses the
created by a spell of 2nd level or lower, the spell that created changed arm.
the light is dispelled.
 
Mark of the Pufferfish Mark of the Spider
(Arm, Small Average) (Leg, Medium Simple)
Venomous spines protrude from your skin, seeking flesh to Your feet feel firmly planted on every surface they touch,
corrode and infect with the pufferfish’s natural defense. allowing you to even run up vertical walls.
When the wearer enters a grapple with another creature, As an action once per long rest, the wearer gains the ability
the wearer may use their reaction to extend sharp poisonous to move up, down, and across vertical surfaces and upside
spines from the tattooed area. If the other creature is still in down along ceilings, while leaving its hands free. The wearer
physical contact with the wearer (i.e. part of the grapple) at also gains a climbing speed equal to its walking speed. These
the end of its turn, the spines deal 1d4 poison damage. The effects last for 1 hour, or until the wearer loses concentration.
spines remain extended until the grapple ends.
Mark of the Spiritmaster
Mark of the Shadow (Anywhere, Medium Ornate)
(Anywhere, Small Average) A necromantic energy ripples through your mark, extending
A veil of shadows and silence radiates from you, masking long smoky tendrils towards the undead. The tendrils
you from detection. constrict the spirit, overriding their will with yours.
Once per long rest, the wearer may cast pass without trace, As an action, the wearer chooses one incorporeal undead
targeting themselves only. entity within 60 feet. The target must succeed on a Charisma
An Ornate version of this tattoo exists, which removes the saving throw or become charmed by the wearer for one hour.
limit on creatures that may be targeted by the spell. The saving throw DC is equal to 8 + wearer’s proficiency
bonus + wearer’s Charisma modifier. If the target has an
Mark of the Snake Charmer Intelligence of 8 or higher, it has advantage on the saving
(Arm, Medium Ornate) throw. If the creature is not currently controlled, the wearer
A knot of snakes erupts hissing from your tattoo, the inky instead gains control over the creature.
designs taking sinister material form. Forked tongues taste The tattoo may be activated once per short or long rest.
the air as they flare their hoods, awaiting your commands. Mark of the Tarrasque
Once per long rest, the wearer may use an action to activate
the tattoo's power, causing 1d6 poisonous snakes to appear, (Anywhere, Large Average)
which disappear when they drop to 0 HP or when they are A warmth washes over you as the fortitude of the legendary
more than 150 ft. away. The snakes are friendly to the wearer tarrasque fills your veins.
and their companions, and act on the wearer's initiative, Once per long rest as an action, the wearer may activate the
following the wearer's mental commands. Use the poisonous tattoo. Thereafter, the wearer gains 5 temporary hit points at
snakes statistics from the Monster Manual. the beginning of each round (these do not stack) for one hour.
At least three jars of three dimensional ink must be used to When the tattoo’s effects end, the wearer loses any remaining
grant this tattoo’s effects. temporary hit points.
Mark of the Soulmates Mark of the Telepath
(Arm, Small Ornate) (Head, Small Ornate)
As the lives of two overly-attached people intertwine, you You can extend your consciousness to meet other minds,
learn how to draw on each other’s strengths and shoulder forming a mental channel. Thoughts, emotions, and images
their burdens. flood over the connection as your minds meld, overwhelming
Once per long rest as an action, the wearer may activate your senses for a few seconds.
this tattoo when within 30 feet of the wearer of the The wearer may use the message cantrip at will without
complementary tattoo. They may activate the tattoo as a having to use any components.
reaction, instead, when the other wearer activates theirs. The
tattoo remains active for ten minutes. The wearer gains a +2 Mark of the Viper
bonus to AC and saving throws while they are within 30 feet (Anywhere, Medium Simple)
of the person wearing the complementary Mark of the Your body becomes stronger, resisting poisonous effects as
Soulmates. Also, each time the wearer would take damage, if you’d become the viper.
they take half as much damage, and their partner takes the The wearer gains advantage on Constitution saving throws
other half, and vice versa. made against poison, and has resistance to poison
The tattoo is only effective when both wearers activate their
marks.
This tattoo must be applied with metallic ink.
 
Mark of the Weaponmaster Slave's / Owner's Mark
(Arm, Small Average) (Anywhere, Small Simple)
Your weapon feels like an extension of your body, lighter, This tattoo is meant to be applied to a slave in order to
sharper, deadlier. You will strike down any who dare challenge prevent them from escaping, usually with a similar tattoo
the weaponmaster. applied to the owner. The small tattoo is a sort of brand, used
As an action, once per long rest, the wearer may activate to keep slaves under control.
this tattoo. For an hour, any weapon held by the wearer By touching both marks as an action, the wearer of an
becomes a magic weapon with a +1 bonus to attack rolls and Owner's Mark may attune or unattune a Slave's Mark to their
damage rolls. mark. Any number of Slave's Marks may be attuned to one
Owner's Mark, and any number of Owner's Marks may be
Maw of the Dragon attuned to a single Slave's Mark.
Thereafter, as an action, the owner can activate their tattoo
(Head, Medium Ornate) and the twin mark on the slave begins to glow like a burning
This tattoo imbues the wearer with the primal elemental coal, inflicting 1d4 fire damage per round onto its bearer. The
power of a dragon's breath attack. owner can stop this effect at any time using an action. This
Once per long rest, the wearer may activate the tattoo to damage will automatically stop and can no longer be activated
make a breath attack. The attack deals 3d6 damage on a if the slave has 0 hitpoints. If the owner dies, or otherwise
failed save or half as much on a successful save. The type is loses their tattoo, and the slave's mark is not attuned to any
determined by the type of dragon in the tattoo, as shown other owners, the magic of the slave's mark will instantly fade,
below. The wearer's saving throw DC for this attack is 8 + allowing them to handle the application of another tattoo.
their Constitution modifier + their proficiency bonus. If drawn in fire-aligned elemental ink, the mark instead
Dragon Damage Type Breath Weapon
inflicts 1d6 fire damage per round.
A variant exists that automatically causes the tattoo to
Black Acid 5 by 30 ft line (Dex save) activate if the slave moves more than 150 feet from the owner.
Blue Lightning 5 by 30 ft line (Dex save) It otherwise functions identically to this version.
Green Poison 15 foot cone (Con save) Spirit of the Bear
Red Fire 15 foot cone (Dex save) (Anywhere, Large Ornate)
White Cold 15 foot cone (Dex save) You feel blessed with the endurance of a bear.
The wearer’s Constitution score increases by +1. This tattoo
If drawn in elemental ink corresponding to the desired will not raise the wearer’s Constitution score above 20.
element instead, this ability can be used once per short or long
rest. Spirit of the Bull
(Anywhere, Large Ornate)
Scar of Bravery You feel blessed with the strength of a bull.
(Anywhere, Medium Simple) The wearer’s Strength score increases by +1. This tattoo
Your mind feels more more robust. The trauma and pain will not raise the wearer’s Strength score above 20.
you have experienced bolsters your resolve.
The wearer gains advantage on saving throws against being Spirit of the Cat
frightened. (Anywhere, Large Ornate)
You feel blessed with the grace of a cat.
Shield of the Elemental Guardian The wearer’s Dexterity score increases by +1. This tattoo
(Anywhere, Large Average) will not raise the wearer’s Dexterity score above 20.
A wave of elemental energy covers your body, protecting
you. Spirit of the Eagle
When this tattoo is applied, the wearer chooses a primary (Anywhere, Large Ornate)
and a secondary elemental type from the following: acid, cold, You feel blessed with the splendour of an eagle.
fire, lightning, or thunder. Both types of elemental ink must be The wearer’s Charisma score increases by +1. This tattoo
used in the creation of the tattoo, and the wearer cannot pick will not raise the wearer’s Charisma score above 20.
the same element.
Once per long rest as an action, the wearer may activate Spirit of the Fox
this tattoo. For the next 10 minutes, or until dismissed, the
wearer’s body is wreathed in thin and wispy expressions of (Anywhere, Large Ornate)
the chosen primary element that shed bright light in a 10-foot You feel blessed with the cunning of a fox.
radius and dim light for an additional 10 feet. The wearer’s Intelligence score increases by +1. This tattoo
While the tattoo is active, the wearer has resistance to the will not raise the wearer’s Intelligence score above 20.
secondary element.
In addition, whenever a creature within 5 feet of the wearer
hits them with a melee attack, the element erupts, dealing 2d8
damage to the attacker of the primary elemental type.
Spirit of the Owl Tattoo of Major Protection
(Anywhere, Large Ornate) (Chest or Back, Large Average)
You feel blessed with the wisdom of an owl. A design of overlapping scales or plates, or even a design of
The wearer’s Wisdom score increases by +1. This tattoo will chitinous armor, covers your torso.
not raise the wearer’s Wisdom score above 20. The wearer has a +2 bonus to AC and to all saving throws.
Spirit of the Stag Tattoo of Protection
(Anywhere, Large Ornate) (Chest or Back, Large Simple)
You feel blessed with the vigilance of a stag. A design of overlapping chain rings, or of leather-looking
The wearer gains a +2 bonus to initiative. patches, covers your torso.
The wearer has a +1 bonus to AC and to all saving throws.
Spirit Walker's Sigil
(Anywhere, Medium Average) Tattoo of Striding
This tattoo is a symbol of planes joining together in (Leg, Medium Average)
confluence. A design of leaves or flowing wind spirals around your leg.
Once per long rest, as a bonus action the wearer can The wearer's walking speed is increased by 5 feet. This
activate the tattoo, causing their physical body to softly tattoo may be applied to the other leg for an additional +5 feet
dissolve into an ethereal mist. of movement.
Until the end of their turn the wearer may move through If made using three-dimensional ink, the tattoo instead
solid matter as if it wasn't there. If the wearer ends their turn increases movement speed by +10 feet.
while still in solid matter, they are immediately ejected to the
nearest open space and take 4d6 force damage. If created Tattoo of Warding
using three-dimensional ink, this ability can be used once per (Anywhere, Large Average)
short or long rest. A design of a shield is emblazoned across your body.
Tattoo of [Ability] The wearer has a +1 bonus to all saving throws.
(Chest, Large Average) Venom Ward
The wearer chooses an ability score when this tattoo is (Anywhere, Small Average)
applied. Thereafter, the wearer has a +1 bonus to the chosen A design of interlocking fangs protect your bloodstream
ability score, to a max of 20. from toxins.
Tattoo of Chilling The wearer has advantage on saving throws against poison.
(Anywhere, Small Ornate) Voice of Comprehension
This tattoo is a whirl of snowflakes in the shape of a (Head, Small Average)
humanoid hand.
This tattoo enables the wearer to cast the chill touch Marks cover your throat and surround your ears, conveying
cantrip at will, using Intelligence as their spellcasting modifier sound despite barriers of understanding.
for the spell. If made with ice-aligned elemental ink, the attack The bearer learns one additional language of the tattoo
roll for this spell is made with advantage. artist's choice when the tattoo is applied. This tattoo may be
taken multiple times, each time choosing a different language.
Tattoo of Flame
Wings of Ink
(Anywhere, Small Ornate)
This tattoo is a detailed line of fire streaking out from a (Back, Large Simple)
pointed finger. Inky, rippling wings spring from your back, granting the
This tattoo enables the wearer to cast the fire bolt cantrip at elusive, and most coveted ability of all – flight.
will, using Intelligence as their spellcasting modifier for the **Activation Time: 1 action
spell. If made with fire-aligned elemental ink, the attack roll Duration: Concentration, up to 10 minutes
for this spell is made with advantage. Frequency: Once per long rest
The wearer gains a flying speed of 60 ft. for the duration.
Tattoo of Leaping When the spell ends, the target falls if it is still aloft, unless it
can stop the fall.
(Both Legs, Medium Ornate) Armor that is not specifically designed to accommodate
Coiled springs cover your calves, making you feel like your wings will not allow you to manifest them, and clothing that is
body is weightless. not specifically designed to accommodate wings will be
The wearer's jumping distance is doubled. ruined.
  At least two jars of three dimensional ink must be used to
grant this tattoo’s effects.
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