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Magical Tattoos: A Retailoring v1.

M
agical tattoos are a rare and special As you create tattoos, you will use up the supplies in your
form of controlling the weave. It binds tool kit, which will need to be replaced every so often. Every
the folding of the Weave's energies into small tattoo takes 1 ounce of ink to make. Medium tattoos
the skin of the tattooed for a limited take 2 ounces and large tattoos take 4 ounces.
time. The power and rarity of the magic Each color of inks costs more or less depending on the dye
and the will of the recipient will used to make the color. Purple, for example, is the most
determine how much of the Weave can expensive color as minerals and plants the produce
be bound to flesh. appropriately colored dyes are harder to find and acquire than
Magical Tattoos are a temporary connection to the Weave other dyes.
for any person who can with stand the binding, and not
everyone can. There are those who seek out the power of Prerequisites for Tattoo Artists
these tattoos, undergo the process, and whether it’s from poor In order to apply tattoos, magical or non-magical, the artist
materials, rushed work or an unskilled artist the tattoo must first be proficient in tattooist’s tools. Non-magical tattoos
process fails catastrophically and what was meant to enhance require only time and imagination to apply a design of the
will harm or even curse depending on the power that was wearer’s desire.
sought after. If the tattoo is inked by a master artist using an To apply magical tattoos, the artist must also be proficient
ink crafted from the finest possible ingredients, the binding to in Arcana. Magical tattoos comprise of three components: a
the Weave can be more powerful than anticipated. In the end, runic design to specify the magical effects of the tattoo, a
each tattoo is different depending on a variety of factors: the connection to the Weave such as a spell slot, and the life force
size of the tattoo, the rarity of ingredients for the ink, level of of the wearer to power the magic of the tattoo. The size and
the spell or effect attempting to be bound, and the will of the the intricacy of the tattoo design generally dictates the
recipient. And, no matter what the tattoo, it will doubtless required proficiency and level of spell slot needed to apply the
grant a great advantage to the bearer. tattoo. Proficient artists are skilled enough to apply tattoos of
A New Tool Proficiency Simple or Average intricacies, while Expert artists have
mastered the most intricate Ornate designs.
In order to create a tattoo, mundane or magical, one must
have proficiency in Tattooist's Tools, which is a type of Prerequisites for the Wearer
Artisan's Tools. To ink a magical tattoo, one must have at least In order to apply a tattoo, there must first be room to draw it
1 level in a spellcasting class and have proficiency with these into the skin. Every tattoo has a size and location. The size of
tools. In order to gain proficiency in Tattooist's Tools, you may the tattoo scales with the size of the creature.
either practice with it long enough to gain proficiency, or gain If your DM allows, tails and wings may also be tattooed,
it from the following Backgrounds. given that they are not covered in feather, fur, or scales and are
Criminal: You may choose to forgo your proficiency in a sufficient size.
either one type of gaming set or Thieves' Tools, choosing
instead to be proficient with Tattooist's Tools. Available Space
Guild Artisan: You may choose Tattooist's Tools as your Body Part Number of Tattoos
one artisan tool proficiency. Head 1 Medium, 2 Small
Sage: You may choose to forgo one of your additional
language proficiencies, choosing instead to be proficient Chest
1 Large, 2 Medium, 1 Medium and 2 Small, 4
with Tattooist's Tools. Small
Sailor: You may choose to forgo your proficiency with 1 Large, 2 Medium, 1 Medium and 2 Small, 4
Navigator's Tools, choosing instead to be proficient with Back
Small
Tattooist's Tools.
Arm or
1 Medium and 1 Small, 3 Small
Additionally, your DM may choose to award your proficiency Wing
with these tools for some other reason, which remains up to Leg or Tail 1 Medium and 1 Small, 3 Small
your discretion.
Tattooist's Tools Secondly, If the the tattoo is magical, know that only so
much magic can be bound to the flesh. Each new bridge to the
This kit comes in a sturdy briefcase of some description and weave pushes the physical limits of the body beyond where
contains a variety of various colored inks, needles, and they were intended to go. By the third tattoo, the magic begins
medical supplies needed for sterilization. The kit may also to take a more serious toll on the body, and a Con DC needs to
include a sketchbook filled with original tattoo designs, or be made for each new tattoo. Failure means the body could
magical templates that the artist may find on their journeys. not be adhere to the magic. Unfortunately, all the materials
Tattooist's Tools are needed to create any tattoos, whether and costs are lost in the failed attempt. After the failed
they have magical properties or not. Each set initially contains attempt, the subject has reached the limitations of their flesh
a variety of ink colors, but does not include any specialty inks to hold the magic of the tattoos, and can only accept
from the specialty inks table. nonmagical tattoos.

Introduction | Magical Tattoos


1
If the artist fails to successfully apply the tattoo, the tattoo
Magical Tattoo Limits holds no magical properties but still takes up space. It must
# of Tattoos Con DC be removed if another tattoo is to be applied in that location.
1-2 DC 0
The time taken to remove the tattoo is equal to the time taken
to apply the tattoo. The cost of failure is dependent on how
3 DC 10 much progress has been made.
4 DC 15 Failure cost = Production cost × [completed hours/
5 DC 20 required hours]
+1 DC +5 Crafting activities may be pursued for eight hours a day. The
artist is required to make an exhaustion save for every
Tattooing Process subsequent hour after this.
The requirements for each tattoo are different, but the general Exhaustion Save DC = 10 + [1 for every subsequent hour
rule is that larger and more intricate tattoos require more after 8 hours]
time and ink to apply. Magical tattoos also require spell slots
appropriate to the abilities accorded by the tattoo. Tattoo Application
Applying Non-Magical Tattoos Tattoos take time to apply based on their size and intricacy. A
large but simple take the same amount of time to ink as it
The artist need not succeed on checks with tattooist’s tools, would to create a small but detailed one. Sessions may be
only spend the requisite amount of time according to the size broken into chunks over the course of several days, however if
and intricacy of the tattoo design. the tattoo is not finished within 30 days the magics within the
tattoo disappate and must be started again from the
Applying Magical Tattoos beginning. Some tattoo mages will demand full payment
upfront, while others will charge a part of the price across
each individual session. After the tattoo is finished, you gain
Crafting Success = 1d20 + proficiency with tattooist's the effects of it after a long rest. Use the following table to
tools + spellcasting ability modifier determine how long the procedure will take.
In order to apply a tattoo, the artist must succeed on checks Size (intricacy) Time
with tattooist's tools. The secondary skill used is the artist’s Small (simple) 2d4 hours
spellcasting ability, as magical tattoos must be imbued with
spell slots. If the crafting extends over several sessions, a Small (average), Medium (simple) 4d4 hours
separate roll must be made each time and a new spell slot Small (ornate), Medium (average), Large
imbued into the tattoo. (simple)
8d4 hours

The artist’s spellcasting ability can be any one of Medium (ornate), Large (average)
16d4
Intelligence, Wisdom, and Charisma, using their knowledge, hours
divine guidance, or sheer force of will to guide the application 32d4
of the magic to the tattoo, but this must align with the artist’s Large (ornate)
hours
spellcasting class. For example, a particularly dashing rogue
may not apply their Charisma modifier to this check.
The size and intricacy of the tattoo dictates the time taken
for application as well as the level of spell slot needed to
imbue into the tattoo. For every session of the crafting
process, a spell slot of the appropriate level must be imbued
into the tattoo. Spell slots need not necessarily come from the
artist themselves, but may be contributed by an assistant or
even the wearer. The source of the spell slots must be present
for the entire duration of the application process.
If the artist fails this rool and the tattoo was intended to be
magical, the tattoo holds no magical properties but still takes
up space on the creature's body. Based on how severly the
artist fails, the tattoo can be anything from minorly flawed (1-3
points under target) to a horrible mess (10-20 points under
target or a natural 1). Rolling a 20 always results in a success,
with the tattoo being a perfect and awe-inspiring display of
artistic skill.

Application | Magical Tattoos


2
The Risk of Disease 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
Tattooist’s tools must be cleaned after each session in order to tattoos must be applied within three days of the application of
maintain their sterility. Medical supplies (see Available the shifting ink, before it loses its potency and binds with only
Materials) have 10 uses, and each use cleans the tattooist’s the first tattoo. Artists sometimes risk exhausting themselves
tools by one level, e.g. contaminated tools become clean tools. trying to complete their work before the shifting ink sets.
For every session that the tattooist’s tools are not cleaned, they
progress down the scale of cleanliness. Additonal Information.
Magical tattoos as well as non-magical tattoos should be
Even with sterile tools, there is still a slight chance of recorded for future reference in order to quickly check
picking up a disease from being tattooed. The creature whether a character has room for a new tattoo.
receiving a tattoo must make a Constitution save, the DC of Unless specifically noted under the tattoo's description, a
which depends on how sanitary the procedure was. given tattoo can only be taken once. Any additonal
Cleanliness of tools applications of the same tattoo will not apply any magical
Cleanliness DC
effects.
Magical tattoos radiate magic dimly under a detect magic
Sterile 5 spell. A successful DC 20 Arcana check may be made in order
Clean, but not sterilised 10
to discern the nature of a magical tattoo. If the person trying
to identify the tattoo is proficient with Tattooist's Tools, they
Contaminated 15 gain a +2 bonus to identification. Dispel Magic will render
Very contaminated 20 magical tattoos useless for 1d4 rounds.
Tattoo bonuses of the same kind do not stack. Tattoos that
Actively unsanitary 25 grant a +1 bonus to Wisdom and +2 bonus to Wisdom will
only grant a +2 bonus to Wisdom.
If a disease is contracted, the DM decides what disease it is,
either by selecting one from Dungeon Master's Guide, p.256-
257 or by making one up. Once the tattoo is applied
successfully, the tattooed creature may utilise the effects of
their new tattoo after their next Long Rest.
Permanence
The properties of magical tattoos permeate deep within the
muscles and sinew of the body, and are in most sense
permanent. Very few have ever been reported as having lost
their magical properties, even if the tattoo is no longer visible
on the skin. Incredibly deep burns or loss of limb remove the
magically enchanted parts, removing the tattoos effects, and
possibly allowing for another tattoo to be acquired.
Limbs regrown with regenerate do not grow back their
tattoos. Spells such as Raise Dead generally keep tattoos
intact, given that the limb is still present. Reincarnation will
not bring back the subjects with their tattoos intact. Clones
made with the clone spell do not have tattoos. Simulacrum,
however can copy the properties of the originals tattoos, as
long as the required ingredients for the tattoos are placed
near each tattooed area.
The use of Shifting Ink
Shifting ink is the rarest of all tattoo inks as it allows Artists to
sidestep some of the limitations of the flesh, by allowing two
tattoos to exists within the same area, while only expressing
one at a time. (see Available Materials). 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.

Introduction | Magical Tattoos


3
The Tattoo Artist

I
t takes a considerable amount of skill and intellect to Optional Rule of Infection
bind the Weave into flesh. Of the few that start that
path of magical understanding, very few ever make it Not every tattoo artist is equal, and the practices of a younger
past the ability to understand how to bind higher level Novice compared to those of an extraordinary Master are as
magic to flesh, and of those even fewer still reach the vastly different as a celestial is to a Devil.
mastery of the skill to attempt the highest levels of From how the ink is prepared to the cleanliness of the shop
magical binding. The skill and research involved in you find them in.
the art leaves very little time for adventuring. They prefer to Some ink recipes will require you to work with infectious
solicit adventures to procure the rare and hard to obtain and diseased materials that if not prepared correctly, can
resources than venture out themselves. leave you with more than just magic coursing through an
As such, these tattoo shops make a great source of income adventures blood. And with the magical nature of the
for the daring adventurer who has been fortunate enough to ingredients, a quick trip to the local cleric might not fix them
find one. Magical Tattoo shops are not uncommon at the up as fast.
lower levels of magic, often being found in large cities where
magic is abundant and the norm. The magical districts of Chance of infection
Districts and areas of arcane studies are a safe place to start Skill level % chance of infection
one’s search. Though these tattoo shops rarely have an artist Novice 20
capable of binding more than rare magic.
The shop of a master tattooing wizard on the other hand, is Skilled 15
so rare and hard to find, it is a quest in-and-of-itself to locate Advanced 10
one. These rare masters tend to only work with very rare
magics, constantly seeking to push their understanding Expert 5
further. They will send out their apprentices to located the Master 0
strongest adventurers, and offer their services in the hope to
learn how to bind legendary levels of magics to flesh. If an infection occurs, the recipient receives 1d6 levels of
The tattoo artist makes is tattooing DC check based on her exhaustion minus the proficiency bonus of the tattoo artist.
level of mastery. Below is the recommended shop and artist
skill level and its scarcity. A master has a bonus total of 12,
making lower level tattoo spells mundane and boring for them
to work. They hungrily seek out the challenged that comes
with legendary magic, but disdain the annoyance of dealing
with less powerful adventurers asking for simple things.
Artist Mastery/Shop Scarcity
Skill level Prof. bonus Int Mod Difficulty locating
Novice +2 +3 Easy
Skilled +3 +3 Some effort
Advanced +4 +4 Hard to find*
Expert +5 +5 Extremly difficult**
Master +6 +6 By quest only***

*Only about a quarter of those who study the art of magical


tattoos become advanced enough to bind rare magic to flesh.
They tend to have shops open in all cities where magic is
available and practiced openly. The artists there are eager to
push themselves and welcome customers readily.
**One tenth of those who achieve advanced in their skill are
able to break through the secrets of the arcane enough to
formulate and control the very rare magic in these inks.
Hearsay and rumors will lead you here possibly from stories
in taverns or even a minor quest that leads to this artist's
shop.
***Only 1 percent of experts ever achieve the rank of Master.
There is little to no chance of stumbling across a master
artist. Chances are if you do, he meant for you to find him.
Perhaps his apprentice, and expert level artist sent word to
him, or through a network of eyes in the various cities, your
power drew his attention upon you.
The Tattoo Artist | Magical Tattoos
4
The Artist's Sketchbook Available Materials
When an artist first gains proficiency with tattooist’s tools,
their teacher gives them a sketchbook containing designs for a
number of Simple or Average tattoos equal to 5 + their Tattooist Supplies
Intelligence modifier. The sketchbook is a unique compilation
of designs, with its own decorative flourishes and margin Item Cost Weight
notes. It might be a plain, functional leather volume that they Tattooist's tools 70 gp 5 lb
received as a gift from their teacher, a finely bound gilt-edged
tome they found in an ancient library, or even a loose Medical supplies 15 gp 2 lb
collection of notes scrounged together after they lost their Sketchbook 25 gp 2 lb
previous sketchbook in a mishap.
Full ink set 50 gp 1 lb
Discovering new templates Ink base 5 cp 1 oz
Most examples of tattoo templates are exceedingly rare and Black ink 10 gp 1 oz
either well-hidden or carefully guarded, as existing tattoos are
either culturally significant or highly prized by its current Blue ink 6 gp 1 oz
owners. In rare cases, ancient tattoo templates may be found Brown ink 6 gp 1 oz
in such areas as ancient temple walls or found carved into
totems. The most common way to learn a new template is to Green ink 1 gp 1 oz
copy it from a tattooed person. Copying the design of a tattoo Orange ink 3 gp 1 oz
from another body requires the tattooist make an Intelligence
check. The DC is determined by the condition of the body: Purple ink 15 gp 1 oz
Red ink 7 gp 1 oz
Copying Check
White ink 10 gp 1 oz
Condition of Subject DC
Yellow ink 3 gp 1 oz
Living, willing or unconscious 5
Dead, for less than a week 10
Living, unwilling or restrained 15
Dead, for one week or more 20 Specialty Inks
Dead, tattoo design is not intact 25 In very large cities, it may be possible to acquire rare and
unique inks with which one may create tattoos. these inks
The size and intricacy of tattoos will determine the amount may have special cosmetic or inherent magical properties and
of resources needed to copy the tattoo. An artist will need to are generally very expensive.
spend 2 hours and 50 gp to copy a design into their
sketchbook. This amount increases by 2 hours and gp for
each size and intricacy level, to a maximum of 10 hours and
250 gp for a Large Ornate tattoo. Artists may be involved in
the creation of a template, in that case refer to the DM advice Specialty Inks
for creation section for creation rules.
Item Cost Weight
Copying your sketchbook Bestial ink 125 gp 1 oz
Artists can copy a design from their own sketchbook into Detection ink 600 gp 1 oz
another book – for example, if they want to make a backup
copy of their sketchbook. This is just like copying a new Elemental ink 150 gp 1 oz
template, but faster and easier, since they understand their Glamour ink 75 gp 1 oz
own notation and already know how to apply the tattoo. They Glow ink 75 gp 1 oz
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 Metallic ink 150 gp 1 oz
same procedure to transcribe the designs that they can Mood ink 115 gp 1 oz
remember (an amount equal to their Intelligence (History)
modifier, minimum of 0) into a new sketchbook. Filling out the Prismatic ink 125 gp 1 oz
remainder of the sketchbook requires them to find new Shifting ink 1,500 gp 1 oz
templates to copy, as normal. For this reason, many artists
keep backup sketchbooks in a safe place. Temporary ink 10 gp 1 oz
Three dimensional ink 350 gp 1 oz
 

Application | Magical Tattoos


5
Description In order for this ink to display its true power, they must first
have one tattoo made with shifting ink. Then, they must use
Bestial ink: This ink serves as an addition to tattoos the ink's power to shift the ink through the their skin, leaving
containing animals, as a small illusory spell contained within the spot bare once more. A second tattoo is then made in the
allows for the affected areas in the tattoo to feel like fur, same spot and of the same size. Once this is done the subject
feathers, scales, etc. has the ability to switch between two different tattoos every
Detection ink: This Ink is specially mixed and imbued with short rest and therefore change their given magical effects.
the ability to detect the presence of certain creatures. The ink The tattoos created from shifting ink are counted as one
may come in a variety of colors, and begins to faintly glow tattoo, and only one magical tattoo limit check is needed.
when within 100 feet of the creature in question. For example, Tattooist’s tools: This kit comes in a sturdy leather case
an ink may be mixed in order to detect members of the and contains needles and sketchbook of known tattoos. The
goblinoid family, in which case it would be referred as ink of needles are imbued with Ethereal magic that allows them to
goblinkind detection. penetrate any and all types of skin, scales, fur, feathers, shells,
Elemental ink: This ink is purely cosmetic in most and carapaces.
circumstances, coming in a variety of elemental styles. Some Temporary ink: This ink appears as normal black ink, only
may make the lines of a tattoo appear to burn like molten lava, it is applied on top of the skin with a thin brush. Tattoos made
while others may cause it to appear as if they were filled with with this ink last up to one week or until they are washed
glimmering gemstones. While this is normally cosmetic, if the away with water.
appropriate elemental ink is aligned with a specific tattoo, it Three dimensional ink: This ink comes in the smame
may amplify the effects of such a tattoo. For example, a Fist of standard variety of colors as normal ink. When applied to a
the elements would become stronger if drawn using elemental subject the ink appears normal. However, the one who wears a
aligned ink. tattoo made with this ink may take one *bonus action in order
Full ink set: Two 1 oz bottles of the following colours - to create a stunning cosmetic effect in which the design of the
purple, blue, green, yellow, orange, red, black, and white. tattoo appears to float off of their skin and hover above it.
Glamour ink: This ink causes lines drawn with it to glitter While this effect is active the tattoo may also animate slightly,
like a thousand stars. These inks come in a variety of colours. spinning or curling around the body part on which it is
Glow ink: Tattoos inked with this concoction are pale printed.
versions of their colours while in the light, but in dim or dark
conditions glow vibrantly with their appropriate colour. Ink Production
Medical supplies: A kit for cleaning tattooist’s tools. Each
kit can sterilise tattooist’s tools 10 times. Inks are typically made by mixing natural dyes or pigments
Metallic ink: Tattoos made with this ink make it appear as from plants or insects together with a base made of hide glue
though the subject has organically-flexible metal inlays or gum arabic. The ingredients used are easily found in
embedded in their skin. These inks come in a variety of nature, and artists will often take note of locations of berry
colours, from gold and silver to rusty iron. bushes or a colony of prismatic beetles, where they may find
Mood ink: Appears as plain grey ink, but once applied this their next source of colour.
ink changes colour depending on the wearer’s feelings. Specialty inks may also carry unique properties, reacting to
the presence of certain creatures or imbuing the inks with the
Emotion Color force of the elements. Given the special nature of the
Anger, Irritation Red
materials, these inks usually take longer to make, and their
ingredients are more difficult to find.
Nervousness, Fear Orange The table details some common ink ingredients, and may
Surprise, Shock Yellow vary according to your DM’s world.
Disgust, Jealousy Green Ink Ingredients
Sadness, Depression Blue DC to
Ink Price/oz Source Rush
Happiness, Infatuation Purple
Ink
5 cp Animal bones, gum arabic 5
base
Prismatic ink: Appearing to be a swirling mass of rainbow
colours while in a bottle, this ink causes lines tattooed with it Bestial
125 gp Snakes, scorpions, spiders 17
to become beautiful and iridescent in appearance. ink
Sketchbook: A book containing sketches of all the artist’s Black
known tattoo designs. Has 50 blank pages. ink
10 gp Octopuses, squids 10
Shifting ink: One of the rarest and most prized inks among
artists, shifting ink allows the subject possessing the tattoo to Blue
6 gp
Knotweed, cornflowers, woad,
10
switch between two different tattoos. Artists will often take ink dogwood bark
this ink whenever they can find it, regardless of whatever Brown
6 gp
Birch bark, coneflowers, dandelion
10
colour they happen to find it in. ink root, hollyhock flowers

Materials | Magical Tattoos


6
DC to Size and Spell Base
Ink Price/oz Source Rush Name Location Intricacy Slot DC Price
Detection Blood, and a sliver of the heart Small 2nd- Ink +
600 gp 20 All Seeing Eye Head 12
ink of the appropriate creature Average level 2,500 gp
Fire, Water, Earth, Air Mark of the Small 1st- Ink +
Elemental Anywhere 10
150 gp elementals, dragon blood, 17 Anchor Simple level 1,000 gp
ink
genasi blood
Ink +
Large 5th-
A mixture of equal parts Spirit of the Bear Anywhere 17 10,000
Glamour ink 75 gp 13 Ornate level
coloured and metallic inks gp
Fireflies, glow worms, lantern Medium 2nd- Ink +
Glow ink 75 gp 13 Scar of Bravery Anywhere 12
fish, cat shark Simple level 3,000 gp
Chamomile leaves, foxgloves, Ink +
Green ink 1 gp 10 Large 5th-
larkspur, pine needles, grass Spirit of the Bull Anywhere 17 10,000
Ornate level
gp
Powdered mica, gold, silver,
Metallic ink 150 gp bronze, brass, copper, iron, 15 Ink +
Large 5th-
steel Spirit of the Cat Anywhere 17 10,000
Ornate level
gp
Mood ink 115 gp Mimic blood, couatl scales 13
Mark of the Small 1st- Ink +
Barberry shrubs, alder tree Leg 10
Orange ink 3 gp 10 Cheetah Simple level 1,500 gp
root, bloodroot, carrots
Small 2nd- Ink +
Prismatic Prismatic beetles, flail snail Eye of Darkvision Head 12
125 gp 13 Average level 2,500 gp
ink shell
Ink +
Cherry tree root, maple bark, Mark of the Large 4th-
Purple ink 15 gp 10 Chest 25 30,000
elderberries, blueberries Death Walker Ornate level
gp
1,500 Mark of the Medium 3rd- Ink +
Shifting ink The ink must be wished upon N/A Anywhere 14
gp Driftglobe Average level 3,000 gp
Autumn leaves, beetroot, Mark of the Medium 4th- Ink +
Red ink 7 gp hemlock, chokecherries, 10 Arm 15
Dryad Ornate level 7,000 gp
rosehips
Ink +
Temporary Spirit of the Large 5th-
10 gp Charcoal, lampblack 10 Anywhere 17 10,000
ink Eagle Ornate level
gp
Three Fist of the Medium 2nd- Ink +
Displacer beast blood, cloaker Arm 14
dimensional 350 gp 20 Elements Average level 3,500 gp
blood
ink
Mark of Medium 2nd- Ink +
Snowdrops, edelweiss, bone, Anywhere 12
White ink 10 gp 10 Elvenkind Simple level 3,000 gp
ivory
Medium 4th- Ink +
Safflowers, alfalfa seeds, Mark of the Flock Anywhere 15
Ornate level 7,000 gp
Yellow ink 3 gp barberry bark, goldenrod 10
flowers Shield of the Fire Large 4th- Ink +
Anywhere 15
Guardian Average level 4,000 gp
Ink making process Fortress Tattoo Anywhere
Large 4th-
15
Ink +
Average level 8,500 gp
The production of ink takes two hours per 1 oz bottle,
including preparing the raw materials, extracting the pigment, Mark of the
Anywhere
Large 4th-
15
Ink +
and combining it with the base. An artist may make 30 gp Tarrasque Average level 6,000 gp
worth of inks a day. This method of production has no Mark of Medium 5th- Ink +
associated costs other than time and the required Telepathy
Head
Ornate level
20
5,000
components.
Medium 6th- Ink +
Eye of Truesight Head 25
Crafting success = 1d20 + Dexterity modifier Ornate level 6,000
Medium 2nd- Ink +
Rushing the production of ink requires a little more skill. Mark of the Viper Anywhere
Simple level
12
3,000 gp
The costs of production are half the market price of the ink
and half an hour per 1 oz bottle. Mark of the
Arm
Small 2nd-
12
Ink +
The only exceptional ink is shifting ink. A wish may imbue Weaponmaster Average level 3,500 gp
an unlimited number of 1 oz jars with the shifting ability, and
no other cost is required.
Magical Tattoo Catalogue
Ink Production | Magical Tattoos
Size and Spell Base Size and Spell Base
Name Location Intricacy Slot DC Price Name Location Intricacy Slot DC Price
Ink + Ink +
Large 5th- Small 1st-
Spirit of the Fox Anywhere 17 10,000 Tattoo of Sacrifice Anywhere 10 1,000
Ornate level Simple level
gp gp
Ink + Ink +
Small 1st- Tattoo of the Medium 2nd-
Mark of the Frog Leg 10 1,000 Head 17 3,500
Simple level Dragon Ornate level
gp gp
Ink + Tattoo of Small 1st- Ink +
Mark of the Medium 4th- Head 10
Anywhere 15 3,500 Censorship Simple level 750 gp
Healer Ornate level
gp
Ink +
Tattoo of Small 3rd-
Ink + Anywhere 15 2,000
Shield of the Ice Large 4th- Insurance Ornate level
Anywhere 15 4,000 gp
Guardian Average level
gp
Ink +
Tattoo of Large 4th-
Ink + Back 17 6,000
Large 3rd- Invisiblity Average level
Wings of Ink Back 15 3,500 gp
Simple level
gp
Ink +
Large 5th-
Ink + Tattoo of Blinking Chest 20 7,500
Mark of the Medium 2nd- Ornate level
Anywhere 12 2,000 gp
Kraken Simple level
gp
Ink +
Tattoo of the Large 3rd-
Ink + Anywhere 15 3,000
Large 5th- Beast Average level
Spirit of the Owl Anywhere 17 10,000 gp
Ornate level
gp
Ink +
Tattoo of Small 1st-
Ink + Anywhere 14 2,000
Mark of the Small 1st- Resilience Ornate level
Anywhere 10 1,500 gp
Pacifist Simple level
gp
Ink +
Mark of the Medium 1st
Ink + Arm 15 1,000
Mark of the Medium 4th- Archer Average level
Anywhere 15 7,000 gp
Packmaster Ornate level
gp
Ink +
Mark of the Medium 1st
Ink + Arm 15 1,000
Mark of the Small 2nd- Bladesman (etc.) Simple level
Arm 12 3,000 gp
Pufferfish Average level
gp
Large 1st Ink +
Mark of the Bull Chest 13
Ink + Simple level 800 gp
Small 2nd-
Eye of the Seer Head 12 2,500
Average level Ink +
gp Tattoo of the Iron Medium 2nd-
Chest 16 1,000
Heart Ornate level
Ink + gp
Mark of the Small 2nd-
Anywhere 12 2,500
Shadow Average level Ink +
gp Medium 4th-
Mark of the Ghast Arm 17 1,500
Average level
Ink + gp
Mark of the Small 3rd-
Arm 14 3,500
Soulmates Ornate level Ink +
gp Mark of the Medium 4th-
Arm 17 1,500
Pitfiend Average level
Ink + gp
Mark of the Medium 4th-
Arm 15 7,000
Snake Charmer Ornate level Ink +
gp Slave's/Owner's Small 1st-
Anywhere 12 1,000
Mark Simple level
Ink + gp
Mark of the Medium 2nd-
Leg 12 2,000
Spider Simple level Ink +
gp Tattoo of Major Large 2nd
Torso 18 2,000
Protection Ornate level
Ink + gp
Mark of the Medium 4th-
Anywhere 30/25 8,000
Spiritmaster Ornate level Ink +
gp Tattoo of Medium 1st
Torso 15 1,000
Protection Ornate level
Ink + gp
Large 5th-
Spirit of the Stag Anywhere 17 8,000
Ornate level Tattoo of Small 1st Ink +
gp Arm 12
Shielding Simple level 500 gp
Ink +
Tattoo of the Small 1st- Tattoo of Small 1st Ink +
Anywhere 10 2,000 Anywhere 12
Familiar Simple level Glowlight Simple level 200 gp
gp

Magical Tattoo Catalogue | Magical Tattoos


8
Size and Spell Base
Name Location Intricacy Slot DC Price Mark of the Cheetah
Tattoo of the Medium 2nd Ink + Your legs become light with the speed and agility of a cheetah.
Leveling Blow
Arm
Average level
14
1,000 gp Activation Time: 1 action
Small 1st Ink +
Duration: 1 hour
Mark of the Saint Arm
Ornate level
12
750 gp
Frequency: Once per long rest
The wearer’s speed increases by 5ft. This tattoo can be
Tattoo of the
Arm
Medium 3rd
16
Ink + taken a second time on the other leg for an additional +5 to
Stunning Blow Ornate level 2,500 gp movement speed.
Mark of the Medium 4th Ink +
Charging Blow
Arm
Average level
15
2,000 gp Eye of Darkvision
Mark of the Medium 5th Ink + Your eyes become accustomed to total darkness. You can see
Ground Slam
Arm x2
Ornate level
20
5,000 gp into the darkest corners of the world.
Ink +
A complex tattoo of an eye with a slit pupil is made on the
Mark of Spell
Arm x2
Medium 5th
25 10,000
subject. The wearer gains the ability to see in the dark, and
Binding Ornate level
gp 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
Magical Tattoo applies no magical effect.
Descriptions Mark of the Death Walker
All Seeing Eye Potent magic in the form of protective runes and abjuration
magic give the wearer the protection from the most final of
Your mind feels more limber, accurately discerning the endings, death.
opinions and intent of others. Duration: Instantaneous
The wearer gains advantage on Wisdom (Insight) checks. Frequency: Once every 30 days
If the wearer would drop to 0 hit points as a result of taking
Mark of the Anchor damage, the wearer instead drops to 1 hit point. Alternatively,
Your body feels heavier, feet more firmly planted on the if the wearer is subjected to an effect that would kill it
ground. instantaneously without dealing damage, that effect is instead
The wearer gains advantage against effects that would negated against the wearer.
move them, or knock them prone. Once either effect is used, it cannot be used again for
another 30 days.
Scar of Bravery To ward against death is a rare and powerful ability that
few artists have learned to harness in their art. The artist
Your mind feels more more robust. The trauma and pain you must successfully make a DC 25 check to apply the tattoo.
have experienced bolsters your resolve. Please note crafting rolls must be made for each session.
The wearer gains advantage on saving throws against being
frightened. Mark of the Driftglobe
Spirit of the Bear You become as dazzling as the Sun, illuminating even the
darkest of nights.
You feel blessed with the endurance of a bear. The wearer’s Activation Time: 1 action
Constitution score increases by +1. Duration: 1 hour
This tattoo will not raise the wearer’s Constitution score frequency: Once per long rest
above 20. The wearer emanates a 60 ft. radius sphere of light that
moves with them. The sphere is bright light and sheds dim
Spirit of the Bull light for an additional 60 feet. Completely covering the
You feel blessed with the strength of a bull. affected object with an opaque object, such as a bowl or a
The wearer’s Strength score increases by +1. This tattoo helm, blocks the light.
will not raise the wearer’s Strength score above 20. 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
Spirit of the Cat the darkness is dispelled.
You feel blessed with the grace of a cat. This tattoo also illuminates areas overlapping with
darkness created by the Mark of the Kraken.
The wearer’s Dexterity score increases by +1. This tattoo
will not raise the wearer’s Dexterity score above 20.
 

Magical Tattoo Description | Magical Tattoos


9
Mark of the Dryad Mark of the Flock
Creepers and vines swathe your arm, grasping and strangling An unkindness of ravens take flight from your tattoo, the inky
anything and everything that draws too close. designs now taking sinister material form. The cawing birds
Activation Time: 1 action circle around you, awaiting your commands.
Duration: Concentration, up to 1 minute Activation Time: 1 action
Frequency: Once per long rest Duration: Concentration, up to 1 hour
This tattoo looks like some form of plant life (roses, ivy, etc.) Frequency: Once per long rest
and spirals all the way along its wearer's arm. As an action, The wearer may summon 1d10 ink ravens, which disappear
the wearer of this tattoo may activate its effects. Upon when they drop to 0 HP or when they are more than 150 ft.
activation the plant life comes to life on the wearer's arm, away. The ravens are friendly to you and your companions.
coiling around it and responding to the wearer's mental Roll initiative for the ravens as a group, which have their own
commands. The plant life growing from the wearer count as a turns. They obey any verbal commands that you issue to them
weapon with a 15 foot reach, which does 3d6 bludgeoning (no action required). If no commands are issued, they defend
damage. As a bonus action, the wearer may choose to themselves from hostile creatures, but otherwise take no
entangle the target in their plants. The target makes a actions.
Dexterity saving throw against the user's Constitution bonus + Any article of clothing which covers the tattoo upon
proficiency bonus + 8. On a failure, the target is grappled by activation is destroyed in the process as the ravens fly through
the plant matter. They may make an Acrobatics or Athletics the cloth. If the tattoo is covered by armor, the tattoo will not
skill in an attempt to break free. activate.
This tattoo must be drawn with either plant-aligned At least three jars of three dimensional ink must be
elemental ink or three-dimensional ink. used to grant this tattoo’s effects.
Spirit of the Eagle Shield of the Fire Guardian
You feel blessed with the splendour of an eagle. A wave of smouldering flames cloak your body, protecting you
The wearer’s Charisma score increases by +1. This tattoo from the cold.
will not raise the wearer’s Charisma score above 20. Activation Time: 1 action
Duration: 10 minutes, or until dismissed
Fist of the Elements Frequency: Once per long rest
Your fist is wreathed in pure natural energy, channeling the The wearer’s body is wreathed in thin and wispy flames that
power of the Elemental Planes. Lightning ripples through grant resistance to cold damage, and shed bright light in a 10-
your arm as it barrels towards your opponents with the force foot radius and dim light for an additional 10 feet.
of a tsunami. In addition, whenever a creature within 5 feet of you hits
Activation Time: 1 action you with a melee attack, the flames erupt in a scalding heat,
Duration: 1 minute dealing 2d8 fire damage to the attacker.
Frequency: Special (# of times equal to Con Mod.)
The wearer’s unarmed strikes are considered magical, have Fortress Tattoo
a +1 bonus to attack and damage rolls, and deal an extra 1d6 You are able to steel yourself against stronger blows, dodge
of damage corresponding to the ink used. faster out of the way of danger, and guard your mind against
If the Fist deals fire damage and targets a flammable object the invasion of enemy spells. Focussing a little more, you feel
that is not being worn or carried, the target catches fire. Plant- your blood grow hot as your constitution is bolstered by the
based creatures take an additional +2 damage from your fiery powers of nature.
attacks. Activation Time: 1 action
If the Fist deals lightning damage and targets a creature Duration: Special
wearing metal armour, the wearer makes the attack roll with Frequency: Once per long rest
advantage. This also applies against targets made completely The wearer may use an action to activate the tattoo's
out of metal (e.g. metal golem). primary effect. The wearer gains a +1 bonus to AC and all
If the Fist deals ice damage, any attacks made with the Fist saving throws. The tattoo’s effects last for ten minutes.
against fire-based creatures, do +2 damage. The wearer may use an additional action to activate the
You may choose from fire-aligned ink, ice-aligned ink, tattoo’s secondary effect. The wearer gains resistance to
metal-aligned ink (bludgeoning damage), air-aligned ink damage corresponding to the ink with which it was applied.
(lightning damage), earth-aligned ink (piercing damage), or The additional effects are concentration and last for one
acid-aligned ink. minute. Once this effect is used, it cannot be used again for
another seven days.
Mark of Elvenkind At least two jars of metallic ink or earth-aligned
Sylvan magic runs through your veins, granting you the most elemental ink must be used to grant the tattoo’s primary
common blessing of the Feywild. effect. Bestial or elemental ink must be used to grant the
The wearer gains immunity to magical sleep, and has tattoo’s secondary effect.
advantage on saving throws against being charmed.
 

Magical Tattoo Description | Magical Tattoos


10
Spirit of the Fox Mark of the Kraken
You feel blessed with the cunning of a fox. Like the Kraken, you are able to shroud your surroundings in
The wearer’s Intelligence score increases by +1. This tattoo darkness, making your strikes all the more unpredictable.
will not raise the wearer’s Intelligence score above 20. Activation Time: 1 action
Duration: 1 hour
Mark of the Frog Frequency: Once per long rest
Your legs become coiled springs, waiting to unleash the Magical darkness fills a 15 ft. radius sphere centred on the
jumping prowess of the frog. tattoo and it moves with them. Creatures with darkvision
Activation Time: 1 action cannot see through this darkness, and non magical light
Duration: 1 minute cannot illuminate it. Completely covering the source of the
Frequency: Once per long rest darkness with an opaque object, such as a bowl or a helm,
The wearer’s jump distance is tripled. blocks the darkness.
If any of this effect’s area overlaps with an area of light
Mark of the Healer created by a spell of 2nd level or lower, the spell that created
the light is dispelled.
Healing energy radiates from you in a soft golden glow.
Activation Time: 1 action Spirit of the Owl
Duration: Concentration, up to 1 minute You feel blessed with the wisdom of an owl.
Frequency: Once per long rest The wearer’s Wisdom score increases by +1. This tattoo will
Each creature (including enemies) within a 30 ft radius not raise the wearer’s Wisdom score above 20.
regains the maximum number of hit points possible from any
healing. Mark of the Pacifist
Shield of the Ice Guardian You exude calmness and serenity, discouraging even the most
bloodthirsty foes from attacking you.
A shell of chilling frost cloaks your body, protecting you from Activation Time: 1 bonus action
flames. Duration: 1 minute
Activation Time: 1 action Frequency: Once per long rest
Duration: 10 minutes, or until dismissed Any creature who targets the wearer with an attack or a
Frequency: Once per long rest harmful spell must first make a DC 15 Wisdom saving throw.
The wearer’s body is wreathed in glistening snowy tendrils On a failed save, the creature must choose a new target or
that grant resistance to fire damage, and shed bright light in a lose the attack or spell. This tattoo doesn't protect the wearer
10-foot radius and dim light for an additional 10 feet. from area effects, such as the explosion of a fireball.
In addition, whenever a creature within 5 feet of you hits The tattoo's effects end early if the wearer makes an attack
you with a melee attack, the tendrils erupt in a biting frost, or casts a spell that affects an enemy creature.
dealing 2d8 cold damage to the attacker.
Mark of the Packmaster
Wings of Ink
A pack of wolves leap from your tattoo, the inky designs now
Inky, rippling wings spring from your back, granting the taking sinister material form. They shake their heads and
elusive, and most coveted ability of all – flight. howl to the sky, awaiting your commands.
Activation Time: 1 action Activation Time: 1 action
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 hour
*Frequency: Once per long rest Frequency: Once per long rest
The wearer gains a flying speed of 60 ft. for the duration. The wearer may summon 1d4 ink wolves (same color as
When the spell ends, the target falls if it is still aloft, unless it depicted in the tattoo), which disappear when they drop to 0
can stop the fall. HP or when they are more than 150 ft. away. The wolves are
Armour that is not specifically designed to accommodate friendly to you and your companions. Roll initiative for the
wings will not allow you to manifest them, and clothing that is wolves as a group, which have their own turns. They obey any
not specifically designed to accommodate wings will be verbal commands that you issue to them (no action required).
ruined. If no commands are issued, they defend themselves from
At least two jars of three dimensional ink must be used hostile creatures, but otherwise take no actions.
to grant this tattoo’s effects. 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.

Magical Tattoo Description | Magical Tattoos


11
Mark of the Pufferfish Mark of the Spider
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.
Activation Time: 1 reaction Activation Time: 1 action
Duration: Instantaneous Duration: Concentration, up to 1 hour
Frequency: Whenever wearer is part of a grapple Frequency: Once per long rest
When the wearer enters a grapple with another creature, The wearer gains the ability to move up, down, and across
the wearer may extend sharp poisonous spines from the vertical surfaces and upside down along ceilings, while
tattooed area. If the other creature is still in physical contact leaving its hands free. The wearer also gains a climbing speed
with the wearer (i.e. part of the grapple) at the end of its turn, equal to its walking speed.
the spines deal 1d4 poison damage.
Mark of the Spiritmaster
Eye of the Seer A necromantic energy ripples through your mark, extending
Your eyes feel keener, seeing your surroundings in higher long smoky tendrils towards the undead. The tendrils
definition. constrict the spirit, overriding their will with yours.
The wearer gains advantage on Wisdom (Perception) Activation Time: 1 action
checks. Duration: 1 hour
Frequency: Once per long rest
Mark of the Shadow Choose one incorporeal undead entity within 60 feet. The
A veil of shadows and silence radiates from you, masking you target must succeed on a Charisma saving throw or become
from detection. charmed by the wearer. The saving throw DC is equal to 8 +
Activation Time: 1 action wearer’s proficiency bonus + wearer’s Charisma modifier.
Duration: Concentration, up to 1 hour If the target has an Intelligence of 8 or higher, it has
Frequency: Once per long rest advantage on the saving throw.
The wearer gains a +10 bonus to Dexterity (Stealth) and Possession of the undead is a rare and powerful ability
cannot be tracked except by magical means. The wearer that few artists have learned to harness in their art. The
leaves behind no tracks or other traces of its passage. artist must successfully make a DC 30 check to apply the
tattoo. If undead-aligned detection ink is used, the artist
Mark of the Snake Charmer must successfully make a DC 25 check instead. Please
note crafting rolls must be made for each session.
A knot of snakes erupts hissing from your tattoo, the inky
designs taking sinister material form. Forked tongues taste Spirit of the Stag
the air as they flare their hoods, awaiting your commands. You feel blessed with the vigilance of a stag.
Activation Time: 1 action The wearer gains a +1 bonus to initiative.
Duration: Concentration, up to 1 hour
Frequency: Once per long rest Mark of the Tarrasque
The wearer may summon 1d6 ink viper (same color as
depicted in the tattoo) into being which curl around the A warmth washes over you as the fortitude of the legendary
wearer's arm. These vipers follow the mental commands of tarrasque fills your veins.
the wearer and last until killed. Once all ink vipers are killed, Activation Time: 1 action
the tattooed snakes reappears on the wearer's arm. Duration: 1 hour
At least three jars of three dimensional ink must be Frequency: Once per long rest
used to grant this tattoo’s effects. The wearer gains 5 temporary hit points every round for an
hour (these do not stack). When the tattoo’s effects end, the
Mark of the Soulmates wearer loses any remaining temporary hit points.
As the lives of two overly-attached people intertwine, you learn Mark of Telepathy
how to draw on each other’s strengths and shoulder their
burdens. You can extend your consciousness to meet other minds,
Activation Time: 1 action forming a mental channel. Thoughts, emotions, and images
Duration: 1 hour flood over the connection as your minds meld, overwhelming
Frequency: Once per long rest your senses for a few seconds.
The wearer gains a +2 bonus to AC and saving throws while You may send the message cantrip at will without having to
they are within 30 feet of each other. Also, each time the use any components.
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.
 

Magical Tattoo Descriptions | Magical Tattoos


12
Damage Type Breath Weapon
Eye of Truesight
Fire 15 ft. cone (Dex save)
A third eye stares unblinkingly out from your forehead, seeing
through illusions and observing other Planes of existence. Cold 15 ft. cone (Con save)
Activation Time: 1 action Acid 5 by 30 ft. line (Dex save)
Duration: 1 hour
Frequency: Once per long rest Lightning 5 by 30 ft. line (Dex save)
The wearer gains the ability to see things as they actually Poison 15 ft. cone (Con save)
are. For the duration, the creature has truesight, notices
secret doors hidden by magic, and can see into the Ethereal As an action you may activate this tattoo to unleash a burst
Plane, all out to a range of 120 feet. of elemental energy from your mouth, allowing them to make
*Truesight is a rare and powerful ability that few artists have this attack a number of times per long rest equal to their
learned to harness in their art. The artist must successfully Constitution modifier. The base damage of this weapon is
make a DC 25 check to apply the tattoo. Please note crafting equal to 3d6, but the wielder may spend hit dice to increase
rolls must be made for each session. the damage, adding 1d6 per hit dice spent. Affected creatures
may make a saving throw to take half damage, with the DC
Mark of the Viper equal to 8 + the bearer's Constitution modifier + their
Your body becomes stronger, resisting poisonous effects as if proficiency bonus.
you’d become the viper. Tattoo of Censorship
The wearer gains advantage on Constitution saving throws
made against poison, and gain poison resistance. You've decided that the swear jar needs to stop being filled.
This tattoo passively monitors the vocal cords of the person
Mark of the Weaponmaster who wears it. When the tattoo is first inscribed, choose any
Your weapon feels like an extension of your body, lighter, number of key words. If the subject attempts to speak any of
sharper, deadlier. You will strike down any who dare challenge these words, the tattoo will flare up, dealing 1d4 fire damage
the weaponmaster. to the subject and magically preventing them from speaking
Activation Time: 1 action the chosen word.
Duration: Concentration, up to 1 hour Tattoo of Insurance
Frequency: Once per long rest
Any weapon held by the wearer becomes a magic weapon You've decide to take out an insurance policy, here's hoping
with a +1 bonus to attack rolls and damage rolls. you never need to use it.
Frequency: Once per long rest
Tattoo of Sacrifice When this tattoo is first inscribed, select any number of
You embrace death, so others may live or perhaps its the other criteria that can be as complicated or simple as necessary. If
way around the criteria are met at any point, this tattoo will flare up,
Activation Time: 1 action casting a localised Fireball spell on the subject. The subject
suffers the maximum damage of the Fireball and everyone
When this tattoo is enscribed you can choose either one of within range must save against the spell. The DC of the spell
these forms: is the same as the spellcasting DC of the person who
As an action, you may sacrifice half of your current hit inscribed the tattoo.
points to grant half that total to one creature that you can Tattoo of Invisibility
touch.
As an action, a willing creature can touch this tattoo and If your eyes could perceive the imagery contained within this
sacrifice half of their current hit points to grant you half of tattoo, you would have to stop yourself from blushing
that total. Activation time: 1 Action
Duration: Special
Maw of the Dragon By using an action, the subject may use this tattoo to turn
invisible, along with any items they are holding or wearing. At
Energy fills your lungs, as the power of dragons, empowers the start of each round that the subject is invisible, and
the very air your breathe whenever they attack or cast a spell while invisible, they lose
Activation Time: 1 action one hit die. If they have no hit dice left to lose, then they take
Duration: Instantaneous 1d6 necrotic damage instead. The invisibility can be ended
Frequency: Special freely at any point on the subject's turn, and ends
When this tattoo is first inscribed, select any one of the automatically if the user drops to 0 hit points.
elements described below which affect the damage type and
shape of this weapon.

Magical Tattoo Descriptions | Magical Tattoos


13
Tattoo of Blinking Tattoo of Resilience
This tattoo randomly disappears from your skin only to find Activation Time: 1 Bonus Action
itself in the ethereal plane for a few seconds, when it returns it Duration: Special
seems to have move an inch from where it use to be Frequency: Once per short or long rest
Activation Time: 1 Action As a bonus action, the wearer can activate this tattoo to
Duration: Instantaneous temporarily gain resistance to one damage type of their
Frequency: Once per long rest choice. At the start of each of the wearer's turns, while this
By using an action, the subject may use this tattoo to effect is active, they must make a Constitution saving throw.
teleport themselves to a location as per the Dimension Door On a success the effect continues, or they may choose to end
spell. For every 25 ft that the subject teleports, they must the effect for free, losing the resistance.
spend one hit die or, if they have no hit dice left, suffer 1d6 On a failure the effect immediately ends, and the subject
necrotic damage. gains vulnerability to the original damage type for 1d4 rounds.
A second creature may be teleported as well, if the subject is The DC of the saving throw starts at 5, and increases by 5
holding them, but the subject must expend hit dice every 15 ft after each successful save.
instead. After using this tattoo the subject must make a DC 15
Constitution saving throw or become incapacitated for 1d4 Mark of the Archer
rounds. This tattoo gives the wearer +1 on attack rolls with any bow or
Tattoo of the Familiar crossbow, they are proficient in.
Perhaps. this tattoo resembles a pet you always wanted or did Mark of the Bladesman (Maceman,
have in your childhood. Either way you have it now. Knifeman, etc.)
Activation Time: 1 Action
Duration: Special This tattoo gives the wearer +1 to damage with any specific
When this tattoo is first inscribed, select any of the common melee weapon they are proficient in and that is wielded in the
animal forms from the Find Familiar spell description. The tattooed arm. The weapon in question is pictured somewhere
tattoo resembles this creature. As an action the subject may in the art of the tattoo.
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 Mark of the Ironheart
short amount of time, which the subject decides upon when This tattoo gives the wearer 5 additonal hit points.
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, Mark of the Ghast
suffer 1d6 necrotic damage per round. This cost is consumed Activation Time: 1 Bonus Action
immediately when the tattoo is activated.
The familiar exists for the bartered duration, or until it is This tattoo resembles swirling mist which wraps around
slain. It behaves in the same manner as familiars summoned the arm of the wearer. the wearer may activate this tattoo as a
by the Find Familiar spell, treating the bearer of the tattoo as bonus action, causing the lines of the tattoo to glow slightly
its summoner. and their arm to change shape. The wearer's arm pales in
color and grows into that of a ghoul, fingers sharpening and
Tattoo of the Beast elongating into a terrible clawed hand.
Any article of clothing not meant to accomidate the change
You admire the strength of this creature, you've decide to add in limb size is destroyed in the process. If the arm is covered
its strength to your own. in armor not meant to accommodate the change in limb size,
Activation Time: 1 Action the limb grows anyways and begins to crush the wearer's arm
Duration: 1 minute for 1d6 bludgeoning damage per round.
When this tattoo is first inscribed, select any beast, which A melee attack with this arm does 2d6+3 slashing damage.
this tattoo must resemble. As an action the subject may If the target is a creature other than an undead, it must
activate this tattoo to cause the animal to leap from the ink, to succeed on a DC 10 Constitution saving throw or be
an open space within 5 ft. Upon summoning the creature, the paralyzed for 1 minute. The target can repeat the saving
user must immediately expend a number of hit dice equal to throw at the end of each of its turns, ending the effect on itself
five times the creature's challenge rating (rounded up). If the on a success.
user doesn't have enough hit dice they instead suffer 1d6
necrotic damage for each hit dice they don't have. If this Mark of the Pit Fiend
reduces the tattoo bearer to zero hit points, then the Activation Time: 1 Bonus Action
summoned creature suffers the overflow damage.
The creature is friendly to the tattoo-bearer and acts on its This tattoo resembles hellish imagery mixed with infernal
own initiative, following the commands of its summoner to runes which covers an entire arm. the wearer may activate
the best of its abilities. This creature disappears after 1 this tattoo as a bonus action, causing the runes of the tattoo to
minute, or when it is slain. glow and their arm to change shape. The wearer's arm grows
disproportionately larger and becomes scaley and red, their
  hand tipped with razor sharp, black claws.

Magical Tattoo Descriptions | Magical Tattoos


14
Any article of clothing not meant to accommodate the change Tattoo of the Stunning Blow
in limb size is destroyed in the process. If the arm is covered
in armor not meant to accommodate the change in limb size, Frequency: Once per short or long rest.
the limb grows anyways and begins to crush the wearer's arm This tattoo appears as a fist on the back of your hand. When
for 1d6 bludgeoning damage per round. you hit an enemy with an unarmed attack you can use this to
A melee attack with this arm does 3d6+8 bludgeoning force them to make a Constitution saving throw against your
damage. If fire-aligned elemental ink is used to draw this spell save DC. On a failure, they are stunned until the end of
tattoo, the attack also does 1d6 fire damage. their next turn.
Slave's\Owner's Mark Mark of the Charging Blow
This tattoo is meant to be applied to a prisoner or slave in Activation Time: 1 Bonus Action
order to prevent them from escaping. the small tattoo is a sort Frequency: Once per short or long rest
of brand. when the bearer moves move then 150 feet away This tattoo of a bull appears on your arm. As a Bonus
from a wearer of the Owner's mark, the mark begins to glow action, you can use this take a Dash action. If you move at
like a burning coal and begins to inflict 1d4 fire damage per least 20 feet using this ability and then hit with an unarmed
round onto its bearer. attack, the hit does maximum damage and pushes the target
If drawn in fire-aligned elemental ink, the mark instead backwards a number of feet equal to 5 x your Strength
inflicts 1d6 fire damage per round. modifier.
The Owner's mark is simply a different version of the
Slave's mark, acting only as a source of reference for it. Mark of the Ground Slam
Tattoo of Major Protection Activation Time: 1 Action
Frequency: Once per short or long rest
This tattoo gives the wearer +2 to Armor Class and all Saving This tattoo of a crater appears on both wrists. As an action
Throws. slam your fists into the ground. All creatures within a 15 foot
radius must make a Dexterity saving throw. On a failure they
Tattoo of Protection take 35 (10d6) and are thrown a number of feet into the air
This tattoo gives the wearer +1 to Armor Class and all Saving equal to 10 x your Strength modifier (perhaps taking
Throws. appropriate fall damage). On a success they take half damage
and are not knocked into the air.
Tattoo of Shielding
Mark of Spell Binding
Placed anywhere on your body, this tattoo of a shield can
parry minor blows. When you are hit with an attack, you can Activation Time: 1 reaction
use your reaction to add +2 to your AC. You can decide to use Frequency: Once per long rest
this after you know the roll, but before you know if the attack This tattoo of spiral appears across both of your forearms.
hits or not. You can use this a number of times equal to your When a spell is cast you can use a reaction to you raise your
Intelligence modifier per short rest. forearms and place them in such a way that connects the two
halves of the spiral, this action causes the spiral to spin,
Tattoo of Glowlight Candle drawing in the magic that triggered it, preventing its effects.
As an action on turn after this has occurred you can release
This tattoo of a candle can be placed anywhere on you body. this magic, using the statistics of the original caster.
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 (# of times equal to Con Mod.)
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.
 

Magical Tattoo Descriptions | Magical Tattoos


15
Ink Viper Flock (unkindness) of
Tiny beast, unaligned
Ink Ravens
Armor Class 13 Large swarm of Tiny beasts, unaligned
Hit Points 9 (1d4+5)
Speed 30 ft., swim speed 30 ft. Armor Class 14
Hit Points 36 (8d8)
Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA
2 (-4) 16 (+) 11 (+0) 1 (-5) 10 (+0) 3 (-4) STR DEX CON INT WIS CHA
Condition Immunities None 6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2)
Senses blindsight 10 ft., passive perception 10
Languages none Skills Perception +5
Challenge 1/8 (25 XP) Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Actions Senses passive Perception 15
Bite Melee Weapon Attack: +5 to hit, Reach 5ft., one Languages None
target. Hit: 1 piercing damage, and the target must Challenge 1/2 (100 xp)
make a DC 12 Constitution saving throw, or be
poisoned by the toxic ink which constitutes their Swarm The swarm can occupy another creature's
venom, taking 12 (4d4) poison damage on a failed space and vice versa, and the swarm can move
save, or half as much on a successful one. through any opening large enough for a Tiny Ink
raven. The swarm can't regain hit points or gain
temporary hit points.

Actions
Ink Wolf Beaks. Melee Weapon Attack: +4 to hit, Reach 5 ft.,
Medium beast, unaligned one target in the swarm's space. Hit: 9 (2d6+2)
damage. If the target is a creature, tiny inkspots of
the ravens' color embedded in their skin and must
Armor Class 14 succeed on a DC 12 Constitution or be poisoned by
Hit Points 15 (3d8+2) the toxic ink which constitutes their beaks, taking 5
Speed 40 ft. (2d4) poison damage on a failed save, or half as
much on a successful one.
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +4


Condition Immunities None
Senses passive Perception 13
Languages None
Challenge 1/2 (100 XP)

Keen Hearing and Smell. The wolf has advantage on


Wisdom (Perception) checks that rely on hearing or
smell. Pack Tactics. The wolf has advantage on attack
rolls against a creature if at least one of the wolf's
allies is within 5 feet of the creature and the ally isn't
incapacitated.

Actions
Bite. Melee Weapon Attack: +4 to hit, Reach 5ft., one
target. Hit: 7 (2d4+2) piercing damage. If the target
is a creature, it must succeed on a DC 11
Constitution or be poisoned by the toxic ink which
constitutes their fangs, taking 9 (3d4) poison
damage on a failed save, or half as much on a
successful one.

Ink Monsters | Magical Tattoos


16
Arcane Sigilist

M
astering the geometry of arcane Quick Build
diagrams is essential to studying any To quickly create an Sigilist, follow these steps. First, choose
school of wizardry, for it is in this the Sage background. Next, make either Intelligence or
manner that spellbooks are written. Charisma your highest ability score (depending on whether
However, few have undertaken the you are creating a Learned or Vessel Arcanist, respectively),
exceptionally specialized study that followed by either Dexterity or Constitution.
strives to achieve the complete
perfection over these diagrams, and to transcend spellbooks
entirely. Arcane Sigilist are their own canvases for arcane Class Features
diagrams, turning their bodies into a beautiful, yet functional, As a Sigilist, you gain the following class features
murals of arcane spells.
Arcane Sigilists are often referred to as tattooed mystics Hit Points
and are renowned for both the artistry with which they adorn Hit Dice: 1d8 per Sigilist level
their bodies and the powerful magic they summon from these Hit Points at 1st Level: 8 + your Constitution modifier
markings. Many learn the ways of tattooing from their Hit Points at Higher Levels: 1d8 (or 4) + your Constitution
forebears, the craft having been passed down through modifier per channeler level after the first.
generations of wanderers and fortune-tellers.
Proficiencies
Power Sealed Within Armor: Light armor and Shields
Sigilists — regardless of how — have found themselves with Weapons: Simple
magical power sealed within them. Unlike Sorcerers, who Tools: Tattooist kit
have an innate connection to the Weave that allows them to Saving Throws: Constitution,
cast spells, Sigilists tap into nothing but themselves and the Skills: Choose two from Arcana, Athletics, Deception,
magic that suffuses the sigils that surrround them to access History, Intimidation, Investigation, and Nature
their powers. This leads to effortless spellcasting, although
their repertoire is severely limited. Equipment
You start with the following equipment, in addition to the
Arcane Symbology equipment granted by your background:
The process of sealing magic within a person leaves them (a) leather armor or (b) a shield and commoner's clothes
with lasting marks on their skin. For some, these marks were (a) a quarterstaff or (b) any simple weapon
placed on their bodies by themselves in a special ritual, while (a) a light crossbow and 20 bolts or (b) two daggers
for others, the marks were the result of a powerful being (a) a book of lore or (b) a spellbook
tampering with their soul. In cases whether the Sigilist was (a) a scholar’s pack or (b) an explorer’s pack
willing, the marks may manifest as tattoos made from ink, Tattooist kit
however on less then willing Sigilist, the marks may be akin to
a intricate birthmark or blood rash. No matter the nature of
these marks Sigilist have an understanding of how to apply
them to others.
Creating an Arcane Sigilist
When creating an Sigilist, think about how they came to have
the magic sealed within them. If they sought out this power,
did they search for the hidden ritual or for an extraplanar
being to learn their knowledge? Regardless of the end result,
where was the location your character discovered the key bit
of knowledge that eventually led to their thievery of a bit of the
Weave, and what was the cost your character had to pay for
this power? Further, why did they decide to pursue this path to
power among the others available? If this power was forced
upon them, what kind of being was it, and does your character
know about it? Few Sigilist are born with powers, they instead
run headlong into magic, looking to make a normally external
power, a internal one.
 

Arcane Sigilist | Magical Tattoos


17
Arcane Sigilist
Level Proficiency Bonus Features Cantrips Known Empowerments Known
1st +2 Sigil Origin 2 —
2nd +2 Sigil Empowerment 2 1
3rd +2 Artistic Persuasion, Warded Sigils 2 1
4th +2 Ability Score Improvement 3 1
5th +3 Sigilistic Renewal 3 2
6th +3 Sigil Origin Feature 3 2
7th +3 Sigil Glyph 3 2
8th +3 Ability Score Improvement 4 2
9th +4 Sigil Transference 4 2
10th +4 Sigil Origin Feature 4 2
11th +4 Sigil Shroud 4 3
12th +4 Ability Score Improvement 4 3
13th +5 Sigil Reserves 5 3
14th +5 Sigil Origin Feature 5 3
15th +5 Sigil Resistance 1/LR 5 3
16th +5 Ability Score Improvement 5 3
17th +6 Sigil Resistance 2/LR 5 4
18th +6 Sigil Resistance 3/LR 5 4
19th +6 Ability Score Improvement 6 4
20th +6 Sigilistic Regeneration 6 4

Sigil Source Sigil Empowerment


When you start a 1st level, you must decide the origin of your At 2nd level, you have learned how to push yourself and your
sigils, some Sigilists have learned how to seal magical energy magic beyond their normal capacity. You learn one Spell
inside themselves; others have had it sealed within them by an Empowerment now, and you learn more as you gain levels in
outside source. Choose a Sigil Source from either Learned or this class, as shown in the Empowerments Known column of
Vessel. This determines your Spellcasting Ability and grants the Sigilist table. Whenever you gain a level in this class, you
you additional features now, and again at level 6, 10, and 14. can replace a Spell Empowerment that you know with
No matter the choice, you can accept sigils into your flesh, another that you meet the prerequisites for.
ignoring the limit for magical tattoo and their associated Con You can only use one Empowerment on a single spell. Once
save. The only limiting factor for your tattoos are space, time, you have Empowered two spells, you must finish a short or
and gold; for the purposes of this homebrew wards, sigils, long rest before you can do so again.
tattoos, and symbols are synonymous.
Empowerments
Cantrips Listed below are the different ways you can learn to empower
At 1st level, The magic sealed within you has begun to your sigils with the power sealed within you.
manifest itself. You know two cantrips from the Wizard spell
list and can cast them at will. You learn more as you gain Will to Harm
levels in this class, as shown in the Cantrips Known column of When you use this technique to empower a spell, you add your
the Sigilist table. Spellcasting Ability modifier to the damage of each effect
created by the spell (for example, if a spell creates multiple
  rays, you add it to each ray).

Arcane Sigilist | Magical Tattoos


18
Full Force Sigilistic Renewal
Prerequisites: level 7 Arcanist Starting at 5th, you have learned to replace some of your
You can use this technique on any leveled spell you cast sigils. Assuming you work 8 hours a day, you may spend 7
without spending a spell slot (not cantrips). If the spell would days removing and replacing a sigil with a new one, provided
be at its lowest level, it is instead cast at the same level as the you meet all the requirements of the new sigil.
highest level spell you can cast without spending a spell slot.
Versatile Spell Sigil Glyph
When you empower a spell with this technique, you alter the By 7th level, you have learned how to inscribe temporary sigils
material created by the spell, causing the damage type (or onto yourself which fade when expended. You can now
types) to change to another of your choice. inscribe the spell glyph of warding upon your body and are
immune to its effects. You can have 1 such glyph of warding
Health Channeling active at a time. Additionally, the glyph does not break if you
When you empower a spell with this technique, you can spend move 10 feet from where you cast it.
hit dice to raise the save DC or gain a bonus to the attack
modifier for this spell. Each hit die you spend raises the DC or Sigil Transference
spell attack modifier by 1. You cannot spend more hit dice on Starting at 9th level, you can temporarily grant a benefit from
this Empowerment than one-third your Sigilist level, rounded one of your sigils to another creature. As a bonus action, you
up. can touch a creature and a copy of the tattoo appears on them.
Distant Spell They gain the benefits of the ward for 1 hour, at which point
When you empower a spell with this technique, the spell’s the sigil fades from their skin.
range doubles. You cannot empower melee spells with this You can use this ability a number of times per long rest
technique. equal to your Intelligence Modifier. A creature cannot have
more than one ward at a time, and casting it again on the
Subtle Spell same creature replaces the old ward with the new one.
When you empower a spell with this technique, you cast it
without using verbal or somatic components. Sigil Shroud
Starting at 11th level, you have learned how to manipulate the
Driven Spell aura of your sigils in such a way that they begin to produce
If you have already used your bonus action to cast a spell, you illusions. These illusions are effectively a warping of your
can cast a 1st level spell or higher with this technique to cast appearance, allowing your to change your appearance to
it without restriction. outside observers. Once per short or long rest, you may cast
the disguise self spell innately.
Artistic Aura
At 3rd level, you have learned how to channel the presence of Sigil Reserves
your sigils into to your presence. During a short or long rest, At 13th level, your sigils have become so suffused in magic,
you can spend one hour empowering your sigils, causing them that it has built up a considerable reserve within you, if at
to release a strong aura. When you make a charisma-based anytime you use a sigil that has a frequency property, you can
skill check, you can expend a portion of the aura to add your choose to ignore it. Once you have ignored a frequency, you
spellcasting modifier (intelligence or charisma) to the must finish a short or long rest before you can do so again.
charisma-based skill check. You can release the aura, a
number of times equal to your spellcasting modifier Sigil Resistance
(intelligence or charisma).
Beginning at 15th level, the magic within you has reached
Warded Sigils such a level that it begins to protect you from harm. Whenever
you fail a saving throw against a magical effect, you can
At 3rd level, your arcane tattoos grant you some protection choose to reroll it, taking the new roll. When you do, you
from harm. When you are not wearing armor, your armor cannot do so again until you finish a long rest. Beginning at
class becomes 10 + Dexterity Modifier + Spellcasting . You 16th level, you can do it twice between long rests, and
can use a shield and still gain this benefit. beginning at 17th level, you can do it 3 times between long
rests.
Ability Score Improvement
When you reach 4th level, and again at the 8th, 12th, 16th, Sigilistic Regeneration
and 19th, you can increase one ability score of your choice by By 20th level, the magic from your sigils has suffuse so
2, or two ability scores of your choice by 1. As normal, you intensely through your flesh that it gives you superior a
can't increase an ability score above 20 using this feature. regeneration ability. If you lose a limb, it regenerates in 1d6+1
Alternatively, your DM may allow you to take a feat instead of days, along with any tattoos that were on it. While you are not
the Ability Score Increase. incapacitated or unconscious, you regain 10 hit points at the
  start of each of your turns.

Arcane Sigilist | Magical Tattoos


19
Sigil Origin Preparing and Casting Spells
When you gain your first level in this class, you choose a The Sigilist: Learned table shows how many spell slots you
method by which the magic is sealed in your body, either have to cast your spells of 1st level and higher. To cast one of
Learned or Vessel. these spells, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you finish a
long rest.
Learned
Learned Sigilists have discovered and performed the secret Spells Known of 1st Level and Higher
ritual that binds a portion of the Weave within a person. The You know two 1st-level spells of your choice from the Wizard
search for this ritual has left them with a considerable amount spell list.
of knowledge of magical rituals, but lacking in the faster You learn an additional Wizard spell of your choice when
methods of spellcasting. you gain one according to the Sigilist: Learned table. Each of
these spells must be of a level for which you have spell slots.
For instance, when you reach 7th level in this class, you can
learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
Arcane Sigilist: Learned choose one of the wizard spells you know and replace it with
another spell from the wizard spell list, which also must be of
Level Spells Known 1st 2nd 3rd 4th a level for which you have spell slots.
1st - - - - -
Spellcasting Focus
2nd - - - - - You can use an arcane focus (found in chapter 5) as a
3rd 3 2 - - - spellcasting focus for your wizard spells.
4th 4 3 - - - Spellcasting Ability
5th 4 3 - - - Intelligence is your spellcasting ability for your wizard spells,
6th 4 3 - - -
since you learn your spells through dedicated study and
memorization. You use your Intelligence whenever a spell
7th 5 4 2 - - refers to your spellcasting ability. In addition, you use your
8th 6 4 2 - - Intelligence modifier when setting the saving throw DC for a
wizard spell you cast and when making an attack roll with
9th 6 4 2 - - one.
10th 7 4 3 - - Spell Save DC = 8 + your proficiency bonus + your
11th 8 4 3 - - Intelligence modifier
12th 8 4 3 - -
Spell attack modifier = your proficiency bonus + your
13th 9 4 3 2 - Intelligence modifier
14th 10 4 3 2 -
Additional Saving Throw
15th 10 4 3 2 - Your consistent studies have guided you to proficiency in
16th 11 4 3 3 - Intelligence saving throws. You do not gain this feature if you
17th 11 4 4 3 -
are multiclassing into this class from another.
18th 11 4 4 3 - Ritual Book
19th 12 4 4 3 1
You gain the benefits of the Ritual Caster feat, with Wizard as
the chosen class. You start with 3 ritual spells instead of two
20th 13 4 4 3 1 in your book. This feature does not prevent you from taking
the Ritual Caster feat later.
Ritual of Sealing
While the ritual that sealed the large portion of the Weave
Spellcasting inside you was costly, there are ways to bind smaller bits
As a student of arcane magic, you have a spellbook containing inside people, the bits that wizards use to cast their spells.
spells that show the first glimmerings of your true power. See At level 6, you write three 1st-level spells of your choice
chapter 10 for the general rules of spellcasting and chapter 11 from the wizard spell list into your ritual book (these spells
for the wizard spell list. cannot be ritual spells, and they cannot have a casting time
longer than one action). You cannot cast these spells directly,
  but you can perform a special 10 minute ritual to bind one
into a creature you touch, expending a spell slot to serve as its
power source.

Arcane Sigilist | Magical Tattoos


Performing this ritual requires a selection of fine ink worth Additionally, when you gain a level in this class, you can
5gp per level of the spell, which is consumed after one choose one of the sorcerer spells you know and replace it with
performance. another spell from the sorcerer spell list, which also must be
Creatures with spells bound into them can cast them at the of a level for which you have spell slots.
expended spell slots level once, and then the power dissipates.
You can only seal into creatures a combined number of spell Spellcasting Ability
levels equal to your Intelligence modifier. Charisma is your spellcasting ability for your sorcerer spells,
As you gain levels in this class, you learn more spells that since you learn your spells through dedicated study and
you can bind in this way. Each time you achieve an even memorization. You use your Charisma whenever a spell refers
numbered level in this class, you can write the ritual for to your spellcasting ability. In addition, you use your Charisma
another Wizard spell of your choice into your book. The spell modifier when setting the saving throw DC for a wizard spell
must not have the ritual tag, it must have a casting time of one you cast and when making an attack roll with one.
action or less, and it must be of a level that you have achieved
with your Spellcasting features. Because you are not learning Spell Save DC = 8 + your proficiency bonus + your
Charisma modifier
the spell itself, but rather the ritual required to bind it into a
person, you cannot copy a spell you find into your book that
does not have the Ritual tag. Spell attack modifier = your proficiency bonus + your
Charisma modifier
Ritual Prodigy
Beginning at level 10, the amount of time and gold it takes to
copy a ritual into your spellbook is halved. Additionally, you
have advantage on any Intelligence (arcana) checks made to
decipher or recognize a ritual being performed. Arcane Sigilist: Vessel
Efficient Sealing Level Spells Known 1st 2nd 3rd 4th 5th
When you reach level 14, you have learned how to stretch your 1st - - - - - -
ink, from now on your ritual of sealing can be completed with
tattoo ink worth 1 gp per level of the spell instead of 5. 2nd 3 2 - - - -
3rd 4 3 - - - -
Vessel
4th 4 3 - - - -
Vessel Sigilist have had their magical energy sealed within
them by an outside source. More often than not, this ritual is 5th 4 4 2 - - -
much more invasive than that of the Learned Sigilists, and 6th 5 4 2 - - -
more often than not, Vessel Sigilists didn’t ask for their
powers. Whether it be because of a Warlock Pact gone wrong 7th 6 4 3 - - -
or an extraplanar being overstepping their boundaries with 8th 6 4 3 - - -
sentient life, these Sigilists have their powers regardless, and
the raging storm of magic within them threatens to change 9th 7 4 3 2 - -
their very being. 10th 8 4 3 2 - -

Spellcasting 11th 8 4 3 3 - -
An event in your past, or in the life of a parent or ancestor, left 12th 9 3 3 3 - -
an indelible mark on you, infusing you with arcane magic. 13th 9 4 3 3 1 -
This font of magic, whatever its origin, fuels your spells. See
chapter 10 for the general rules of spellcasting and chapter 11 14th 10 4 3 3 1 -
for the sorcerer spell list. 15th 10 4 3 3 2 -
Preparing and Casting Spells 16th 11 4 3 3 2 -
The Sigilist: Vessel table shows how many spell slots you have 17th 11 3 3 3 1 1
to cast your spells of 1st level and higher. To cast one of these
spells, you must expend a slot of the spell's level or higher. You 18th 11 4 3 3 3 1
regain all expended spell slots when you finish a long rest. 19th 12 4 3 3 3 2
Spells Known of 1st Level and Higher 20th 13 4 3 3 3 2
You know two 1st-level spells of your choice from the Sorcerer
spell list.
You learn an additional Sorcerer spell of your choice when
you gain one according to the Sigilist: Vessel table. Each of
these spells must be of a level for which you have spell slots.
For instance, when you reach 5th level in this class, you can
learn one new spell of 1st or 2nd level.

Arcane Sigilist | Magical Tattoos


Additional Saving Throw
Your force of will has been enhanced by the magical forces
within you, granting you proficiency in Charisma saving
throws. You do not gain this feature if you are multiclassing
into this class from another.
Form of the Weave
When you are in combat, the magic within you calls for
release, for motion. You can let it fill you as a bonus action,
granting you the following benefits for 1 minute:
It awakens you. You ignore any and all effects from
exhaustion that you have accumulated, and you cannot be
put to sleep or knocked unconscious without being
reduced to 0 hit points.
Light comes off your body in smoke-like tendrils. You emit
bright light out to a radius of 10 feet, and dim light for an
additional 30 feet.
Your body moves exactly according to your intentions,
bolstering your movements. You gain a bonus to your
Strength (athletics) and Dexterity (Acrobatics) checks
equal to your Charisma modifier (minimum of 1), and you
gain a bonus to Strength and Dexterity attack rolls equal to
your Charisma modifier (minimum of 1).
You can activate this ability even while unconscious,
provided you have at least 1 hit point. After this form ends,
you gain 1 level of exhaustion.
Expanded Spell List
At level 6, the magics within you have changed you and your
potential abilities considerably. You add the following spells to
your Sigilist spell list:
Level Spells
1 Bane, Faerie fire
2 Invisibility, Warding wind
3 Beacon of hope, Fly
4 Sickening radiance, Wall of fire
5 Infernal calling, Planar Binding

Eyes of the Weave


Also at 6th level, whenever you go into your Form of the
Weave, you gain the following additional benefits:
You gain the effects of the detect magic spell.
You gain the sense: Truesight
You gain a bonus to your Wisdom (perception) checks
equal to your Charisma modifier (minimum of 1).
Motion of the Weave
At 10th level, going into your Form of the Weave grants you a
+10 foot bonus to your walking speed, and you become
unaffected by magical difficult terrain.
Will of the Weave
When you reach level 14, the force of your spells are bolstered
when you allow the Weave to flow through you. While you are
in your Form of the Weave, you add your proficiency bonus to
any spellcasting ability checks you make as a part of a spell
that you cast.
Arcane Sigilist | Magical Tattoos
22
Basic Advice for DM's
Here are some basic rules for Tattoos that should help keep
balance the game:
For creating tattoos that allow players to summon
something, the maximum CR for the creature should be 1/4,
and should only be able to be activated once per long rest.
When creating tattoos that replicate the effects of spells, the
size and intricacy of the tattoo should try to match the spell's
level. If a tattoos effect cannot be found in a spell, try your best
to estimate. This is because the magic is "held" in the runic
design of the tattoo. Where there is a mismatch, the DC
should increase by 5 for every level the spell is above the
tattoo.
Spell level Size and intricacy
1st level Small Simple
2nd level Small Average, Medium Small
3rd level Small Ornate, Medium Average, Large Simple
4th level Medium Ornate, Large Average
5th level Large ornate

Tattoos that grant an ability score increase are


automatically Large Ornate tattoos. Their use in the game can
be controlled by two factors: price, and the fact that only
Expert artists are skilled enough to apply them. Tattoos
should generally activate on an action, and may be used once
per long rest.
When determining the cost of tattoos, remember to balance
for the fact that they do not need to be attuned. Tattoos that
replicate spell effects generally cost 1,000 gp per spell level,
adjusted for popularity and duration. Tattoos that grant a
damage or condition resistance, or boost skills generally cost
3,000gp. Tattoos that summon creatures generally cost 7,000
to 8,000 gp. Tattoos that grant an ability score increase cost
10,000 gp per point increase.

DM Advice | Magical Tattoos

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