Professional Documents
Culture Documents
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.
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.
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***
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)
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.
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.
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.