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A Guide to Tattoos

T
attoo magic is a form of art in many different cultures across the world. The designs and function of these tattoos
varies wildly between peoples, races, species, countries, continents, and planes, from a sailor’s lucky charm to a
slave’s brand to a sage’s magical enhancement. In some cultures, skin is stained temporarily or permanently as part
of coming of age celebrations, marriage ceremonies, religious observances, and funeral rites. In other cultures,
tattoos are earned as marks of pride for having proven themselves in battle, or attaining mastery in their chosen
fields.

Basic rules for DMs Prerequisites for Tattoo


When creating tattoos that replicate the effects of spells, the Artists
size and intricacy of the tattoo should try to match the spell's
level. This is because the magic is "held" in the runic design In order to apply tattoos, magical or non-magical, the artist
of the tattoo. Where there is a mismatch, the DC should must first be proficient in tattooist’s tools. Non-magical
increase by 5 for every level the spell is above the tattoo. tattoos require only time and imagination to apply a design of
the wearer’s desire.
Spell level Size and intricacy
To apply magical tattoos, the artist must also be proficient in
1st level Small Simple Arcana. Magical tattoos comprise of three components: a
2nd level Small Average, Medium Small runic design to specify the magical effects of the tattoo, a
3rd level Small Ornate, Medium Average, Large Simple connection to the Weave such as a spell slot, and the life force
of the wearer to power the magic of the tattoo. The size and
4th level Medium Ornate, Large Average the intricacy of the tattoo design generally dictates the
5th level Large Ornate required proficiency and level of spell slot needed to apply the
tattoo.
Tattoos that grant an ability score increase are Proficient artists are skilled enough to apply tattoos of
automatically Large Ornate tattoos. Their use in the game Simple or Average intricacies, while Expert artists have
can be controlled by two factors: price, and the fact that only mastered the most intricate Ornate designs.
Expert artists are skilled enough to apply them.
Tattoos should generally activate on an action, and may be Prerequisites for the
used once per long rest.
When determining the cost of tattoos, remember to balance Wearer
for the fact that they do not need to be attuned. Tattoos that In order to apply a tattoo, there must first be room to draw it
replicate spell effects generally cost 1,000 gp per spell level, into the skin. Every tattoo has a size and location. The size of
adjusted for popularity and duration. Tattoos that grant a the tattoo scales with the size of the creature. Because of
damage or condition resistance, or boost skills generally cost this, a Large chest tattoo would take up the same space on a
3,000gp. Tattoos that summon creatures generally cost 7,000 human, a halfling, or a giant, as the size of the tattoo stays
to 8,000 gp. Tattoos that grant an ability score increase cost proportional to the size of the creature it is applied to.
10,000 gp per point increase. Characters are limited only by the amount of available space
on their body.
Available space
Body Part Number of Tattoos
Head 1 Medium, 2 Small
Chest 1 Large, 2 Medium, 4 Small
Back 1 Large, 2 Medium, 4 Small
Arm or Wing 1 Medium and 1 Small, 3 Small
Leg or Tail 1 Medium and 1 Small, 3 Small

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the wearer. The source of the spell slots must be present for
Tattooing Process the entire duration of the application process.
The requirements for each tattoo are different, but the Failure cost = Production cost × [completed hours /
general rule is that larger and more intricate tattoos require required hours]
more time and ink to apply. Magical tattoos also require spell
slots appropriate to the abilities accorded by the tattoo. If the artist fails to successfully apply the tattoo, the tattoo
holds no magical properties but still takes up space. It must
Applying Non-Magical Tattoos be removed if another tattoo is to be applied in that location.
The time taken to remove the tattoo is equal to the time taken
The artist need not succeed on checks with tattooist’s tools, to apply the tattoo. The cost of failure is dependent on how
only spend the requisite amount of time according to the size much progress has been made.
and intricacy of the tattoo design.
Exhaustion Save DC = 10 + [1 for every subsequent hour
Applying Magical Tattoos after 8 hours]
Crafting activities may be pursued for eight hours a day. The
Crafting Success = 1d20 + proficiency with tattooist' s artist is required to make an exhaustion save for every
tools + spellcasting ability modifier subsequent hour after this.
In order to apply a tattoo, the artist must succeed on checks
with tattooist's tools. The secondary skill used is the artist’s The use of shifting ink
spellcasting ability, as magical tattoos must be imbued with Shifting ink is the rarest of all tattoo inks (see Available
spell slots. If the crafting extends over several sessions, a Materials). In order for this ink to display its true power, the
separate roll must be made each time and a new spell slot area to be tattooed must first be prepared with shifting ink.
imbued into the tattoo. This process requires the same amount of ink as the larger of
The artist’s spellcasting ability can be any one of Intelligence, the two tattoos to be applied. During the application of the
Wisdom, and Charisma, using their knowledge, divine first tattoo, the shifting ink reacts with it and it absorbs into
guidance, or sheer force of will to guide the application of the the wearer’s skin. The second tattoo may be applied over this.
magic to the tattoo, but this must align with the artist’s Once this is done, the wearer may choose which tattoo to
spellcasting class. For example, a particularly dashing rogue manifest once per short rest.
may not apply their Charisma modifier to this check. The time taken to prepare the area with shifting ink is
The size and intricacy of the tattoo dictates the time taken for equal to that of the larger tattoo, but there is no associated
application as well as the level of spell slot needed to imbue DC. The tattoos must be applied within three days of the
into the tattoo. For every session of the crafting process, a application of the shifting ink, before it loses its potency and
spell slot of the appropriate level must be imbued into the binds with only the first tattoo. Artists sometimes risk
tattoo. Spell slots need not necessarily come from the artist exhausting themselves trying to complete their work before
themselves, but may be contributed by an assistant or even the shifting ink sets.

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Risk of Disease The Artist's Sketchbook
Tattooist’s tools must be cleaned after each session in When an artist first gains proficiency with tattooist’s tools,
order to maintain their sterility. Medical supplies (see their teacher gives them a sketchbook containing designs for
Available Materials) have 10 uses, and each use cleans the a number of Simple or Average tattoos equal to 5 + their
tattooist’s tools by one level, e.g. contaminated tools become Intelligence modifier.
clean tools. For every session that the tattooist’s tools are not The sketchbook is a unique compilation of designs, with its
cleaned, they progress down the scale of cleanliness. own decorative flourishes and margin notes. It might be a
Even with sterile tools, there is still a slight chance of plain, functional leather volume that they received as a gift
picking up a disease from being tattooed. The creature from their teacher, a finely bound gilt-edged tome they found
receiving a tattoo must make a Constitution save, the DC of in an ancient library, or even a loose collection of notes
which depends on how sanitary the procedure was. scrounged together after they lost their previous sketchbook
in a mishap.
Cleanliness of tools
Cleanliness DC Discovering new templates
Sterile 5 Most examples of tattoo templates are exceedingly rare
Clean, but not sterilised 10 and either well-hidden or carefully guarded, as existing
tattoos are either culturally significant or highly prized by its
Contaminated 15 current owners. In rare cases, ancient tattoo templates may
Very contaminated 20 be found in such areas as ancient temple walls or found
carved into totems. The most common way to learn a new
Actively unsanitary 25 template is to copy it from a tattooed person. Copying the
design of a tattoo from another body requires the tattooist
If a disease is contracted, the DM decides what disease it make an Intelligence check. The DC is determined by the
is, either by selecting one from Dungeon Master's Guide, condition of the body:
p.256-257 or by making one up. Once the tattoo is applied
successfully, the tattooed creature may utilise the effects of Copying Check
their new tattoo after their next Long Rest. Condition of Subject DC
Living, willing or unconscious 5
Dead, for less than a week 10
Living, unwilling or restrained 15
Dead, for one week or more 20
Dead, tattoo design is not intact 25

The size and intricacy of tattoos will determine the amount


of resources needed to copy the tattoo. An artist will need to
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 only make
templates of tattoos for designs with which they are
proficient.

Copying your sketchbook


Artists can copy a design from their own sketchbook into
another book – for example, if they want to make a backup
copy of their sketchbook. This is just like copying a new
template, but faster and easier, since they understand their
own notation and already know how to apply the tattoo. They
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
same procedure to transcribe the designs that they can
remember (an amount equal to their Intelligence (History)
modifier, minimum of 0) into a new sketchbook. Filling out
the remainder of the sketchbook requires them to find new
templates to copy, as normal. For this reason, many artists
keep backup sketchbooks in a safe place.
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Available Materials
Item Cost Weight
Tattooist's tools 15 gp 5 lb
Sketchbook 25 gp 2 lb
Medical supplies 30 gp 2 lb
Ink base 5 cp 1 oz
Full ink set 200 gp 1 lb
Bestial ink 125 gp 1 oz
Black ink 15 gp 1 oz
Blue ink 15 gp 1 oz
Brown ink 15 gp 1 oz
Detection ink 600 gp 1 oz
Elemental ink 150 gp 1 oz
Glamour ink 75 gp 1 oz
Glow ink 75 gp 1 oz
Green ink 15 gp 1 oz
Metallic ink 150 gp 1 oz
Mood ink 115 gp 1 oz
Orange ink 15 gp 1 oz
Prismatic ink 125 gp 1 oz
Purple ink 15 gp 1 oz
Shifting ink 1,500 gp 1 oz
Red ink 15 gp 1 oz
Temporary ink 10 gp 1 oz
Three dimensional ink 350 gp 1 oz
White ink 15 gp 1 oz
Yellow ink 15 gp 1 oz

Detection ink: This specially prepared ink reacts to the Metallic ink: Tattoos made with this ink make it appear as
presence of certain creatures, and glows faintly when within though the subject has organically-flexible metal inlays
100 feet of the creature in question. embedded in their skin. These inks come in a variety of
Elemental ink: Some varieties of this ink may appear to colours, from gold and silver to rusty iron.
make the lines of a tattoo appear to burn like molten lava, Mood ink: Appears as plain grey ink, but once applied this
cool water flowing through the blue lines, or even as if the ink changes colour depending on the wearer’s feelings.
colours were filled with glimmering gemstones. While this is Emotion Colour
normally cosmetic, elemental ink can be used to determine
the effects of a tattoo, for example, in a Fist of the Elements. Anger, Irritation Red
Full ink set: Two 1 oz bottles of the following colours - Nervousness, Fear Orange
purple, blue, green, yellow, orange, red, black, and white.
Glamour ink: This ink causes lines drawn with it to glitter Surprise, Shock Yellow
like a thousand stars. These inks come in a variety of colours. Disgust, Jealousy Green
Glow ink: Tattoos inked with this concoction are pale
versions of their colours while in the light, but in dim or dark Sadness, Depression Blue
conditions glow vibrantly with their appropriate colour. Happiness, Infatuation Purple
Medical supplies: A kit for cleaning tattooist’s tools. Each
kit can sterilise tattooist’s tools 10 times.

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Prismatic ink: Appearing to be a swirling mass of rainbow Additional Information
colours while in a bottle, this ink causes lines tattooed with it
to become beautiful and iridescent in appearance. Both magical and non-magical tattoos should be recorded
Sketchbook: A book containing sketches of all the artist’s to check whether a character has room for a new tattoo.
known tattoo designs. Has 50 blank pages. Unless specifically noted under the tattoo description, any
Shifting ink: One of the rarest and most prized inks additional applications of the same tattoo will not confer
among artists, shifting ink allows the subject possessing the additional magical effects.
tattoo to switch between two different tattoos. Artists will Magical tattoos dimly radiate magic under a detect magic
often take this ink whenever they can find it, regardless of spell. A successful DC 20 Arcana check may be made in order
whatever colour they happen to find it in. to discern the nature of a magical tattoo. Dispel magic will
Tattooist’s tools: This kit comes in a sturdy leather case not nullify a tattoo's magic, only suppress it for 1d4 rounds.
and contains needles and sketchbook of known tattoos. The
needles are imbued with Ethereal magic that allows them to If the body part which a magic tattoo is on is lost, so are its
penetrate any and all types of skin, scales, fur, feathers, magical effects. Limbs regrown with regenerate do not grow
shells, and carapaces. back their tattoos. Reincarnation magic such as raise dead,
Temporary ink: This ink appears as normal black ink, only resurrection, and true resurrection will generally keep the
it is applied on top of the skin with a thin brush. Tattoos made image of tattoos intact. However, tattoos lose all magical
with this ink last up to one week or until they are washed properties when the wearer dies, as the magic is cannot be
away with water. sustained without the wearer’s life force. Clones produced by
Three dimensional ink: This ink comes in the same clone or simulacrum do not have tattoos.
standard variety of colours as normal ink. However, when Tattoo bonuses of the same kind do not stack. Tattoos that
applied it creates a stunning effect whereby the design of the grant a +1 bonus to Wisdom and +2 bonus to Wisdom will
tattoo appears to float off of the wearer’s skin and hover only grant a +2 bonus to Wisdom.
above it. The tattoo may also animate slightly, spinning or
curling around the area.

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Magical Tattoo Catalogue
Name Location Size and Intricacy Application Time Spell Slot DC Price
All Seeing Eye Head Small Average 2d6 hours 2nd-level 12 Ink + 2,500 gp
Mark of the Anchor Anywhere Small Simple 1d6 hours 1st-level 10 Ink + 1,000 gp
Spirit of the Bear Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 10,000 gp
Scar of Bravery Anywhere Medium Simple 2d6 hours 2nd-level 12 Ink + 3,000 gp
Spirit of the Bull Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 10,000 gp
Spirit of the Cat Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 10,000 gp
Mark of the Cheetah Leg Small Simple 1d6 hours 1st-level 10 Ink + 1,500 gp
Eye of Darkvision Head Small Average 2d6 hours 2nd-level 12 Ink + 2,500 gp
Mark of the Death Walker Chest Large Ornate 5d6 hours 4th-level 25 Ink + 30,000 gp
Mark of the Driftglobe Anywhere Medium Average 3d6 hours 3rd-level 14 Ink + 3,000 gp
Mark of the Dryad Arm Medium Ornate 4d6 hours 4th-level 15 Ink + 7,000 gp
Spirit of the Eagle Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 10,000 gp
Fist of the Elements Arm Medium Average 3d6 hours 2nd-level 14 Ink + 3,500 gp
Mark of Elvenkind Anywhere Medium Simple 2d6 hours 2nd-level 12 Ink + 3,000 gp
Mark of the Flock Anywhere Medium Ornate 4d6 hours 4th-level 15 Ink + 7,000 gp
Shield of the Fire Guardian Anywhere Large Average 4d6 hours 4th-level 15 Ink + 4,000 gp
Fortress Tattoo Anywhere Large Average 4d6 hours 4th-level 15 Ink + 8,500 gp
Spirit of the Fox Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 10,000 gp
Mark of the Frog Leg Small Simple 1d6 hours 1st-level 10 Ink + 1,000 gp
Mark of the Healer Anywhere Medium Ornate 4d6 hours 4th-level 15 Ink + 3,500 gp
Shield of the Ice Guardian Anywhere Large Average 4d6 hours 4th-level 15 Ink + 4,000 gp
Wings of Ink Back Large Simple 3d6 hours 3rd-level 14 Ink + 3,500 gp
Mark of the Kraken Anywhere Medium Simple 2d6 hours 2nd-level 12 Ink + 2,000 gp
Spirit of the Owl Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 10,000 gp
Mark of the Pacifist Anywhere Small Simple 1d6 hours 1st-level 10 Ink + 1,500 gp
Mark of the Packmaster Anywhere Medium Ornate 4d6 hours 4th-level 15 Ink + 7,000 gp
Mark of the Pufferfish Arm Small Average 2d6 hours 2nd-level 12 Ink + 3,000 gp
Eye of the Seer Head Small Average 2d6 hours 2nd-level 12 Ink + 2,500 gp
Mark of the Shadow Anywhere Small Average 2d6 hours 2nd-level 12 Ink + 2,500 gp
Mark of the Soulmates Arm Small Ornate 3d6 hours 3rd-level 14 Ink + 3,500 gp
Mark of the Snake Charmer Arm Medium Ornate 4d6 hours 4th-level 15 Ink + 7,000 gp
Mark of the Spider Leg Medium Simple 2d6 hours 2nd-level 12 Ink + 2,000 gp
Mark of the Spiritmaster Anywhere Medium Ornate 4d6 hours 4th-level 30/25 Ink + 8,000 gp
Spirit of the Stag Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 8,000 gp
Mark of the Tarrasque Anywhere Large Average 4d6 hours 4th-level 15 Ink + 6,000 gp
Mark of Telepathy Head Medium Ornate 4d6 hours 5th-level 20 Ink + 5,000 gp
Eye of Truesight Head Medium Ornate 4d6 hours 6th-level 25 Ink + 6,000 gp
Mark of the Viper Anywhere Medium Simple 2d6 hours 2nd-level 12 Ink + 3,000 gp
Mark of the Weaponmaster Arm Small Average 2d6 hours 2nd-level 12 Ink + 3,500 gp

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Tattoo Descriptions Mark of the Cheetah
Your legs become light with the speed and agility of a
All Seeing Eye cheetah.
Your mind feels more limber, accurately discerning the Activation Time: 1 action
opinions and intent of others. Duration: 1 hour
The wearer gains advantage on Wisdom (Insight) checks. Frequency: Once per long rest
The wearer’s speed increases by 10ft.
Mark of the Anchor
Your body feels heavier, feet more firmly planted on the Eye of Darkvision
ground. Your eyes become accustomed to total darkness. You can see
The wearer gains advantage against effects that would move into the darkest corners of the world.
them, or knock them prone. Activation Time: 1 action
Duration: 8 hours
Scar of Bravery Frequency: Once per long rest
Your mind feels more more robust. The trauma and pain you The wearer gains the ability to see in the dark, and has
have experienced bolsters your resolve. darkvision out to a range of 60 feet.
The wearer gains advantage on saving throws against being
frightened. Mark of the Death Walker
Potent magic in the form of protective runes and abjuration
Spirit of the Bear magic give the wearer the protection from the most final of
You feel blessed with the endurance of a bear. endings, death.
The wearer’s Constitution score increases by +1. This tattoo Duration: Instantaneous
will not raise the wearer’s Constitution score above 20. Frequency: Once every 30 days
If the wearer would drop to 0 hit points as a result of taking
Spirit of the Bull damage, the wearer instead drops to 1 hit point. Alternatively,
You feel blessed with the strength of a bull. if the wearer is subjected to an effect that would kill it
instantaneously without dealing damage, that effect is instead
The wearer’s Strength score increases by +1. This tattoo will negated against the wearer.
not raise the wearer’s Strength score above 20. Once either effect is used, it cannot be used again for
another 30 days.
Spirit of the Cat To ward against death is a rare and powerful ability that
You feel blessed with the grace of a cat. few artists have learned to harness in their art. The artist
must successfully make a DC 25 check to apply the
The wearer’s Dexterity score increases by +1. This tattoo will tattoo. Please note crafting rolls must be made for each
not raise the wearer’s Dexterity score above 20. session.
Mark of the Driftglobe
You become as dazzling as the Sun, illuminating even the
darkest of nights.
Activation Time: 1 action
Duration: 1 hour
Frequency: Once per long rest
The wearer emanates a 60 ft. radius sphere of light that
moves with them. The sphere is bright light and sheds dim
light for an additional 60 feet. Completely covering the
affected object with an opaque object, such as a bowl or a
helm, blocks the light.
If any of this spell's area overlaps with an area of darkness
created by a spell of 2nd level or lower, the spell that created
the darkness is dispelled.
This tattoo also illuminates areas overlapping with
darkness created by the Mark of the Kraken.

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Mark of the Dryad Duration: Concentration, up to 1 hour
Frequency: Once per long rest
Creepers and vines swathe your arm, grasping and strangling The wearer may summon 1d10 ravens, which disappear
anything and everything that draws too close. when they drop to 0 HP or when they are more than 150 ft.
Activation Time: 1 action away. The ravens are friendly to you and your companions.
Duration: Concentration, up to 1 minute Roll initiative for the ravens as a group, which have their own
Frequency: Once per long rest turns. They obey any verbal commands that you issue to them
(no action required). If no commands are issued, they defend
The wearer’s unarmed strikes deal an extra 1d6 damage of themselves from hostile creatures, but otherwise take no
bludgeoning damage. On a hit, the wearer may use a bonus actions. Use the raven’s statistics from the PHB.
action to grapple the original target. Until the grapple ends,
the target is restrained, and the wearer cannot restrict At least three jars of three dimensional ink must be used
another target. to grant this tattoo’s effects.
At least two jars of three dimensional ink must be used to Shield of the Fire Guardian
grant this tattoo’s effects.
A wave of smouldering flames cloak your body, protecting you
Spirit of the Eagle from the cold.
You feel blessed with the splendour of an eagle. Activation Time: 1 action
The wearer’s Charisma score increases by +1. This tattoo will Duration: 10 minutes, or until dismissed
not raise the wearer’s Charisma score above 20. Frequency: Once per long rest
The wearer’s body is wreathed in thin and wispy flames
Fist of the Elements that grant resistance to cold damage, and shed bright light in
a 10-foot radius and dim light for an additional 10 feet.
Your fist is wreathed in pure natural energy, channeling the In addition, whenever a creature within 5 feet of you hits
power of the Elemental Planes. Lightning ripples through you with a melee attack, the flames erupt in a scalding heat,
your arm as it barrels towards your opponents with the force dealing 2d8 fire damage to the attacker.
of a tsunami.
Activation Time: 1 action
Duration: 1 minute
Frequency: Once per short rest
The wearer’s unarmed strikes are considered magical, have
a +1 bonus to attack rolls, and deal an extra 1d6 of damage
corresponding to the ink used.
If the Fist deals fire damage and targets a flammable object
that is not being worn or carried, the target catches fire.
If the Fist deals lightning damage and targets a creature < Fist of the Elements design or effect >
wearing metal armour, the wearer makes the attack roll with
advantage. This also applies against targets made completely
out of metal (e.g. metal golem).
Choose up to three kinds of elemental ink; your unarmed
strikes will deal damage of the chosen types. You may
choose from fire-aligned ink, ice-aligned ink, metal-
aligned ink (bludgeoning damage), air-aligned ink
(lightning damage), earth-aligned ink (piercing damage),
or acid-aligned ink.
Mark of Elvenkind
Sylvan magic runs through your veins, granting you the most
common blessing of the Feywild.
The wearer gains immunity to magical sleep, and has
advantage on saving throws against being charmed.
Mark of the Flock
An unkindness of ravens take flight from your tattoo, the inky
designs now taking sinister material form. The cawing birds
circle around you, awaiting your commands.
Activation Time: 1 action
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< Fortress Tattoo >
Fortress Tattoo The wearer’s body is wreathed in glistening snowy tendrils
that grant resistance to fire damage, and shed bright light in a
You are able to steel yourself against stronger blows, dodge 10-foot radius and dim light for an additional 10 feet.
faster out of the way of danger, and guard your mind against In addition, whenever a creature within 5 feet of you hits
the invasion of enemy spells. Focussing a little more, you feel you with a melee attack, the tendrils erupt in a biting frost,
your blood grow hot as your constitution is bolstered by the dealing 2d8 cold damage to the attacker.
powers of nature.
Activation Time: 1 action Wings of Ink
Duration: Special Inky, rippling wings spring from your back, granting the
Frequency: Once per long rest elusive, and most coveted ability of all – flight.
The wearer may use an action to activate the tattoo's Activation Time: 1 action
primary effect. The wearer gains a +1 bonus to AC and all Duration: Concentration, up to 10 minutes
saving throws. The tattoo’s effects last for ten minutes. Frequency: Once per long rest
The wearer may use an additional action to activate the The wearer gains a flying speed of 60 ft. for the duration.
tattoo’s secondary effect. The wearer gains resistance to When the spell ends, the target falls if it is still aloft, unless it
damage corresponding to the ink with which it was applied.
The additional effects are concentration and last for one can stop the fall.
minute. Armour that is not specifically designed to accommodate
Once this effect is used, it cannot be used again for another wings will not allow you to manifest them, and clothing that
seven days. is not specifically designed to accommodate wings will be
ruined.
At least two jars of metallic ink or earth-aligned At least two jars of three dimensional ink must be used to
elemental ink must be used to grant the tattoo’s primary grant this tattoo’s effects.
effect. Bestial or elemental ink must be used to grant the
tattoo’s secondary effect.
Mark of the Kraken
Spirit of the Fox Like the Kraken, you are able to shroud your surroundings in
You feel blessed with the cunning of a fox. darkness, making your strikes all the more unpredictable.
The wearer’s Intelligence score increases by +1. This tattoo Activation Time: 1 action
will not raise the wearer’s Intelligence score above 20. Duration: 1 hour
Frequency: Once per long rest
Mark of the Frog Magical darkness fills a 15 ft. radius sphere centred on the
Your legs become coiled springs, waiting to unleash the tattoo and it moves with them. Creatures with darkvision
jumping prowess of the frog. cannot see through this darkness, and non magical light
cannot illuminate it. Completely covering the source of the
Activation Time: 1 action darkness with an opaque object, such as a bowl or a helm,
Duration: 1 minute blocks the darkness.
Frequency: Once per long rest If any of this effect’s area overlaps with an area of light
The wearer’s jump distance is tripled. created by a spell of 2nd level or lower, the spell that created
the light is dispelled.
Mark of the Healer Spirit of the Owl
Healing energy radiates from you in a soft golden glow. You feel blessed with the wisdom of an owl.
Activation Time: 1 action The wearer’s Wisdom score increases by +1. This tattoo will
Duration: Concentration, up to 1 minute not raise the wearer’s Wisdom score above 20.
Frequency: Once per long rest
Each creature (including enemies) within a 30 ft radius Mark of the Pacifist
regains the maximum number of hit points possible from any You exude calmness and serenity, discouraging even the most
healing. bloodthirsty foes from attacking you.
Shield of the Ice Guardian Activation Time: 1 bonus action
A shell of chilling frost cloaks your body, protecting you from Duration: 1 minute
flames. Frequency: Once per long rest
Any creature who targets the wearer with an attack or a
Activation Time: 1 action harmful spell must first make a DC 15 Wisdom saving throw.
Duration: 10 minutes, or until dismissed On a failed save, the creature must choose a new target or
Frequency: Once per long rest lose the attack or spell. This tattoo doesn't protect the wearer
from area effects, such as the explosion of a fireball.
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< Mark of the Pufferfish, wearer being grappled > The tattoo's effects end early if the wearer makes an attack or Frequ
casts a spell that affects an enemy creature.
Mark of the Packmaster
A pack of wolves leap from your tattoo, the inky designs now
taking sinister material form. They shake their heads and
howl to the sky, awaiting your commands.
Activation Time: 1 action
Duration: Concentration, up to 1 hour
Frequency: Once per long rest
The wearer may summon 1d4 wolves, which disappear
when they drop to 0 HP or when they are more than 150 ft.
away. The wolves are friendly to you and your companions.
Roll initiative for the wolves as a group, which have their own
turns. They obey any verbal commands that you issue to them
(no action required). If no commands are issued, they defend
themselves from hostile creatures, but otherwise take no
actions. Use the wolfs’ statistics from the PHB.
At least three jars of three dimensional ink must be
used to grant this tattoo’s effects.
Mark of the Pufferfish
Venomous spines protrude from your skin, seeking flesh to
corrode and infect with the pufferfish’s natural defense.
Activation Time: 1 reaction
Duration: Instantaneous
Frequency: Whenever wearer is part of a grapple
When the wearer enters a grapple with another creature,
the wearer may extend sharp poisonous spines from the
tattooed area. If the other creature is still in physical contact
with the wearer (i.e. part of the grapple) at the end of its turn,
the spines deal 1d4 poison damage.
Eye of the Seer
Your eyes feel keener, seeing your surroundings in higher
definition.
The wearer gains advantage on Wisdom (Perception) checks.
Mark of the Shadow
A veil of shadows and silence radiates from you, masking you
from detection.
Activation Time: 1 action
Duration: Concentration, up to 1 hour
Frequency: Once per long rest
The wearer gains a +10 bonus to Dexterity (Stealth) and
cannot be tracked except by magical means. The wearer
leaves behind no tracks or other traces of its passage.
Mark of the Snake Charmer
A knot of snakes erupts hissing from your tattoo, the inky
designs taking sinister material form. Forked tongues taste
the air as they flare their hoods, awaiting your commands.
Activation Time: 1 action
Duration: Concentration, up to 1 hour
June Gan | june.yin.gan@gmail.com
12
The wearer may summon 1d6 poisonous snakes, which At least three jars of three dimensional ink must be used A wa
disappear when they drop to 0 HP or when they are more to grant this tattoo’s effects. tarra
than 150 ft. away. The snakes are friendly to you and your
companions. Roll initiative for the snakes as a group, which Mark of the Soulmates Activ
have their own turns. They obey any verbal commands that Dura
you issue to them (no action required). If no commands are As the lives of two overly-attached people intertwine, you Frequ
issued, they defend themselves from hostile creatures, but learn how to draw on each other’s strengths and shoulder Th
otherwise take no actions. Use the poisonous snakes their burdens. hour
statistics from the Monster Manual. Activation Time: 1 action wear
Duration: 1 hour
Frequency: Once per long rest Ma
The wearer gains a +2 bonus to AC and saving throws You c
while they are within 30 feet of each other. Also, each time formi
the wearer takes damage, their partner takes the same flood
amount of damage, and vice versa. your
The tattoo is only effective when both wearers activate
their marks. You m
use a
This tattoo must be applied with metallic ink.
Eye
Mark of the Spider A thir
Your feet feel firmly planted on every surface they touch, throu
allowing you to even run up vertical walls.
Activ
Activation Time: 1 action Dura
Duration: Concentration, up to 1 hour Frequ
Frequency: Once per long rest Th
The wearer gains the ability to move up, down, and across are. F
vertical surfaces and upside down along ceilings, while secre
leaving its hands free. The wearer also gains a climbing Plane
speed equal to its walking speed.
Mark of the Spiritmaster
A necromantic energy ripples through your mark, extending
long smoky tendrils towards the undead. The tendrils
constrict the spirit, overriding their will with yours.
Activation Time: 1 action
Duration: 1 hour
Frequency: Once per long rest < Ma
Choose one incorporeal undead entity within 60 feet. The
target must succeed on a Charisma saving throw or become
charmed by the wearer. The saving throw DC is equal to 8 +
wearer’s proficiency bonus + wearer’s Charisma modifier. If
the target has an Intelligence of 8 or higher, it has advantage
on the saving throw.
Possession of the undead is a rare and powerful ability
that few artists have learned to harness in their art. The
artist must successfully make a DC 30 check to apply the
tattoo. If undead-aligned detection ink is used, the artist
must successfully make a DC 25 check instead. Please
note crafting rolls must be made for each session.
Spirit of the Stag
You feel blessed with the vigilance of a stag.
The wearer gains a +1 bonus to initiative.
Mark of the Tarrasque
June Gan | june.yin.gan@gmail.com
13
< Mark of the Weaponmaster > Truesight is a rare and powerful ability that few artists
have learned to harness in their art. The artist must
successfully make a DC 25 check to apply the tattoo.
Please note crafting rolls must be made for each session.
Mark of the Viper
Your body becomes stronger, resisting poisonous effects as if
you’d become the viper.
The wearer gains advantage on Constitution saving throws
made against poison, and gain poison resistance.
Mark of the Weaponmaster
Your weapon feels like an extension of your body, lighter,
sharper, deadlier. You will strike down any who dare
challenge the weaponmaster.
Activation Time: 1 action
Duration: Concentration, up to 1 hour
Frequency: Once per long rest
Any weapon held by the wearer becomes a magic weapon
with a +1 bonus to attack rolls and damage rolls.

June Gan | june.yin.gan@gmail.com


14
Ink Production
Inks are typically made by mixing natural dyes or pigments from plants or insects together with a base made of hide glue or gum
arabic. The ingredients used are easily found in nature, and artists will often take note of locations of berry bushes or a colony of
prismatic beetles, where they may find their next source of colour.
Specialty inks may also carry unique properties, reacting to the presence of certain creatures or imbuing the inks with the force
of the elements. Given the special nature of the materials, these inks usually take longer to make, and their ingredients are more
difficult to find.
The table details some common ink ingredients, and may vary according to your DM’s world.
Ink ingredients
Ink Price/oz Source DC to rush
Ink base 5 cp Animal bones, gum arabic 5
Bestial ink 125 gp Snakes, scorpions, spiders 17
Black ink 15 gp Octopuses, squids 10
Blue ink 15 gp Knotweed, cornflowers, woad, dogwood bark 10
Brown ink 15 gp Birch bark, coneflowers, dandelion root, hollyhock flowers 10
Detection ink 600 gp Blood, and a sliver of the heart of the appropriate creature 20
Elemental ink 150 gp Fire, Water, Earth, Air elementals, dragon blood, genasi blood 17
Glamour ink 75 gp A mixture of equal parts coloured and metallic inks 13
Glow ink 75 gp Fireflies, glow worms, lantern fish, cat shark 13
Green ink 15 gp Chamomile leaves, foxgloves, larkspur, pine needles, grass 10
Metallic ink 150 gp Powdered mica, gold, silver, bronze, brass, copper, iron, steel 15
Mood ink 115 gp Mimic blood, couatl scales 13
Orange ink 15 gp Barberry shrubs, alder tree root, bloodroot, carrots 10
Prismatic ink 125 gp Prismatic beetles, flail snail shell 13
Purple ink 15 gp Cherry tree root, maple bark, elderberries, blueberries 10
Shifting ink 1,500 gp The ink must be wished upon N/A
Red ink 15 gp Autumn leaves, beetroot, hemlock, chokecherries, rosehips 10
Temporary ink 10 gp Charcoal, lampblack 10
Three dimensional ink 350 gp Displacer beast blood, cloaker blood 20
White ink 15 gp Snowdrops, edelweiss, bone, ivory 10
Yellow ink 15 gp Safflowers, alfalfa seeds, barberry bark, goldenrod flowers 10

Ink making process < Mortar and pestle, and ink ingredients >
The production of ink takes two hours per 1 oz bottle,
including preparing the raw materials, extracting the
pigment, and combining it with the base. An artist may make
30 gp worth of inks a day. This method of production has no
associated costs other than time and the required
components.
Crafting success = 1d20 + Dexterity modifier
Rushing the production of ink requires a little more skill.
The costs of production are half the market price of the ink
and half an hour per 1 oz bottle.
The only exceptional ink is shifting ink. A wish may imbue
an unlimited number of 1 oz jars with the shifting ability, and
no other cost is required.

June Gan | june.yin.gan@gmail.com


15
Acknowledgements
Based on Dungeons & Dragons 5th Edition, by Wizards of
the Coast. Made with Homebrewery, the best tool for
emulating Wizard of the Coast's beautiful books!
http://homebrewery.naturalcrit.com/
Created by June Gan, with inspirational help from Tim
Embrey and Nick Goh. Based on an idea by Kevin Crocker.
Images from Jason Rainville, thistattoo.com, Angry Blue,
Martha Amaral, and marilyna.
If your art has been used here and either the appropriate
credits have not been given or you would like it to be
removed, just let June know and we will resolve it! It was not
possible to find the names of all the artists.

Change Log
Additional Information
Added an effect for dispel magic. /u/quietsci 20170923
Clones and duplicates do not have tattoos. 20170922
Available Materials
Tattooist's tools revised down from 155gp to 15gp to be more
in line with existing artisan's tools. /u/newsedition 20170922
Magical Tattoo Catalogue
Added the Mark of the Anchor. /u/quietsci 20170924
Added the Scar of Bravery. /u/quietsci 20170924
Added the Mark of Elvenkind. /u/Robofeather 20170924
Mark of the Overly-Attached Couple renamed to Mark of the
Soulmates. 20170912
Magical Tattoo Descriptions
Revised Mark of Telepathy to using the message cantrip at
will. Previously the telepathy spell. /u/quietsci 20170924
Mark of the Pacifist now includes a DC for the Wisdom save
against the wearer. 20170912
Mark of the Pacifist now ends when the wearer makes an
attack or casts a spell. /u/Lazaeus 20170922
Mark of the Pufferfish wording clarified to reflect the poison
damage is dealt to the other participant in the grapple.
20170912
Ink Production
Flail snail shell added as components for making prismatic
ink. /u/Debith 20170923

June Gan | june.yin.gan@gmail.com


16

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