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Crafting Magical Tattoos Guide

Magical tattoos come in many forms across cultures and have a variety of functions. Creating tattoos requires an artist with tattooist's tool proficiency, who uses inks, needles and templates. Larger or more intricate tattoos take more time and resources to apply and copy. Applying a magical tattoo has costs beyond the materials, as it requires channeling magic into the ink.

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Marcos Barceló
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0% found this document useful (0 votes)
147 views11 pages

Crafting Magical Tattoos Guide

Magical tattoos come in many forms across cultures and have a variety of functions. Creating tattoos requires an artist with tattooist's tool proficiency, who uses inks, needles and templates. Larger or more intricate tattoos take more time and resources to apply and copy. Applying a magical tattoo has costs beyond the materials, as it requires channeling magic into the ink.

Uploaded by

Marcos Barceló
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Magical Tattoos

T
attoo magic is an incredibly old form of
magic, and is a form of art utilized by many
Discovering new templates
different cultures across the multiverse. The Most examples of tattoo templates are exceedingly rare
designs and function of these tattoos varies and either well-hidden or carefully guarded, as existing
wildly between peoples, races, species,
tattoos are either culturally significant or highly prized by
countries, continents, and planes, from a their current owners. In rare cases, ancient tattoo
lucky charm for sailors, to a symbol for
templates may be found in such areas as ancient temple
slavers. walls or found carved into totems. The most common way
to learn a new template is to copy it from a tattooed
A New Tool Proficiency person or from another tattoo artist. Copying the design of
a tattoo from another body requires the tattooist make an
In order to create a tattoo, either mundane or magical, the
Tattoo Tool Intelligence check. The DC is determined by
artist must have proficiency with tattooist's tools, which
the condition of the body:
are a type of artisan's tools. In order to ink a magical tattoo
onto a wearer, the artist must have proficiency with
Copying Check
tattooist's tools and must be able to cast at least one spell. Condition of Subject DC
Whenever you would gain proficiency with a type of
Undamaged / Living & willing 10
artisan's tools from a background, you may substitute that
proficiency for proficiency with tattooist's tools instead. Living & restrained 15
Your DM may allow you to gain proficiency with tattooist's Dead < one week 16
tools over the course of play. Dead > one week 20
Dead, tattoo design is not intact 24
Tattooist's Tools
The size and intricacy of tattoos will determine the
This kit is a sturdy briefcase which can hold a variety of
amount of resources needed to copy the tattoo. An artist
hammers, needles, medical supplies needed for
will need to spend 2 hours and 50 gp to copy a design into
sterilization, and differently colored inks, all of which are
their sketchbook. This amount increases by 2 hours and 50
necessary in the creation of magical and mundane tattoos.
gp for each size and intricacy level, to a maximum of 10
The kit may also include a sketchbook filled with original
hours and 250 gp for a Large Ornate tattoo. Once a tattoo
designs, and has space for any magical templates the
is copied into a sketchbook, a template may then be
owner finds during their journeys.
created. Creating a template costs the same amount, in

The Artist's Sketchbook time and materials, as copying the design in the first place,
and each template may be used only once.
When an artist first gains proficiency with tattooist’s tools,
their teacher gives them a sketchbook containing designs Copying from a sketchbook
for a number of Simple or Average tattoos equal to 5 +
Artists can copy a design from their own sketchbook into
their Intelligence modifier.
another book – for example, if they want to make a backup
The sketchbook is a unique compilation of designs, with
copy of their sketchbook. This is just like copying a new
its own decorative flourishes and margin notes. It might be template, but faster and easier, since they understand
a plain, functional leather volume that they received as a
their own notation and already know how to apply the
gift from their teacher, a finely bound gilt-edged tome they tattoo. They need spend only 1 hour and 10 gp for each
found in an ancient library, or even a loose collection of
size and intricacy level of the tattoo. If the sketchbook is
notes scrounged together after they lost their previous
lost, they can use the same procedure to transcribe the
sketchbook in a mishap. designs that they can remember 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.
Cost to Make vs. get a Tattoo
Applying a Tattoo Magical tattoos always have a price associated with them.
In order to apply a tattoo, there must first be room to Part of that cost is ink, the template, the tattooist's pay and
draw it into the skin. Every tattoo has a size and location. as a cost for imparting magic into the inked form. Basically
The size of the tattoo scales with the size of the creature. 1/2 of the additional cost is the tattooist's pay and 1/2 is
Because of this, a Large chest tattoo would take up the offerings. There is an alternate to monetary offerings, life
same space on a human or a giant, as the size of the force. It can only be given voluntarily, but either the artist
tattoo stays proportional to the size of the creature it is or the person being tattooed can pay the price. The
applied to. volunteer can make a Constitution saving throw equal to
Characters are limited only by the amount of available the tattoo skill check DC. On a failure, they permanently
space on their body. lose 1d6 hitpoints; on a success they lose half that
amount.
Available space
Body Part Number of Tattoos Multiple Sessions
Sessions may be broken into chunks of time over the
Head 1 Medium, or 2 Small
course of several days, however if the tattoo is not finished
Chest 1 Large, or 2 Medium, or 4 Small
within 30 days the magics of the tattoo dissipate and must
Back 1 Large, or 2 Medium, or 4 Small be started again from the beginning. Some tattooists will
Arm or Wing 1 Medium and 1 Small, or 3 Small demand full payment upfront, while others will charge a
Leg or Tail 1 Medium and 1 Small, or 3 Small part of the price across each individual session.
Under sheltered, clean and non-distracting conditions
Tattoos are either Small, Medium, or Large, and are the first check of each tattoo session is done at advantage.
either Simple, Average, or Ornate. If there is an invocation for an appropriate god or higher
power done for that piece of work, then the tattooist gains
Tattooing Process one reroll to use in the entire tattoo attempt.
The requirements for each tattoo are different, but the
general rule is that larger and more intricate tattoos Permanence
require more time and ink to apply. The properties of magical tattoos permeate deep within
the body, and are in most senses permanent. Very few
Applying Non-Magical Tattoos have ever been reported as having lost their magical
The artist need not succeed on checks with tattooist’s properties without total loss of the body part where the
tools, only spend the requisite amount of time according tattoo was applied. Limbs regrown with regenerate do not
to the size and intricacy of the tattoo design. grow back with tattoos. Spells such as raise dead generally
keep the tattoos intact, given that the limb is still present.
Time to Apply Reincarnation will not bring back the subject with their
Tattoos take time to apply based on their size and tattoos intact. Clones made with the clone spell do not
intricacy. A large but simple tattoo may take the same have tattoos.
amount of time to ink as it would to create a small but
detailed one. After the tattoo is finished, you gain the
effects of it after a long rest. Use the following table to
Additional Information
determine how long the procedure will take. Both magical and non-magical tattoos should be recorded
to check whether a character has room for a new tattoo.
Size Hours of work per check
Unless specifically noted under the tattoo description, any
Small 1 additional applications of the same tattoo will not confer
Medium 2 additional magical effects.
Large 4 Magical tattoos dimly radiate magic under a detect
magic spell. A successful DC 15 Arcana check may be made
Complexity Application DC in order to discern the nature of a magical tattoo. Dispel
Simple 12 + (current number of tattoos) magic will not nullify a tattoo's magic, only suppress it for
1d4 rounds. Tattoos cease to function while in the area of
Average 14 + (current number of tattoos)
an anti-magic field.
Ornate 18 + (current number of tattoos)

Three successes will complete the tattoo, 3 failures will Dark Mishaps (Variant)
fail the tattoo attempt.
Sometimes the tattoo process should fail but doesn't. If
A failed tattoo attempt causes severe pain as it will erase
the tattooing process fails but the final failing roll was a
itself as the magic unravels. No marks remain and any
Natural 1 result, then the tattoo process mysteriously
further attempts are made as if it is a brand new tattoo. All
succeeds but becomes altered or cursed in often
used materials are lost.
unexpected ways.
New Items: Specialty Inks
Ink: Ink is a fickle medium to imbue magic into. It is used at
the rate of one bottle per size category. Small 1 bottle It may be possible to acquire rare and unique inks with
Medium 2 bottles Large 3 bottles which one may create tattoos. These inks may have special
Tattooist's Tools Contains a series of needles, rakes, cosmetic or magical properties. Using anything but
razors and small hammers. When purchased it comes with standard ink may incur an extra cost, at the DM's
one bottle of black ink. discretion.
Sketchbook Contains known tattoo designs. Each
design takes up a full page. Sketchbooks have 25 pages. Detection ink
This specially prepared ink reacts to the presence of
Medical Supplies Used for sterilizing tattooist's tools.
certain creatures, and glows faintly when within 100 feet
Contains enough materials to sterilize up to ten times.
of the creature in question. Each different creature type is
Ink base Clear liquid that may be mixed with pigment
a different type of Detection Ink. It is made with the
to form 1 oz of the appropriate color.
detected creature's blood and a sliver of their heart.
Full ink set Contains 1 oz of each color of the basic inks
(black, blue, brown, green, orange, purple, red, white, and
Glamor Ink
yellow).
This ink causes lines drawn to shift and appear to move.
These inks come in a variety of colors.

Available Materials Glow-Ink


Item Cost Weight Tattoos inked with this concoction are pale versions of
their colors while in the light, but in dim or dark conditions
Tattooist's tools 15 gp 5 lb
glow vibrantly with their appropriate color, creating dim
Sketchbook 25 gp 2 lb light in a radius of 10 feet if the tattoo is uncovered.
Medical supplies 10 gp 2 lb
Ink base 1 sp 1 oz Metallic Ink
Tattoos made with this ink have fine metallic particles
Black ink 5 gp 1 oz
imbedded in their skin. These inks come in a variety of
Blue ink 10 gp 1 oz metals.
Brown ink 10 gp 1 oz
Green ink 10 gp 1 oz Phase Ink
Phase ink is the rarest of all tattoo inks, and allows two
Orange ink 15 gp 1 oz
tattoos to be placed on the same part of the body. In order
Purple ink 20 gp 1 oz
for this ink to display its true power, the area to be
Red ink 15 gp 1 oz tattooed must first be prepared with phase ink. This
White ink 20 gp 1 oz process requires the same amount of ink as the larger of
Yellow ink 15 gp 1 oz the two tattoos to be applied. During the application of the
first tattoo, the phase ink reacts with it and it absorbs into
Full ink set 120 gp 1 lb
the wearer’s skin. The second tattoo may be applied over
Detection ink 100-500 gp 1 oz this. Once this is done, the wearer may choose which
Glamour ink 75 gp 1 oz tattoo to manifest once per short rest.
Glow ink 50 gp 1 oz The time taken to prepare the area with phase ink is
Metallic ink 50 gp 1 oz equal to that of the larger tattoo, but there is no
associated DC. The tattoos must be applied within three
Phase ink 1500 gp 1 oz
days of the application of the phase ink, before it loses its
Prismatic ink 175 gp 1 oz potency and binds with only the first tattoo. Artists
sometimes risk exhausting themselves trying to complete
their work before the phase ink sets.

Prismatic Ink
Appearing to be a swirling mass of rainbow colors while in
a bottle, this ink causes lines tattooed with it to become
beautiful and iridescent in appearance.
Magical Tattoo Catalog
Name Location Size and Intricacy Cost
All Seeing Eye Head Small Average Ink + 2,500 gp
Creationist's Touch Both Arms Medium Average Ink + 3,500 gp
Nightwatcher's Eye Head Small Average Ink + 2,500 gp
Allseeing Eye of Boccob Head Medium Ornate Ink + 6,000 gp
Eye of the Mage Head Small Ornate Ink + 3,500 gp
Elemental Touch Arm Medium Average Ink + 3,500 gp
Fortress Tattoo Anywhere Large Average Ink + 8,500 gp
Mark of Defiance Anywhere Small Simple Ink + 1,000 gp
Mark of Accuracy Arm Medium Average Ink + 2,000 gp
Mark of the Armsman Arm Medium Simple Ink + 2,000 gp
Mark of the Swift Leg Small Simple Ink + 1,500 gp
Mark of the Death Walker Chest Large Ornate Ink + 10,000 gp
Mark of the Driftglobe Anywhere Medium Average Ink + 3,000 gp
Mark of the Dryad Arm Small Average Ink + 3,000 gp
Mark of the Elemental Anywhere Medium Ornate Ink + 5,000 gp
Mark of Elvenkind Anywhere Medium Simple Ink + 3,000 gp
Mark of the Feather Anywhere Small Average Ink + 3,000 gp
Mark of the Frog Leg Small Simple Ink + 1,000 gp
Mark of the Ghast Arm Medium Average Ink + 3,500 gp
Mark of Eldath Anywhere Medium Ornate Ink + 5,000 gp
Mark of the Mercurial Chest Large Simple Ink + 5,000 gp
Mark of the Kraken Anywhere Large Average Ink + 4,000 gp
Mark of the Mammoth Chest Large Ornate Ink + 7,000 gp
Peacewalker's Mark Anywhere Small Simple Ink + 1,500 gp
Mark of the Skinwalker Anywhere Medium Ornate Ink + 7,000 gp
Mark of the Pit Fiend Arm Medium Ornate Ink + 7,000 gp
Mark of the Lionfish Arm Small Average Ink + 3,000 gp
Mark of the Shadow Anywhere Small Average Ink + 2,500 gp
Mark of the Unseen Fang Arm Medium Ornate Ink + 7,000 gp
Mark of Soulbinding Arm Small Ornate Ink + 3,500 gp
Mark of the Spider Leg Medium Simple Ink + 2,000 gp
Mark of the Spiritmaster Anywhere Medium Ornate Ink + 8,000 gp
Mark of Life Strengthening Anywhere Large Average Ink + 6,000 gp
Mark of Whispers Head Small Ornate Ink + 3,500 gp
Mark of the Yaunti Anywhere Medium Simple Ink + 3,000 gp
Mark of the Weaponmaster Arm Small Average Ink + 3,500 gp
Scar of the Brave Anywhere Medium Average Ink + 3,000 gp
Shield of Elementals Anywhere Large Average Ink + 4,000 gp
Captive's Mark Anywhere Small Simple Ink + 500 gp
Slaver's Mark Anywhere Small Simple Ink + 1,000 gp
Magical Tattoo Catalog (Continued)
Name Location Size and Intricacy Cost
Starmarked Blessing Anywhere Large Ornate Ink + 5,000 gp
Spirit of the Stag Anywhere Medium Average Ink + 3,000 gp
Spirit Walker's Sigil Anywhere Medium Ornate Ink + 6,000 gp
Tattoo of Chilling Anywhere Small Simple Ink + 3,500 gp
Tattoo of Flame Anywhere Small Simple Ink + 3,500 gp
Tattoo of Major Protection Chest or Back Large Average Ink + 8,000 gp
Tattoo of Protection Chest or Back Large Simple Ink + 3,500 gp
Tattoo of Striding Leg Medium Average Ink + 3,000 gp
Venom Ward Anywhere Small Average Ink + 3,500 gp
Voice of Comprehension Head Small Average Ink + 3,500 gp
Wings Back Large Simple Ink + 3,500 gp
Freedom's Promise Anywhere Medium Simple Ink + 2,500 gp

Tattoo Descriptions Allseeing Eye of Boccob


(Head, Medium Ornate)
All Seeing Eye A third eye stares unblinkingly out from your forehead,
(Head, Small Average) seeing through illusions and observing other planes of
Your mind is freed from merely the physical, granting existence.
vision into the nearby realms. Once per long rest as an action, the wearer gains the
The wearer may use an action to cast Detect Invisible ability to see things as they actually are. For 1 hour, the
once per short rest. creature has truesight, notices secret doors hidden by
magic, and can see into the Ethereal Plane, all out to a
Creationist's Touch range of 120 feet. This ability requires Concentration.
Truesight is a rare and powerful ability that few artists
(Both Arms, Medium Average) have learned to harness in their art. The artist must
Your hands move almost on their own, shaping the successfully make a DC 25 check to apply the tattoo.
object before you as if you were a master craftsman. Please note crafting rolls must be made for each session.
The tattooed individual gains proficiency with one type An alternate version of this tattoo exists, which applies a
of artisan's tools. If the already have proficiency in those permanent effect, instead of a temporary one.
tools then the tattoo grants expertise in that tool use. The
tattoo can manifest the chosen tools as an action. They Eye of the Mage
last for one hour and require Concentration to maintain.
(Head, Small Ornate)
Nightwatcher's Eye Brilliant purple and blue hues radiate from around your
eyes, granting you sight into the arcane.
(Head, Small Average) The wearer may cast the spell detect magic as a ritual or
Your eyes become accustomed to total darkness. You as an action once per long rest.
can see into the darkest corners of the world.
Once per long rest as an action, the wearer can gain the
ability to see in the dark, and has darkvision out to a range
of 60 feet for 1 hour. If the wearer already has darkvision,
this increases the range of their darkvision by 60 feet, to a
maximum of 120 feet.
An Ornate version of this tattoo exists, which applies a
permanent effect, instead of a temporary one.
Elemental Touch Mark of the Death Walker
(Arms, Medium Average) (Chest, Large Ornate)
*Your hand or the melee weapon it is holding, is Potent magic in the form of protective runes and
wreathed in elemental energy. abjuration magic give the wearer the protection from the
As an action, the wearer may channel the power of the most final of endings, death.
Elemental Planes, of a type chosen when the tattoo is first If the wearer would drop to 0 hit points as a result of
applied. The wearer’s strikes add an extra 1d6+1 magical taking damage, the wearer instead drops to 1 hit point.
damage of the chose elemental type. They also gain This ability can be evoked once per short rest. Additionally
resistance to that element while this effect is active. every time the wearer uses this ability they gain a deficit. If
When the wearer activates this tattoo, the effects persist the wearer starts making death saves the rolls are tilted in
for 1 hour and is a Concentration ability. This tattoo may death's favour and gain a -1 modifier for every previous
be activated a max number of times equal to the wearer's use of this ability in the last 10 days.
Constitution modifier (minimum 1) between each long
rest. Mark of the Driftglobe
Fortress Tattoo (Anywhere, Medium Average)
Above your hand floats globules of light, illuminating the
(Anywhere, Large Average) darkness.
You are able to steel yourself against stronger blows, The wearer can cast Dancing Lights as an action.
dodge faster out of the way of danger, and guard your
mind against the invasion of enemy spells. Focusing a little Mark of the Dryad
more, you feel your blood grow hot as your constitution is
bolstered by the powers of nature. (Arm, Small Average)
The wearer may use an action to activate the tattoo's Creepers and vines swathe your arm, grasping and
primary effect. The wearer gains a +1 bonus to AC and all strangling anything and everything that draws too close.
saving throws. The tattoo’s effects last for ten minutes, The wearer may cast the Thorn Whip spell, as an action.
and may be activated once per short or long rest.
Mark of the Elemental
Mark of Defiance (Anywhere, Medium Ornate)
(Anywhere, Small Simple) The representation of an element flows around you,
Your body feels more solid, your feet more firmly granting you its protection.
planted on the ground. The wearer gains resistance to a type of elemental
The wearer gains advantage against effects that would damage, chosen when the tattoo is applied.
move, grapple, or knock them prone.
Mark of Elvenkind
Mark of Accuracy (Anywhere, Medium Simple)
(Arms, Medium Average) Sylvan magic runs through your veins, granting you it's
Your aim tracks your target with uncanny clarity blessing.
The tattooed gains has a no ranged penalty on ranged The wearer gains immunity to magical sleep, and has
attack rolls against targets they can see. advantage on saving throws against being charmed.

Mark of the Armsman Mark of the Feather


(Arm, Medium Simple) (Anywhere, Small Average)
Your weapon seems to move itself, moving for the A raven takes flight from your tattoo, the inky designs
opportunity your opponent left as they attacked now taking material form. The bird turns its attention to
The wearer gains the ability to retributive perform a you, awaiting your commands.
melee attack against a creature who has just successfully Once per short rest, the wearer may activate this tattoo
damaged them with a melee attack. as an action, causing a black Raven to appear within 5 feet
of the wearer. The ravens persist until it is killed or until 1
Mark of the Swift hour has passed, at which point it disappears into smoke.
The raven follows the wearer's every mental command,
(Both Legs, Small Simple) and can report back as to what it sees (as per a familiar).
Your legs tingle as speed and agility seem to course
through them.
The wearer may activate this tattoo as a bonus action to
gain the Dash ability for that round.
Mark of the Frog Peacewalker's Mark
(Both Legs, Small Simple) (Anywhere, Small Simple)
Your legs become like coiled springs, waiting to unleash You exude calmness and serenity, discouraging even the
themselves and propel you upwards. most bloodthirsty foes from attacking you.
The wearer may activate this tattoo as a Bonus Action to Once per long rest, the wearer may cast the sanctuary
double their jump distance. spell as a bonus action. The saving throw DC is 15, and the
spell lasts 1 minute.
Mark of the Ghast The tattoo's effects end early if the wearer makes an
attack or casts a spell that affects an enemy creature.
(Arm, Medium Average)
This tattoo resembles black lines of infection wrapping Mark of the Skinwalker
around the arm of the wearer.
The wearer may activate this tattoo as a bonus action, (Anywhere, Medium Ornate)
causing the lines of this tattoo to glow slightly and their You place the animal skin over yours, the tingling as
arm to change shape for one minute. The wearer may your senses extend through your new skin. Your form
activate this ability once per long rest. shifts and now you are no longer as you were, you have
The wearer's arm pales in color and grows into that of a taken the form of the skin you claimed.
ghoul, fingers sharpening and elongating into a terrible Once per long rest, the wearer may use an action to
clawed hand. Any article of clothing not meant to activate the tattoo's power, which in combination with an
accommodate the change in limb size is destroyed in the animal pelt allows you to polymorph into that animal's
process. form while retaining all your mental facilities and skills. In
A melee attack with this arm does 2d6 slashing damage. addition if the wearer creates a specially prepared
And any non-undead creature struck by this attack must werecreature skin it will allow them to transform into that
make a DC 10 Constitution saving throw or be paralyzed werecreature's form and gain its abilities.
for 1 minute. The target can repeat the saving throw at the Either type of transformation lasts for 1d4 hours.
end of each of its turns, ending the effect on itself on a
success. Mark of the Pit Fiend
Mark of Eldath (Body, Large Ornate)
This tattoo resembles hellish imagery mixed with
(Anywhere, Medium Ornate) infernal runes which cover a large area.
Healing energy radiates from you in a soft golden glow. The wearer may activate this tattoo as a bonus action,
Once per long rest, the wearer may activate this tattoo causing the runes to glow and their skin to change shape
to the cast Prayer of Healing. This takes 10 minutes to for one minute. This ability may be used once per long
activate. rest.
The wearer's skin becomes scaly and red, their hands
Mark of the Mercurial tipped with razor sharp, black claws. Their clothing begins
to smolder in the process. Their natural AC and their
(Chest, Large Simple) Strength score temporarily becomes 20.
A curious fluid like blessing, granting you its speed. Their melee attack becomes 2d8 slashing damage and
The wearer gains +1 to initiative rolls and Dexterity 1d4 fire damage.
Saving Throws.
Mark of the Lionfish
Mark of the Kraken
(Arm, Small Average)
(Anywhere, Large Average) Venomous spines protrude from your skin, seeking flesh
Like the Kraken, you arrive from darkness, making your to pierce.
strikes all the more unpredictable. When the wearer grapples with another creature, the
Once per short rest, the wearer can cast Dimension wearer may use their reaction to extend sharp poisonous
Door as an action. spines from the tattooed area. If the other creature is still
part of the grapple at the end of its turn, the spines deal
Mark of the Mammoth 1d4 poison damage. The spines remain extended until the
grapple ends.
(Chest, Large Ornate)
Your body swells with the resilience of the mighty
mammoth
By using an action the wearer can increase their
maximum hit points are increased by 1 per character level
for 1 hour.
Mark of the Shadow Mark of the Spiritmaster
(Anywhere, Medium Average) (Anywhere, Medium Ornate)
A veil of shadows and silence envelops you, masking you A necromantic energy ripples through your mark,
from ordinary detection. extending long smoky tendrils towards the undead spirit.
Once per long rest, the wearer may cast invisibility, The tendrils constrict the spirit, restricting it by your will.
targeting themselves only. As an action, the wearer chooses one incorporeal entity
An Ornate version of this tattoo exists, which grants the within 60 feet. The target must succeed on a Wisdom
Greater Invisibility enchantment. saving throw or become forced to become corporeal for
one hour. This ability is concentration based. The saving
Mark of the Unseen Fang throw DC is equal to 11 + wearer’s Charisma modifier.

(Arm, Medium Ornate) Mark of Life Strengthening


A spectral snake erupts hissing from your tattoo, and
winds around your weapon. Forked tongue tastes the air (Anywhere, Large Average)
as the blessing of poison is grant to your weapons. A warmth washes over you as the fortitude of legends
Once per long rest, the wearer may use an action to fills your veins.
activate the tattoo's power, causing poison to be inflicted Once per long rest as an action, the wearer may activate
by their next successful attack. It grants 1d6 poison the tattoo. Thereafter, the wearer gains 5 temporary hit
damage / character level to their next successful attack or points at the beginning of each round (these do not stack)
until 10 minutes have passed. for one minute. When the tattoo’s effects end, the wearer
is healed by any remaining temporary hit points.
Mark of Soulbounding
Mark of Whispers
(Arm, Small Ornate)
As the spirits intertwine, their physical strength and (Head, Small Simple)
burdens become shared. You can extend your consciousness to meet other
Once per long rest as an action, the wearer may activate minds, forming a mental channel.
this tattoo when within 30 feet of the wearer of a bound The wearer may use the message cantrip at will without
tattoo. They may activate the tattoo as a reaction, instead, having to use any components.
when the other wearer activates theirs. The tattoo remains
active for ten minutes. The wearer gains a +2 bonus to AC Mark of the Yaunti
and saving throws while they are within 30 feet of the
person wearing a complementary Mark of the (Anywhere, Medium Simple)
Soulbinding. Also, each time the wearer would take Your body becomes stronger, resisting poisonous
damage, they take half as much damage, and someone effects.
bound to them takes the other half, and vice versa. The wearer gains resistance to poison.
The tattoo is only effective when multiple wearers
activate their marks. Mark of the Weaponmaster
Linked tattoos must be applied with the same type of
(Arm, Small Ornate)
inks.
Your weapon feels like an extension of your body,
lighter, sharper, deadlier. You will strike down any who
Mark of the Spider dare challenge the weaponmaster.
(Leg, Medium Simple) As an action, once per Short rest, the wearer may
Your feet feel firmly planted on every surface they touch, activate this tattoo. For an hour, any weapon held by the
allowing you to even run up vertical walls. wearer becomes a magic weapon with a +1 bonus to
As an action once per long rest, the wearer gains the attack rolls and damage rolls.
ability to move up, down, and across vertical surfaces and
upside down along ceilings, while leaving its hands free. Scar of the Brave
The wearer also gains a climbing speed equal to its walking
(Anywhere, Medium Average)
speed. These effects last for 1 hour, or until the wearer
Your mind is connected solidly to your body and feels
loses concentration.
more more robust. They work in harmony rather than
overwhelming each other.
The wearer gains advantage on saving throws against
being frightened, charmed or paralyzed.
Shield of Elements Spirit of the Stag
(Anywhere, Large Average) (Anywhere, Medium Average)
A wave of elemental energy covers your body, protecting You feel blessed with the vigilance of a stag.
you. Once per long rest the wearer gains a +1d4 bonus to
When this tattoo is applied, the wearer chooses a initiative.
primary and a secondary elemental type from the
following: acid, cold, fire, lightning, necromantic or radiant. Spirit Walker's Sigil
Both types of elements must be used in the creation of the
tattoo, and the wearer cannot pick the same element. (Anywhere, Medium Ornate)
Once per long rest as an action, the wearer may activate This tattoo is a symbol of two tear drop like planes
this tattoo. For the next 10 minutes, or until dismissed, the joining together in confluence.
wearer’s body is wreathed in thin and wispy expressions of Once per long rest, as a bonus action the wearer can
one of the chosen elements. The shield sheds bright light activate the tattoo, causing their physical body to softly
in a 10-foot radius and dim light for an additional 10 feet. dissolve into an ethereal mist.
While the tattoo is active, the wearer has resistance to Until the end of their turn the wearer may move through
that element. solid matter as if it wasn't there. If the wearer ends their
In addition, whenever a creature within 5 feet of the turn while still in solid matter, they are immediately
wearer hits them with a melee attack, the shield reacts, ejected to the nearest open space and take 4d6 force
dealing 2d8 damage to the attacker (the damage is of the damage.
same type as the shield).
Tattoo of Chilling
Captive / Slaver's Mark (Anywhere, Small Simple)
(Anywhere, Small Simple) This tattoo is a whirl of snowflakes in the shape of a
This tattoo is meant to be applied to a captive in order to humanoid hand.
prevent them from escaping, usually with a similar tattoo This tattoo enables the wearer to cast the chill touch
applied to the slaver. The small tattoo is a sort of brand, cantrip at will, using Intelligence as their spellcasting
used to keep captives restrained. modifier for the spell.
By touching both marks as an action, the wearer of an
Slaver's Mark may attune or unattune a Captive's Mark to Tattoo of Flame
their mark. Any number of Captive's Marks may be
(Anywhere, Small Simple)
attuned to one Slaver's Mark, and any number of Slaver's
Marks may be attuned to a single Captive's Mark.
This tattoo is a detailed line of fire streaking out from a
pointed finger.
Thereafter, as an action, the slaver can activate their
This tattoo enables the wearer to cast the fire bolt
tattoo and the twin mark on the captive begins to glow like
cantrip at will, using Intelligence as their spellcasting
a burning coal, inflicting 1d4 fire damage per round onto
modifier for the spell. If made with fire-aligned elemental
its bearer. The slaver can stop this effect at any time using
an action. This damage will automatically stop and
ink, the attack roll for this spell is made with advantage.
stabilize the captive at 0 hitpoints. If the linked slaver(s)
die, a captive's mark and it's magic will instantly fade. Tattoo of Major Protection
(Chest or Back, Large Ornate)
Starmarked Blessing A design of overlapping scales, a design of chitinous
(Anywhere, Large Ornate)
armor, or holy protection writ large covers your torso.
You feel blessed with the bounty of the stars mysterious The wearer has a +2 bonus to AC and to all saving
throws.
powers.
These tattoos are made through the use of fine
gemstone dust worked into the ink. They invoke various
Tattoo of Protection
inner strengths by channeling the power of the stars
(Chest or Back, Medium Average)
above. They can increase a wearer's statistics.
A design of overlapping charms and protective prayers
+1 Strength (+2200 gp of Ruby dust)
covers your torso.
+1 Dexterity (+2200 gp of Emerald dust) The wearer has a +1 bonus to AC and to all saving
+1 Constitution (+2500 gp of Diamond dust) throws.
+1 Wisdom (+2200 gp of Jade dust)
+1 Intelligence (+2200gp of Sapphire dust) Tattoo of Striding
+1 Charisma (+2200gp of Aquamarine dust)
(Legs, Medium Average)
A design of leaves or flowing wind spirals around your
legs.
The wearer's speed is increased by 5 feet.
Venom Ward
(Anywhere, Small Average)
A design of interlocking willow branches are meant to
protect your bloodstream from toxins.
The wearer has advantage on saving throws against
poison.

Voice of Comprehension
(Head, Small Average)
Marks cover your throat and surround your ears,
conveying sound despite barriers of understanding.
As an action the bearer can comprehend and
communicate with another willing intelligent creature.

Wings
(anywhere, Large Ornate)
Inky, rippling wings evoke the elusive and coveted ability
of flight.
The wearer is able to cast Fly on themselves once per
long rest.
When the spell ends, the target is granted no extra
protection from a (possibly sudden) fall.

Freedom's Promise
(anywhere, Medium Simple)
The star pattern marks the path home upon your body
so your spirit will always be able to make the journey.
The wearer is protected from their spirit being trapped
in their body after death. This tattoo guarantees that their
spirit can move on. It also makes their body uninhabitable
afterwards so that they will never rise as undead.
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