A Compendium of Magical Tattoos v1.1

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Tattoos : Mundane and Magic

Magical Tattoos: A Retailoring v1.2

Magical tattoos are a rare and special form of controlling the weave. It binds the folding of the Weave's energies into the skin of the tattooed for a limited time. The power and rarity of the magic and the will of the recipient will determine how much of the Weave can be bound to flesh.

Magical Tattoos are a temporary connection to the Weave for any person who can with stand the binding, and not everyone can. There are those who seek out the power of these tattoos, undergo the process, and whether it’s from poor materials, rushed work or an unskilled artist the tattoo process fails catastrophically and what was meant to enhance will harm or even curse depending on the power that was sought after. If the tattoo is inked by a master artist using an ink crafted from the finest possible ingredients, the binding to the Weave can be more powerful than anticipated. In the end, each tattoo is different depending on a variety of factors: the size of the tattoo, the rarity of ingredients for the ink, level of the spell or effect attempting to be bound, and the will of the recipient. And, no matter what the tattoo, it will doubtless grant a great advantage to the bearer.

A New Tool Proficiency

In order to create a tattoo, mundane or magical, one must have proficiency in Tattooist's Tools, which is a type of Artisan's Tools. To ink a magical tattoo, one must have at least 1 level in a spellcasting class and have proficiency with these tools. In order to gain proficiency in Tattooist's Tools, you may either practice with it long enough to gain proficiency, or gain it from the following Backgrounds.

  • Criminal: You may choose to forgo your proficiency in either one type of gaming set or Thieves' Tools, choosing instead to be proficient with Tattooist's Tools.
  • Guild Artisan: You may choose Tattooist's Tools as your one artisan tool proficiency.
  • Sage: You may choose to forgo one of your additional language proficiencies, choosing instead to be proficient with Tattooist's Tools.
  • Sailor: You may choose to forgo your proficiency with Navigator's Tools, choosing instead to be proficient with Tattooist's Tools.

Additionally, your DM may choose to award your proficiency with these tools for some other reason, which remains up to your discretion.

Tattooist's Tools

This kit comes in a sturdy briefcase of some description and contains a variety of various colored inks, needles, and medical supplies needed for sterilization. The kit may also include a sketchbook filled with original tattoo designs, or magical templates that the artist may find on their journeys.

Tattooist's Tools are needed to create any tattoos, whether they have magical properties or not. Each set initially contains a variety of ink colors, but does not include any specialty inks from the specialty inks table.

As you create tattoos, you will use up the supplies in your tool kit, which will need to be replaced every so often. Every small tattoo takes 1 ounce of ink to make. Medium tattoos take 2 ounces and large tattoos take 4 ounces.

Each color of inks costs more or less depending on the dye used to make the color. Purple, for example, is the most expensive color as minerals and plants the produce appropriately colored dyes are harder to find and acquire than other dyes.

Prerequisites for Tattoo Artists

In order to apply tattoos, magical or non-magical, the artist must first be proficient in tattooist’s tools. Non-magical tattoos require only time and imagination to apply a design of the wearer’s desire.

To apply magical tattoos, the artist must also be proficient in Arcana. Magical tattoos comprise of three components: a runic design to specify the magical effects of the tattoo, a 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 the intricacy of the tattoo design generally dictates the required proficiency and level of spell slot needed to apply the tattoo. Proficient artists are skilled enough to apply tattoos of Simple or Average intricacies, while Expert artists have mastered the most intricate Ornate designs.

Prerequisites for the Wearer

In order to apply a tattoo, there must first be room to draw it into the skin. Every tattoo has a size and location. The size of the tattoo scales with the size of the creature.

If your DM allows, tails and wings may also be tattooed, given that they are not covered in feather, fur, or scales and are a sufficient size.

Available Space
Body Part Number of Tattoos
Head 1 Medium, 2 Small
Chest 1 Large, 2 Medium, 1 Medium and 2 Small, 4 Small
Back 1 Large, 2 Medium, 1 Medium and 2 Small, 4 Small
Arm or Wing 1 Medium and 1 Small, 3 Small
Leg or Tail 1 Medium and 1 Small, 3 Small

Secondly, If the the tattoo is magical, know that only so much magic can be bound to the flesh. Each new bridge to the weave pushes the physical limits of the body beyond where they were intended to go. By the third tattoo, the magic begins to take a more serious toll on the body, and a Con DC needs to be made for each new tattoo. Failure means the body could not be adhere to the magic. Unfortunately, all the materials and costs are lost in the failed attempt. After the failed attempt, the subject has reached the limitations of their flesh to hold the magic of the tattoos, and can only accept nonmagical tattoos.

Introduction | Magical Tattoos
Magical Tattoo Limits
# of Tattoos Con DC
1-2 DC 0
3 DC 10
4 DC 15
5 DC 20
+1 DC +5

Tattooing Process

The requirements for each tattoo are different, but the general rule is that larger and more intricate tattoos require more time and ink to apply. Magical tattoos also require spell slots appropriate to the abilities accorded by the tattoo.

Applying Non-Magical Tattoos

The artist need not succeed on checks with tattooist’s tools, only spend the requisite amount of time according to the size and intricacy of the tattoo design.

Applying Magical Tattoos


Crafting Success = 1d20 + proficiency with tattooist's tools + spellcasting ability modifier

In order to apply a tattoo, the artist must succeed on checks with tattooist's tools. The secondary skill used is the artist’s spellcasting ability, as magical tattoos must be imbued with spell slots. If the crafting extends over several sessions, a separate roll must be made each time and a new spell slot imbued into the tattoo.

The artist’s spellcasting ability can be any one of Intelligence, Wisdom, and Charisma, using their knowledge, divine guidance, or sheer force of will to guide the application of the magic to the tattoo, but this must align with the artist’s 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 roll 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.

If the artist fails to successfully apply the tattoo, the tattoo holds no magical properties but still takes up space. It must 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 to apply the tattoo. The cost of failure is dependent on how much progress has been made.

Failure cost = Production cost × [completed hours/ required hours]

Crafting activities may be pursued for eight hours a day. The artist is required to make an exhaustion save for every subsequent hour after this.

Exhaustion Save DC = 10 + [1 for every subsequent hour after 8 hours]

Tattoo Application

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 would to create a small but detailed one. Sessions may be broken into chunks over the course of several days, however if the tattoo is not finished within 30 days the magics within the tattoo disappate and must be started again from the 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 the effects of it after a long rest. Use the following table to determine how long the procedure will take.

Size (intricacy) Time
Small (simple) 1d4 hours
Small (average), Medium (simple) 2d4 hours
Small (ornate), Medium (average), Large (simple) 4d4 hours
Medium (ornate), Large (average) 8d4 hours
Large (ornate) 16d4 hours
Application | Magical Tattoos

The Risk of Disease

Tattooist’s tools must be cleaned after each session in order to maintain their sterility. Medical supplies (see Available Materials) have 10 uses, and each use cleans the tattooist’s tools by one level, e.g. contaminated tools become clean tools. For every session that the tattooist’s tools are not cleaned, they progress down the scale of cleanliness.

Even with sterile tools, there is still a slight chance of picking up a disease from being tattooed. The creature receiving a tattoo must make a Constitution save, the DC of which depends on how sanitary the procedure was.

Cleanliness of tools
Cleanliness DC
Sterile 5
Clean, but not sterilised 10
Contaminated 15
Very contaminated 20
Actively unsanitary 25

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.

The time taken to prepare the area with shifting ink is equal to that of the larger tattoo, but there is no associated DC. The tattoos must be applied within one week of the application of the shifting ink, before it loses its potency and binds with only the first tattoo. Artists sometimes risk exhausting themselves trying to complete their work before the shifting ink sets.

Additonal Information.

Magical tattoos as well as non-magical tattoos should be recorded for future reference in order to quickly check whether a character has room for a new tattoo.

Unless specifically noted under the tattoo's description, a given tattoo can only be taken once. Any additonal applications of the same tattoo will not apply any magical effects.

Magical tattoos radiate magic dimly under a detect magic spell. A successful DC 20 Arcana check may be made in order to discern the nature of a magical tattoo. If the person trying to identify the tattoo is proficient with Tattooist's Tools, they gain a +2 bonus to identification. Dispel Magic will render magical tattoos useless for 1d4 rounds.

Tattoo bonuses of the same kind do not stack. Tattoos that grant a +1 bonus to Wisdom and +2 bonus to Wisdom will only grant a +2 bonus to Wisdom.

Introduction | Magical Tattoos

The Tattoo Artist

It takes a considerable amount of skill and intellect to bind the Weave into flesh. Of the few that start that path of magical understanding, very few ever make it past the ability to understand how to bind higher level magic to flesh, and of those even fewer still reach the mastery of the skill to attempt the highest levels of magical binding. The skill and research involved in the art leaves very little time for adventuring. They prefer to solicit adventures to procure the rare and hard to obtain resources than venture out themselves.

As such, these tattoo shops make a great source of income for the daring adventurer who has been fortunate enough to find one. Magical Tattoo shops are not uncommon at the lower levels of magic, often being found in large cities where magic is abundant and the norm. The magical districts of Districts and areas of arcane studies are a safe place to start one’s search. Though these tattoo shops rarely have an artist capable of binding more than rare magic.

The shop of a master tattooing wizard on the other hand, is so rare and hard to find, it is a quest in-and-of-itself to locate one. These rare masters tend to only work with very rare magics, constantly seeking to push their understanding further. They will send out their apprentices to located the strongest adventurers, and offer their services in the hope to learn how to bind legendary levels of magics to flesh.

The tattoo artist makes is tattooing DC check based on her 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.

Optional Rule of Infection

Not every tattoo artist is equal, and the practices of a younger Novice compared to those of an extraordinary Master are as vastly different as a celestial is to a Devil.

From how the ink is prepared to the cleanliness of the shop you find them in.

Some ink recipes will require you to work with infectious and diseased materials that if not prepared correctly, can leave you with more than just magic coursing through an adventures blood. And with the magical nature of the ingredients, a quick trip to the local cleric might not fix them up as fast.

Chance of infection
Skill level % chance of infection
Novice 20
Skilled 15
Advanced 10
Expert 5
Master 0

If an infection occurs, the recipient receives 1d6 levels of exhaustion minus the proficiency bonus of the tattoo artist.

The Tattoo Artist | Magical Tattoos

The Artist's Sketchbook

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 Intelligence modifier. The sketchbook is a unique compilation of designs, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that they received as a gift from their teacher, a finely bound gilt-edged tome they found in an ancient library, or even a loose collection of notes scrounged together after they lost their previous sketchbook in a mishap.

Discovering new templates

Most examples of tattoo templates are exceedingly rare and either well-hidden or carefully guarded, as existing tattoos are either culturally significant or highly prized by its current owners. In rare cases, ancient tattoo templates may be found in such areas as ancient temple walls or found carved into totems. The most common way to learn a new template is to copy it from a tattooed person. Copying the design of a tattoo from another body requires the tattooist make an Intelligence check. The DC is determined by the condition of the body:

Copying Check
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 be involved in the creation of a template, in that case refer to the DM advice for creation section for creation rules.

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.

Available Materials

Tattooist Supplies
Item Cost Weight
Tattooist's tools 70 gp 5 lb
Medical supplies 15 gp 2 lb
Sketchbook 25 gp 2 lb
Full ink set 50 gp 1 lb
Ink base 5 cp 1 oz
Black ink 10 gp 1 oz
Blue ink 6 gp 1 oz
Brown ink 6 gp 1 oz
Green ink 1 gp 1 oz
Orange ink 3 gp 1 oz
Purple ink 15 gp 1 oz
Red ink 7 gp 1 oz
White ink 10 gp 1 oz
Yellow ink 3 gp 1 oz

Specialty Inks

In very large cities, it may be possible to acquire rare and unique inks with which one may create tattoos. these inks may have special cosmetic or inherent magical properties and are generally very expensive.

Specialty Inks
Item Cost Weight
Bestial ink 125 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
Metallic ink 150 gp 1 oz
Mood ink 115 gp 1 oz
Prismatic ink 125 gp 1 oz
Shifting ink 1,500 gp 1 oz
Temporary ink 10 gp 1 oz
Three dimensional ink 350 gp 1 oz
Application | Magical Tattoos

Description

Bestial ink: This ink serves as an addition to tattoos containing animals, as a small illusory spell contained within allows for the affected areas in the tattoo to feel like fur, feathers, scales, etc.

Detection ink: This Ink is specially mixed and imbued with the ability to detect the presence of certain creatures. The ink may come in a variety of colors, and begins to faintly glow when within 100 feet of the creature in question. For example, an ink may be mixed in order to detect members of the goblinoid family, in which case it would be referred as ink of goblinkind detection.

Elemental ink: This ink is purely cosmetic in most circumstances, coming in a variety of elemental styles. Some may make the lines of a tattoo appear to burn like molten lava, while others may cause it to appear as if they were filled with glimmering gemstones. While this is normally cosmetic, if the appropriate elemental ink is aligned with a specific tattoo, it may amplify the effects of such a tattoo. For example, a Fist of the elements would become stronger if drawn using elemental aligned ink.

Full ink set: Two 1 oz bottles of the following colours - purple, blue, green, yellow, orange, red, black, and white.

Glamour ink: This ink causes lines drawn with it to glitter like a thousand stars. These inks come in a variety of colours.

Glow ink: Tattoos inked with this concoction are pale versions of their colours while in the light, but in dim or dark conditions glow vibrantly with their appropriate colour.

Medical supplies: A kit for cleaning tattooist’s tools. Each kit can sterilise tattooist’s tools 10 times.

Metallic ink: Tattoos made with this ink make it appear as though the subject has organically-flexible metal inlays embedded in their skin. These inks come in a variety of colours, from gold and silver to rusty iron.

Mood ink: Appears as plain grey ink, but once applied this ink changes colour depending on the wearer’s feelings.

Emotion Color
Anger, Irritation Red
Nervousness, Fear Orange
Surprise, Shock Yellow
Disgust, Jealousy Green
Sadness, Depression Blue
Happiness, Infatuation Purple

Prismatic ink: Appearing to be a swirling mass of rainbow colours while in a bottle, this ink causes lines tattooed with it to become beautiful and iridescent in appearance.

Sketchbook: A book containing sketches of all the artist’s known tattoo designs. Has 50 blank pages.

Shifting ink: One of the rarest and most prized inks among artists, shifting ink allows the subject possessing the tattoo to switch between two different tattoos. Artists will often take this ink whenever they can find it, regardless of whatever colour they happen to find it in.

In order for this ink to display its true power, they must first have one tattoo made with shifting ink. Then, they must use the ink's power to shift the ink through the their skin, leaving the spot bare once more. A second tattoo is then made in the same spot and of the same size. Once this is done the subject has the ability to switch between two different tattoos every short rest and therefore change their given magical effects. The tattoos created from shifting ink are counted as one tattoo, and only one magical tattoo limit check is needed.

Tattooist’s tools: This kit comes in a sturdy leather case and contains needles and sketchbook of known tattoos. The needles are imbued with Ethereal magic that allows them to penetrate any and all types of skin, scales, fur, feathers, shells, and carapaces.

Temporary ink: This ink appears as normal black ink, only it is applied on top of the skin with a thin brush. Tattoos made with this ink last up to one week or until they are washed away with water.

Three dimensional ink: This ink comes in the smame standard variety of colors as normal ink. When applied to a subject the ink appears normal. However, the one who wears a tattoo made with this ink may take one bonus action in order to create a stunning cosmetic effect in which the design of the tattoo appears to float off of their skin and hover above it. While this effect is active the tattoo may also animate slightly, spinning or curling around the body part on which it is printed.

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 Examples DC to Rush
Ink base 5 cp Animal bones, gum arabic 5
Bestial ink 125 gp Snakes, scorpions, spiders 17
Black ink 10 gp Octopuses, squids 10
Blue ink 6 gp Knotweed, cornflowers, woad, dogwood bark 10
Brown ink 6 gp Birch bark, coneflowers, dandelion root, hollyhock flowers 10
Materials | Magical Tattoos
Ink Price/oz Source Examples DC to Rush
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 1 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 3 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 base must be wished upon N/A
Red ink 7 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 10 gp Snowdrops, edelweiss, bone, ivory 10
Yellow ink 3 gp Safflowers, alfalfa seeds, barberry bark, goldenrod flowers 10

Ink making process

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.

Magical Tattoo Catalogue

Name Location Size and Intricacy Spell Slot Base DC Price
All Seeing Eye Head Small Average 2nd-level 12 Ink + 2,500 gp
Eye of Darkvision Head Small Average 2nd-level 12 Ink + 2,500 gp
Eye of the Seer Head Small Average 2nd-level 12 Ink + 2,500 gp
Eye of Truesight Head Medium Ornate 6th-level 20 Ink + 6,000
Fist of the Elements Arm Medium Average 2nd-level 14 Ink + 3,500 gp
Fortress Tattoo Anywhere Large Average 4th-level 15 Ink + 8,500 gp
Mark of Elvenkind Anywhere Medium Simple 2nd-level 12 Ink + 3,000 gp
Mark of Spell Binding Arm x2 Medium Ornate 5th level 18 Ink + 10,000 gp
Mark of Telepathy Head Medium Ornate 5th-level 20 Ink + 5,000
Mark of the Anchor Anywhere Small Simple 1st-level 10 Ink + 1,000 gp
Mark of the Archer Arm Medium Average 1st-level 15 Ink + 1,000 gp
Mark of the Armsman Arm Medium Simple 1st-level 15 Ink + 1,000 gp
Mark of the Charging Blow Arm Medium Average 4th-level 15 Ink + 2,000 gp
Mark of the Cheetah Leg Small Simple 1st-level 10 Ink + 1,500 gp
Mark of the Death Walker Chest Large Ornate 4th-level 20 Ink + 30,000 gp
Mark of the Driftglobe Anywhere Medium Average 3rd-level 14 Ink + 3,000 gp
Mark of the Dryad Arm Medium Ornate 4th-level 15 Ink + 7,000 gp
Mark of the Elemental Anywhere Medium Ornate 2nd-level 15 Ink + 3,000 gp
Ink Production | Magical Tattoos
Name Location Size and Intricacy Spell Slot Base DC Price
Mark of the Flock Anywhere Medium Ornate 4th-level 15 Ink + 7,000 gp
Mark of the Frog Leg Small Simple 1st-level 10 Ink + 1,000 gp
Mark of the Ghoul Arm Medium Average 4th-level 17 Ink + 1,500 gp
Mark of the Ground Slam Arm x2 Medium Ornate 5th level 18 Ink + 5,000 gp
Mark of the Healer Anywhere Medium Ornate 4th-level 15 Ink + 3,500 gp
Mark of the Kraken Anywhere Medium Simple 2nd-level 12 Ink + 2,000 gp
Mark of the Pacifist Anywhere Small Simple 1st-level 10 Ink + 1,500 gp
Mark of the Packmaster Anywhere Medium Ornate 4th-level 15 Ink + 7,000 gp
Mark of the Pitfiend Arm Medium Average 4th-level 17 Ink + 1,500 gp
Mark of the Pufferfish Arm Small Average 2nd-level 12 Ink + 3,000 gp
Mark of the Shadow Anywhere Small Average 2nd-level 12 Ink + 2,500 gp
Mark of the Snake Charmer Arm Medium Ornate 4th-level 15 Ink + 7,000 gp
Mark of the Soulmates Arm Small Ornate 3rd-level 14 Ink + 3,500 gp
Mark of the Spider Leg Medium Simple 2nd-level 12 Ink + 2,000 gp
Mark of the Spiritmaster Anywhere Medium Ornate 4th-level 25/20 Ink + 8,000 gp
Mark of the Tarrasque Anywhere Large Average 4th-level 15 Ink + 6,000 gp
Mark of the Viper Anywhere Medium Simple 2nd-level 12 Ink + 3,000 gp
Mark of the Weaponmaster Arm Small Average 2nd-level 12 Ink + 3,500 gp
Name Location Size and Intricacy Spell Slot Base DC Price
Maw of the Dragon Head Medium Ornate 2nd-level 17 Ink + 3,500 gp
Scar of Bravery Anywhere Medium Simple 2nd-level 12 Ink + 3,000 gp
Shield of the Elemental Guardian Anywhere Large Average 4th-level 15 Ink + 4,000 gp
Slave's/Owner's Mark Anywhere Small Simple 1st-level 12 Ink + 1,000 gp
Spirit of the Animal Anywhere Large Ornate 5th-level 17 Ink + 10,000 gp
Tattoo of Blinking Chest Large Ornate 5th-level 20 Ink + 7,500 gp
Tattoo of Censorship Head Small Simple 1st-level 10 Ink + 750 gp
Tattoo of Insurance Anywhere Small Ornate 3rd-level 15 Ink + 2,000 gp
Tattoo of Invisiblity Back Large Average 4th-level 17 Ink + 6,000 gp
Tattoo of Protection Torso Medium Ornate 2nd-level 18 Ink + 2,000 gp
Tattoo of Resilience Anywhere Small Ornate 1st-level 14 Ink + 2,000 gp
Tattoo of the Saint Anywhere Small Simple 1st-level 10 Ink + 1,000 gp
Tattoo of Shielding Arm Small Simple 1st-level 12 Ink + 500 gp
Tattoo of the Beast Anywhere Large Average 3rd-level 15 Ink + 3,000 gp
Tattoo of the Familiar Anywhere Small Simple 1st-level 10 Ink + 2,000 gp
Tattoo of the Iron Heart Chest Medium Ornate 2nd-level 16 Ink + 1,000 gp
Wings of Ink Back Large Simple 3rd-level 15 Ink + 3,500 gp
Magical Tattoo Catalogue | Magical Tattoos

Magical Tattoo Descriptions

All Seeing Eye

Your mind feels more limber, accurately discerning the opinions and intent of others.

The wearer gains advantage on Wisdom (Insight) checks.

Eye of Darkvision

Your eyes become accustomed to total darkness. You can see into the darkest corners of the world.

A complex tattoo of an eye with a slit pupil is made on the subject. The wearer gains the ability to see in the dark, and 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 applies no magical effect.

Eye of the Seer

Your eyes feel keener, seeing your surroundings in higher definition.

The wearer gains advantage on Wisdom (Perception) checks.

Eye of Truesight

A third eye stares unblinkingly out from your forehead, seeing through illusions and observing other Planes of existence.

Activation Time: 1 action

Duration: 1 hour

Frequency: Once per long rest

The wearer gains the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Truesight is a rare and powerful ability that few artists have learned to harness in their art. The artist must successfully make a DC 20 check to apply the tattoo. Please note crafting rolls must be made for each session.

Fist of the Elements

Your fist is wreathed in pure natural energy, channeling the power of the Elemental Planes. Energy ripples through your arm as it barrels towards your opponents with the force of a tsunami.

Activation Time: 1 action

Duration: 1 minute

Frequency: Special (# of times equal to Con Mod.)

The wearer’s unarmed strikes are considered magical, have a +1 bonus to attack and damage 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. Plant-based creatures take an additional +2 damage from your fiery attacks.

If the Fist deals lightning damage and targets a creature 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).

If the Fist deals ice damage, any attacks made with the Fist against fire-based creatures, do +2 damage.

Up to three types of elemental ink may be used in the application of this tattoo, and the wearer may choose between the types each time they activate the tattoo.

You may choose from fire-aligned ink, ice-aligned ink, metal-aligned ink (piercing damage), air-aligned ink (lightning damage), earth-aligned ink (bludgeoning damage), or acid-aligned ink.

Fortress Tattoo

You are able to steel yourself against stronger blows, dodge faster out of the way of danger, and guard your mind against the invasion of enemy spells. Focusing a little more, you feel your blood grow hot as your constitution is bolstered by the powers of nature.

Activation Time: 1 action

Duration: Special

Frequency: Once per long rest

The wearer may use an action to activate the tattoo's primary effect. The wearer gains a +1 bonus to AC and all saving throws. The tattoo’s effects last for ten minutes.

The wearer may use an additional action to activate the tattoo’s secondary effect. The wearer gains resistance to damage corresponding to the ink with which it was applied. The additional effects are concentration and last for one minute. Once this effect is used, it cannot be used again for another seven days.

At least two jars of metallic ink or earth-aligned elemental ink must be used to grant the tattoo’s primary effect. Bestial or elemental ink must be used to grant the tattoo’s secondary effect.

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 Spell Binding

The spiral animates in the presence of magical spells, siphoning energy from the disturbance in the weave of magic it causes, potentially nullifying it.

Activation Time: 1 reaction

Frequency: Once per long rest

This tattoo of spiral appears across both of your forearms. When a spell is cast you can use a reaction to you raise your forearms and place them in such a way that connects the two halves of the spiral, this action causes the spiral to spin, drawing in the magic that triggered it, treat this as if you are casting Counterspell using the spellcasting modifier of the tattooist.

If this tattoo is drawn using three-dimensional ink, then you gain the ability to retain the spell if you successfully counterspell it. As an action on turn after this has occurred you can release this magic, using the statistics of the original caster.

Magical Tattoo Description | Magical Tattoos

Mark of Telepathy

You can extend your consciousness to meet other minds, forming a mental channel. Thoughts, emotions, and images flood over the connection as your minds meld, overwhelming your senses for a few seconds.

You may send the message cantrip at will without having to use any components.

Mark of the Anchor

Your body feels heavier, feet more firmly planted on the ground.

The wearer gains advantage against effects that would move them, or knock them prone.

Mark of the Archer (Crossbowman, Gunman, etc.)

An instrument of ranged warfare marks your skin, steadying your hand and narrowing the mind.

This tattoo gives the wearer +1 on attack rolls with any ranged weapon, they are proficient in.

Mark of the Armsman

Your weapon seems to move itself, digging further into wounds than your strength alone can account for.

The wearer has a +1 bonus on attack rolls OR damage rolls with a specific type of melee weapon (swords, axes, maces, etc), as long as they are proficient with the weapon and wielding it in the arm the tattoo is on. The type of weapon and the type of rolls are chosen when the tattoo is applied, and the weapon is pictured somewhere in the art of the tattoo.

An Ornate intricacy design exists that grants the bonus to both attack rolls and damage rolls.

Mark of the Charging Blow

You embody the aura of a charging animal, strengthening your charge.

Activation Time: 1 Bonus Action

Frequency: Once per short or long rest

As a Bonus action, you can use this take a Dash action. If you move at least 20 feet using this ability and then hit with an unarmed attack, the hit does maximum damage and pushes the target backwards a number of feet equal to 5 x your Strength modifier.

Mark of the Cheetah

Your legs become light with the speed and agility of a cheetah.

The wearer’s speed increases by 5ft. This tattoo can be taken a second time on the other leg for an additional +5 to movement speed.

Mark of the Death Walker

Potent magic in the form of protective runes and abjuration magic give the wearer the protection from the most final of endings, death.

Duration: Instantaneous

Frequency: Once every 7 days

If the wearer would drop to 0 hit points as a result of taking damage, the wearer instead drops to 1 hit point and is immune to damage until the start of their next turn. Alternatively, if the wearer is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the wearer.

Once either effect is used, it cannot be used again for another 7 days.

To ward against death is a rare and powerful ability that few artists have learned to harness in their art. The artist must successfully make a DC 20 check to apply the tattoo.

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.

Mark of the Dryad

Creepers and vines swathe your arm, grasping and strangling anything and everything that draws too close.

Activation Time: 1 bonus action

Duration: Concentration, up to 1 minute

Frequency: Once per long rest

This tattoo looks like some form of plant life (roses, ivy, etc.) and spirals all the way along its wearer's arm. As an bonus action, the wearer of this tattoo may activate its effects. Upon activation the plant life comes to life on the wearer's arm, coiling around it and responding to the wearer's mental commands. The plant life growing from the wearer count as a weapon with a 15 foot reach, which does 2d6 bludgeoning damage. As a bonus action, the wearer may choose to entangle the target in their plants. The target makes a Dexterity saving throw against the user's Constitution bonus + proficiency bonus + 8. On a failure, the target is grappled by the plant matter. They can make an Acrobatics or Athletics skill in an attempt to break free at the end of their turn.

This tattoo must be drawn with either plant-aligned elemental ink or three-dimensional ink.

Mark of the Elemental

The representation of an element flows around you, granting you its protection.

The wearer gains resistance to a type of damage, chosen when the tattoo is applied.

The element chosen must be reflect in the type of elemental ink used

Magical Tattoo Description | Magical Tattoos

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

Duration: Concentration, up to 1 hour

Frequency: Once per long rest

The wearer may summon a swarm of ink ravens, which disappear when they drop to 0 HP or when they are more than 150 ft. away. The ravens are friendly to you and your companions. Roll initiative for the ravens 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.

Any article of clothing which covers the tattoo upon activation is destroyed in the process as the ravens fly 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.

Mark of the Frog

Your legs become coiled springs, waiting to unleash the jumping prowess of the frog.

Activation Time: 1 action

Duration: 1 minute

Frequency: Once per long rest

The wearer’s jump distance is tripled.

Mark of the Ghoul

A palpable sense of death surrounds the arm, vague figures of the dead can be seen within the mist.

Activation Time: 1 bonus action

Duration: Concentration, up to 1 minute

Frequency: Once per long rest

This tattoo resembles swirling mist which wraps around the arm of the wearer. the wearer may activate this tattoo as a bonus action, causing the lines of the tattoo to glow slightly and their arm to change shape. The wearer's arm pales in color and grows into that of a ghoul, fingers sharpening and elongating into a terrible clawed hand.

Any article of clothing not meant to accomidate the change in limb size is destroyed in the process. If the arm is covered in armor not meant to accommodate the change in limb size, the limb grows anyways and begins to crush the wearer's arm for 1d6 bludgeoning damage per round.

A melee attack with this arm does 2d4 slashing damage. If the target is a creature other than an undead, it must succeed on a DC (8 + your proficiency modifier) Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mark of the Ground Slam

Condensed might is stored within a tattoo depicting a large impact, waiting to be released.

Activation Time: 1 Action

Frequency: Once per short or long rest

As an action, you slam your fists into the ground. All creatures within a 15 foot radius must make a Dexterity saving throw. On a failure they take 35 (10d6) and are thrown a number of feet into the air equal to 10 x your Strength modifier (perhaps taking appropriate fall damage). On a success they take half damage and are not knocked into the air.

Mark of the Healer

Healing energy radiates from you in a soft golden glow.

Activation Time: 1 action

Duration: Concentration, up to 1 minute

Frequency: Once per long rest

Each creature (including enemies) within a 30 ft radius regains the maximum number of hit points possible from any healing.

Mark of the Kraken

Like the Kraken, you are able to shroud your surroundings in darkness, making your strikes all the more unpredictable.

Activation Time: 1 action

Duration: 1 hour

Frequency: Once per long rest

Magical darkness fills a 15 ft. radius sphere centred on the tattoo and it moves with them. Creatures with darkvision cannot see through this darkness, and non magical light cannot illuminate it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Mark of the Pacifist

You exude calmness and serenity, discouraging even the most bloodthirsty foes from attacking you.

Activation Time: 1 bonus action

Duration: 1 minute

Frequency: Once per long rest

Any creature who targets the wearer with an attack or a harmful spell must first make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This tattoo doesn't protect the wearer from area effects, such as the explosion of a fireball.

The tattoo's effects end early if the wearer makes an attack or casts a spell that affects an enemy creature.

Magical Tattoo Description | Magical Tattoos

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+1 ink wolves (same color as depicted in the tattoo), 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.

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.

Mark of the Pit Fiend

Images depicting depraved and violent acts litter your arm, marking it as a portal for sin.

Activation Time: 1 bonus action

Duration: Concentration, up to 1 minute

Frequency: Once per long rest

This tattoo resembles hellish imagery mixed with infernal runes which covers an entire arm. the wearer may activate this tattoo as a bonus action, causing the runes of the tattoo to 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. Any article of clothing not meant to accommodate the change in limb size is destroyed in the process. If the arm is covered in armor not meant to accommodate the change in limb size, the limb grows anyways and begins to crush the wearer's arm for 1d6 bludgeoning damage per round.

A melee attack with this arm does 2d8 bludgeoning damage. If fire-aligned elemental ink is used to draw this tattoo, the attack also does 1d4 fire damage. While the arm is changed, the wearer has an effective Strength modifier of +8 for anything that only uses the changed arm.

If the arm does not deal damage each round of combat, it reacts violently, striking at its wielder.

This tattoo must be drawn with either bestial ink or three-dimensional ink.

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.

This tattoo must be drawn with bestial ink based on a spiny creature

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

Frequency: Once per long rest

The wearer may summon 1d6+1 ink viper (same color as depicted in the tattoo) into being which curl around the wearer's arm. These vipers follow the mental commands of the wearer and last until killed. Once all ink vipers are killed, the tattooed snakes reappears on the wearer's arm.

At least three jars of three dimensional ink must be used to grant this tattoo’s effects.

Mark of the Soulmates

As the lives of two overly-attached people intertwine, you learn how to draw on each other’s strengths and shoulder their burdens.

Activation Time: 1 action

Duration: 1 hour

Frequency: Once per long rest

The wearers gains a +2 bonus to AC and saving throws while they are within 30 feet of each other. Also, each time the 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.

Mark of the Spider

Your feet feel firmly planted on every surface they touch, allowing you to even run up vertical walls.

Activation Time: 1 action

Duration: Concentration, up to 1 hour

Frequency: Once per long rest

The wearer gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The wearer also gains a climbing speed equal to its walking speed.

This tattoo must be drawn with bestial ink based on a spider-like creature

Magical Tattoo Description | Magical Tattoos

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

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 spellcasting 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 25 check to apply the tattoo. If undead-aligned detection ink is used, the artist must successfully make a DC 20 check instead.

Mark of the Tarrasque

A warmth washes over you as the fortitude of the legendary tarrasque fills your veins.

Activation Time: 1 action

Duration: 1 hour

Frequency: Once per long rest

The wearer gains 5 temporary hit points every round for an hour (these do not stack). When the tattoo’s effects end, the wearer loses any remaining temporary hit points.

This tattoo can be drawn with bestial ink derived from the tarrasque to make the duration indefinite.

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.

Maw of the Dragon

Energy fills your lungs, as the power of dragons, empowers the very air your breathe.

Activation Time: 1 action

Duration: Instantaneous

Frequency: Special

When this tattoo is first inscribed, select any one of the elements described below which affect the damage type and shape of this weapon.

Damage Type Breath Weapon
Fire 15 ft. cone (Dex save)
Cold 15 ft. cone (Con save)
Acid 5 by 30 ft. line (Dex save)
Lightning 5 by 30 ft. line (Dex save)
Poison 15 ft. cone (Con save)

As an action you may activate this tattoo to unleash a burst of elemental energy from your mouth, allowing them to make this attack a number of times per long rest equal to their Constitution modifier. The base damage of this weapon is equal to 6d6, but the wielder may spend hit dice to increase the damage, adding 1d6 per hit dice spent. Affected creatures may make a saving throw to take half damage, with the DC equal to 8 + the bearer's Constitution modifier + their proficiency bonus.

This tattoo must be drawn with elemental ink aligned to the element

Scar of Bravery

Your mind feels more more robust. The trauma and pain you have experienced bolsters your resolve.

The wearer gains advantage on saving throws against being frightened.

Shield of the Elemental Guardian

A wave of elemental energy cloak your body, protecting you from the cold.

Activation Time: 1 action

Duration: 10 minutes, or until dismissed

Frequency: Once per long rest

When this tattoo is applied, the wearer chooses a primary and a secondary elemental type from the following: acid, cold, fire, lightning, or thunder. Both types of elemental ink must be used in the creation of the tattoo, and the wearer cannot pick the same element.

Once per long rest as an action, the wearer may activate this tattoo. For the next 10 minutes, or until dismissed, the wearer’s body is wreathed in thin and wispy expressions of the chosen primary element that shed bright light in a 10-foot radius and dim light for an additional 10 feet.

While the tattoo is active, the wearer has resistance to the secondary element.

In addition, whenever a creature within 5 feet of the wearer hits them with a melee attack, the element erupts, dealing 2d8 damage to the attacker of the primary elemental type.

Slave's\Owner's Mark

This tattoo is meant to be applied to a slave in order to prevent them from escaping, usually with a similar tattoo applied to the owner. The small tattoo is a sort of brand, used to keep slaves under control.

By touching both marks as an action, the wearer of an Owner's Mark may attune or unattune a Slave's Mark to their mark. Any number of Slave's Marks may be attuned to one Owner's Mark, and any number of Owner's Marks may be attuned to a single Slave's Mark.

Magical Tattoo Description | Magical Tattoos

Thereafter, as an action, the owner can activate their tattoo and the twin mark on the slave begins to glow like a burning coal, inflicting 1d4 fire damage per round onto its bearer. The owner can stop this effect at any time using an action. This damage will automatically stop and can no longer be activated if the slave has 0 hitpoints. If the owner dies, or otherwise loses their tattoo, and the slave's mark is not attuned to any other owners, the magic of the slave's mark will instantly fade, allowing them to handle the application of another tattoo.

If drawn in fire-aligned elemental ink, the mark instead inflicts 1d8 fire damage per round.

A variant exists that automatically causes the tattoo to activate if the slave moves more than 150 feet from the owner. It otherwise functions identically to this version.

Tattoo of the Spirit Animal

You feel blessed with aspects of your chosen animal

When inscribed choose both an animal and the characteristic that best represents that animal, then gain +2 to that characteristic as long as the imagery of the creature remains visible upon your flesh. Examples may include a bear that represents strength, a dove that represents charisma, a monkey that represents dexterity, an owl that represents wisdom, a rhino that represents constitution, or a fox that represents intelligence.

Tattoo of Blinking

This tattoo randomly disappears from your skin only to find itself in the ethereal plane for a few seconds, when it returns it seems to have move an inch from where it use to be.

Activation Time: 1 Action

Duration: Instantaneous

Frequency: Once per long rest

By using an action, the subject may use this tattoo to teleport themselves to a location as per the Dimension Door spell. For every 50 ft that the subject teleports, they must spend one hit die or, if they have no hit dice left, suffer 1d6 necrotic damage.

A second creature may be teleported as well, if the subject is holding them, but the subject must expend hit dice every 25 ft instead.

If this tattoo is drawn in shifting ink, the artist can instead empower the tattoo with its shifting capabilities, in doing so you remove the option of placing a second tattoo in this location, but remove the frequency of this tattoo.

Tattoo of Censorship

You've decided that the swear jar needs to stop being filled.

This tattoo passively monitors the vocal cords of the person who wears it. When the tattoo is first inscribed, choose any number of key words. If the subject attempts to speak any of these words, the tattoo will flare up, dealing 1d4 fire damage to the subject and magically preventing them from speaking the chosen word.

If drawn in fire-aligned elemental ink, the mark instead inflicts 1d8 fire damage per round.

Tattoo of Insurance

You've decide to take out an insurance policy, here's hoping you never need to use it.

Frequency: Once per long rest

When this tattoo is first inscribed, select any number of criteria that can be as complicated or simple as necessary. If the criteria are met at any point, this tattoo will flare up, casting a localised Fireball spell on the subject. The subject suffers the maximum damage of the Fireball and everyone within range must save against the spell. The DC of the spell is the same as the spellcasting DC of the person who inscribed the tattoo.

Tattoo of Invisibility

If normal eyes could perceive the imagery contained within this tattoo, they would have to stop themselves from blushing.

Activation time: 1 Action

Duration: Special

By using an action, the subject may use this tattoo to turn invisible, along with any items they are holding or wearing. At the start of each round that the subject is invisible, and whenever they attack or cast a spell while invisible, they lose one hit die. If they have no hit dice left to lose, then they take 1d6 necrotic damage instead. The invisibility can be ended freely at any point on the subject's turn, and ends automatically if the user drops to 0 hit points.

Tattoo of Protection

A design of metal plates, overlapping chain links, or leather patches covers your torso.

This tattoo gives the wearer +1 to Armor Class and all Saving Throws.

However, you can increase the size of the tattoo to large and the spell slot used to a 3rd level to give the wearer +2 to Armor Class and all Saving Throws.

Tattoo of Resilience

Activation Time: 1 Bonus Action

Duration: Special

Frequency: Once per short or long rest

As a bonus action, the wearer can activate this tattoo to temporarily gain resistance to one damage type of their choice. At the start of each of the wearer's turns, while this effect is active, they must make a Constitution saving throw. On a success the effect continues, or they may choose to end the effect for free, losing the resistance.

On a failure the effect immediately ends, and the subject gains vulnerability to the original damage type for 1d4 rounds. The DC of the saving throw starts at 5, and increases by 5 after each successful save.

Magical Tattoo Description | Magical Tattoos

Tattoo of the Saint

Iconography of a chosen saint is inscribed into your skin, their pious actions and representation of self-sacrifice serve as a pathway to salvation for others with you serving as its gate.

Activation Time: 1 bonus action

As a 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 Spellcasting modifier.

Tattoo of Shielding

Placed anywhere on your body, this tattoo of a shield can parry minor blows. When you are hit with an attack, you can use your reaction to add +2 to your AC. You can decide to use this after you know the roll, but before you know if the attack hits or not. You can use this a number of times equal to your Intelligence modifier per short rest.

Tattoo of the Beast

You admire the strength of this creature, you've decide to add its strength to your own.

Activation Time: 1 Action

Duration: 1 minute

When this tattoo is first inscribed, select any beast, which this tattoo must resemble. As an action the subject may activate this tattoo to cause the animal to leap from the ink, to an open space within 5 ft.

Upon summoning the creature, the user must immediately expend a number of hit dice equal to five times the creature's challenge rating (rounded up). If the user doesn't have enough hit dice they instead suffer 1d6 necrotic damage for each hit dice they don't have. If this reduces the tattoo bearer to zero hit points, then the summoned creature suffers the overflow damage.

The creature is friendly to the tattoo-bearer and acts on its own initiative, following the commands of its summoner to the best of its abilities. This creature disappears after 1 minute, or when it is slain.

Tattoo of the Familiar

Perhaps this tattoo resembles a pet you always wanted or did have in your childhood. Either way you have it's yours now.

Activation Time: 1 Action

Duration: Special

When this tattoo is first inscribed, select any of the common animal forms from the Find Familiar spell description. The tattoo resembles this creature. As an action the subject may 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 short amount of time, which the subject decides upon when 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, suffer 1d6 necrotic damage per round. This cost is consumed immediately when the tattoo is activated.

The familiar exists for the bartered duration, or until it is slain. It behaves in the same manner as familiars summoned by the Find Familiar spell, treating the bearer of the tattoo as its summoner.

Tattoo of the Ironheart

The strength of your heart reflects the strength of your convictions: An Ironheart, An Iron Will.

This tattoo gives the wearer 5 additonal hit points.

If metal-aligned elemental ink or metallic ink is used in the application of this tattoo, your maximum hit points can't be reduced.

Wings of Ink

Inky, rippling wings spring from your back, granting the elusive, and most coveted ability of all – flight.

Activation Time: 1 action

Duration: Concentration, up to 10 minutes

Frequency: Once per long rest

The wearer gains a flying speed of 60 ft. for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

Armour that is not specifically designed to accommodate wings will not allow you to manifest them, and clothing that is not specifically designed to accommodate wings will be ruined.

At least two jars of three dimensional ink must be used to grant this tattoo’s effects.

Magical Tattoo Descriptions | Magical Tattoos

Ink Viper

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 9 (1d4+5)
  • Speed 30 ft., swim speed 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

  • Condition Immunities None
  • Senses blindsight 10 ft., passive perception 10
  • Languages none
  • Challenge 1/8 (25 XP)

Actions

Bite Melee Weapon Attack: +5 to hit, Reach 5ft., one target. Hit: 1 piercing damage, and the target must make a DC 12 Constitution saving throw, or be poisoned by the toxic ink which constitutes their venom, taking 12 (4d4) poison damage on a failed save, or half as much on a successful one.


Ink Wolf

Medium beast, unaligned


  • Armor Class 14
  • Hit Points 15 (3d8+2)
  • Speed 40 ft.

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.


Flock (unkindness) of Ink Ravens

Large swarm of Tiny beasts, unaligned


  • Armor Class 14
  • Hit Points 36 (8d8)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +5
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 15
  • Languages None
  • Challenge 1/2 (100 xp)

Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny Ink raven. The swarm can't regain hit points or gain temporary hit points.

Actions

Beaks. Melee Weapon Attack: +4 to hit, Reach 5 ft., 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 succeed on a DC 12 Constitution or be poisoned by the toxic ink which constitutes their beaks, taking 5 (2d4) poison damage on a failed save, or half as much on a successful one.

Ink Monsters | Magical Tattoos

Arcane Sigilist

Mastering the geometry of arcane diagrams is essential to studying any school of wizardry, for it is in this manner that spellbooks are written. However, few have undertaken the exceptionally specialized study that strives to achieve the complete perfection over these diagrams, and to transcend spellbooks entirely. Arcane Sigilist are their own canvases for arcane diagrams, turning their bodies into a beautiful, yet functional, murals of arcane spells.

Arcane Sigilists are often referred to as tattooed mystics and are renowned for both the artistry with which they adorn their bodies and the powerful magic they summon from these markings. Many learn the ways of tattooing from their forebears, the craft having been passed down through generations of wanderers and fortune-tellers.

Power Sealed Within

Sigilists — regardless of how — have found themselves with magical power sealed within them. Unlike Sorcerers, who have an innate connection to the Weave that allows them to cast spells, Sigilists tap into nothing but themselves and the magic that suffuses the sigils that surrround them to access their powers. This leads to effortless spellcasting, although their repertoire is severely limited.

Arcane Symbology

The process of sealing magic within a person leaves them with lasting marks on their skin. For some, these marks were placed on their bodies by themselves in a special ritual, while for others, the marks were the result of a powerful being tampering with their soul. In cases whether the Sigilist was willing, the marks may manifest as tattoos made from ink, 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.

Quick Build

To quickly create an Sigilist, follow these steps. First, choose the Sage background. Next, make either Intelligence or Charisma your highest ability score (depending on whether you are creating a Learned or Vessel Arcanist, respectively), followed by either Dexterity or Constitution.

Class Features

As a Sigilist, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Sigilist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per channeler level after the first.

Proficiencies


  • Armor: Light armor and Shields
  • Weapons: Simple
  • Tools: Tattooist kit

  • Saving Throws: Constitution
  • Skills: Choose two from Arcana, Athletics, Deception, History, Intimidation, Perception, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) a shield and commoner's clothes
  • (a) a light crossbow and 20 bolts or (b) two daggers
  • (a) a scholar’s pack or (b) an explorer’s pack
  • (a) a spellbook (Learned) or (b) a book of lore (Vessel)
  • And a Tattooist kit and one 1st level magical tattoo
Arcane Sigilist | Magical Tattoos
Arcane Sigilist
Level Proficiency Bonus Features Cantrips Known Empowerments Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Sigil Source Features 2 6 2 - - - -
2nd +2 Sigil Empowerment 2 2 7 3 - - - -
3rd +2 Artistic Aura, Warded Sigils 2 2 8 3 - - - -
4th +2 ASI 3 2 9 4 2 - - -
5th +3 Sigilistic Renewal 3 3 10 4 2 - - -
6th +3 Sigil Source Feature 3 3 11 4 3 - - -
7th +3 Sigilist's Skin 3 3 12 4 3 - - -
8th +3 ASI 3 3 13 4 3 2 - -
9th +4 Sigil Transference 3 4 14 4 3 2 - -
10th +4 Sigil Source Feature 4 4 15 4 3 3 - -
11th +4 Sigil's Shroud 4 4 16 4 3 3 - -
12th +4 ASI 4 4 17 4 3 3 1 -
13th +5 Potent Sigil Reserves 1/R 4 4 18 4 3 3 1 -
14th +5 Sigil Source Feature 4 5 19 4 3 3 2 -
15th +5 Sigilistic Resistance 1/LR 4 5 20 4 3 3 2 -
16th +5 ASI 4 5 21 4 3 3 2 1
17th +6 Potent Sigil Reserves 2/R 4 5 22 4 3 3 3 1
18th +6 Sigilistic Resistance 2/LR 4 5 23 4 3 3 3 2
19th +6 ASI 4 5 24 4 3 3 3 2
20th +6 Sigilistic Regeneration 4 6 25 4 3 3 3 3

Sigil Source

When you start a 1st level, you must decide the origin of your sigils, some Sigilists have learned how to seal magical energy inside themselves; others have had it sealed within them by an outside source. Choose a Sigil Source from either Learned or Vessel. This determines your Spellcasting Ability and grants you additional features now, and again at level 6, 10, and 14.

No matter the choice, you can accept sigils into your flesh, ignoring the limit for magical tattoos and their associated Con save. The only limiting factor for your tattoos are space, time, and gold; for the purposes of this homebrew wards, sigils, tattoos, and symbols are synonymous.

Sigil Empowerment

At 2nd level, you have learned how to bolster your spells by channeling more through your sigils, which in some instances taxes the strength of your flesh. You learn two Spell Empowerment now, and you learn more as you gain levels in this class, as shown in the Empowerments Known column of the Sigilist table.

Whenever you gain a level in this class, you can replace a Spell Empowerment that you know with another that you meet the prerequisites for.

You can only use one Empowerment on a single spell. Once you have Empowered a number of spell equal to your proficiency bonus, you must finish a short or long rest before you can do so again.

Empowerments

Listed below are the different ways you can learn to empower your sigils with the power sealed within you.

Subtle Spell

When you empower a spell with this technique, you cast it without using verbal or somatic components.

Harmful Spell

When you use this technique to empower a spell, you add your 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

Empowered Spell

When you empower a spell with this technique, you must cast it at its lowest possible level, under these conditions you can spend hit dice to raise the level of the spell. Each hit die you spend raises the Effective Spell Slot used for the spell is raised by 1. You cannot raise a spell higher than your highest level spell slot

Distant Spell

When you empower a spell with this technique, the spell’s range doubles. You cannot empower melee spells with this technique.

Irresistible Spell

When you empower a spell with this technique, you can spend 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 spell attack modifier by 1. You cannot spend more hit dice on this Empowerment than one-third your Sigilist level, rounded up.

Versatile Spell

When you empower a spell with this technique, you alter the material created by the spell, causing the damage type (or types) to change to another of your choice.

Artistic Aura

At 3rd level, you have learned how to channel the presence of your sigils into your aura. During a short or long rest, you can spend one hour empowering your sigils, causing them to the store your aura to be released at some later point.

Whenever you make a charisma-based skill check, you can expend a portion of the aura to add your spellcasting modifier to the charisma-based skill check. You can release the aura, a number of times equal to your spellcasting modifier.

Warded Sigils

Also at 3rd level, your arcane tattoos grant you some protection from harm, as the latent projection of power now serves as a form of armor.

When you are not wearing armor, your armor class becomes 10 + Dexterity Modifier + Spellcasting Modifier. You can use a shield and still gain this benefit.

Ability Score Improvement

When you reach 4th level, and again at the 8th, 12th, 16th, and 19th, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.

Sigilistic Renewal

Starting at 5th, you have learned to replace some of your sigils. Assuming you work 8 hours a day, you may spend 7 days removing and replacing a sigil with a new one, provided you meet all the requirements of the new sigil. You can provide extra gold, ink, or spell slots to make up for the difference in the requirements of the new sigil.

Sigilist's Skin

At 7th level, your skin has begun to accept ink with unnatural ease, the magic embedded within your flesh seemingly seeking to further the tapesty of sigils that dapple your skin.

The gold costs and time required associated with acquiring a new sigil are halved, but only when you are the recipient of the sigil. The cost to buy or make ink is unaffected by this features.

Sigil Transference

Starting at 9th level, the weave that constitutes the essence of your sigils can now be transfered to others for a time. You can now temporarily grant a benefit from one of your sigils to another creature.

As a bonus action, you can touch a creature and a copy of the tattoo appears on them. They gain the benefits of the ward for 1 hour, at which point the sigil fades from their skin. The sigil that you transfered is counted as having been used for the purposes of frequency.

You can use this ability a number of times per long rest equal to your Spellcasting Modifier. A creature cannot have more than one ward at a time, and casting it again on the same creature replaces the old ward with the new one.

Sigil Shroud

Starting at 11th level, you have learned how to manipulate the projected aura of your sigils in such a way that they begin to produce illusions. These illusions confound your appearance to outside observers and effectively warp your appearance and aura, so as to deceive the naked and to some extent magically-aided eye.

As such, you may cast the spells Disguise Self and Nystul's Magic Aura at will, however, you must be the target of these spells.

Sigil Reserves

At 13th level, your flesh as become an incomparable reservoir of the the weave, that it has built up a considerable magical reserve within you, if at anytime you use a sigil that has a frequency property, you can choose to ignore it.

Once you have ignored a frequency, you must finish a short or long rest before you can do so again. Starting at 17th level, you may do so twice in between a short or a long rest.

Sigil Resistance

Beginning at 15th level, the magic within you has reached such a level that it overpowers almost all other sources of magic, thereby protecting you from magical harm.

Whenever you fail a saving throw against a magical effect, you can choose to reroll it, taking the new roll. When you do, you cannot do so again until you finish a long rest. At 18th level, however, you can do it twice between long rests.

Sigilistic Regeneration

By 20th level, the magic from your sigils has suffused so intensely throughout your flesh that it gives you a superior regeneration ability. If you lose a limb, it regenerates in 1d6+1 days, albeit with any tattoos that were on it. While you are not incapacitated or unconscious, you regain 10 hit points at the start of each of your turns.

Arcane Sigilist | Magical Tattoos

Sigil Source

When you gain your first level in this class, you choose a method by which the magic is sealed in your body, either Learned or Vessel.

Learned

Learned Sigilists have discovered and performed the secret ritual that binds a portion of the Weave within a person. The search for this ritual has left them with a considerable amount of knowledge of magical rituals, but lacking in the more advanced methods of spellcasting.

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 4th level and another at 10th level.

Preparing and Casting Spells

The Sigilist: Learned table shows how many spell slots you have 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 regain all expended spell slots when you finish a long rest. Your sigils act as the arcane focus for your spells.

Spells Known of 1st Level and Higher

You know six 1st-level spells of your choice from the Wizard spell list.

You learn an additional Wizard spell of your choice when 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 4th 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 choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Additional Saving Throw

At 1st level, Your consistent studies have guided you to proficiency in Intelligence saving throws. You do not gain this feature if you are multiclassing into this class from another.

Ritual Book

Beginning at 1st level, You gain the benefits of the Ritual Caster feat, with Wizard as the chosen class. You start with 3 ritual spells instead of two in your book. This feature does not prevent you from taking the Ritual Caster feat later.

Ritual Prodigy

Also at 1sh level, 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.

Ritual of Sealing

Starting at 6th level, you write three 1st-level spells of your choice from the wizard spell list into your ritual book (these spells 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.

Performing this ritual requires a selection of fine ink worth 20gp per level of the spell, which is consumed after one performance.

Creatures with spells bound into them can cast them at the expended spell slots level once, and then the power dissipates. You can only seal into creatures a combined number of spell equal to twice your Intelligence modifier.

As you gain levels in this class, you learn more spells that you can bind in this way. Each time you achieve an even numbered level in this class, you can write the ritual for another Wizard spell of your choice into your book. The spell must not have the ritual tag, it must have a casting time of one action or less, and it must be of a level that you have achieved with your Spellcasting features. Because you are not learning 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.

Efficient Sealing

When you reach 10th level, you have learned how to stretch your ink, from now on your ritual of sealing can be completed with tattoo ink worth 5 gp per level of the spell instead of 20.

Additionally, the capacity of spell slots for your Ritual of Sealing feature is equal to triple your Intelligence Modifier.

Glyph Sealing

By 14th level, your inscription powers have become so potent that you have learned how to inscribe incredibly powerful but temporary sigils onto yourself which fade when expended. You gain and can now inscribe the spell glyph of warding upon your body and can decide to become immune to its effects when it is triggered.

You can have 1 such glyph of warding active at a time. Additionally, the glyph does not break if you move 10 feet from where you cast it, as the power of the glyph lives within your flesh and the component costs associated with glyph of warding are replaced with the Ritual of Sealing costs per spell level.

Arcane Sigilist | Magical Tattoos

The effective spell slot of the glyph of warding provided by this features can be raised by providing 200 gp and an additional hour per spell slots past your own capabilities.

Vessel

Vessel Sigilist have had their magical energy sealed within them by an outside source. More often than not, this ritual is much more invasive than that of the Learned Sigilists, and more often than not, Vessel Sigilists didn’t ask for their powers. Whether it be because of a Warlock Pact gone wrong or an extraplanar being overstepping their boundaries with sentient life, these Sigilists have their powers regardless, and the raging storm of magic within them threatens to change their very being.

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Preparing and Casting Spells

The Sigilist: Vessel table shows how many spell slots you have 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 regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

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.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through dedicated study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Additional Saving Throw

At 1st level, 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.

Additional Proficiencies

At 1st level, perhaps due to a life goal or career before being a vessel for magical energy or due to taking full advantage of the magical energy bound within very muscle fiber and bone of your body, you have gained a familiarity with many forms of weapons so to better utilize your newfound physical capabilities.

You gain proficiency with Martial Weapons.

Form of the Weave

Also at 1st level, when you are in combat, the magic within every one of your cells calls for release, for motion. You can let it fill you as a bonus action, granting you the following benefits for 1 minute, after this form ends, you gain 1 level of exhaustion which can only be removed by resting:

  • It awakens your potential. 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).
Arcane Sigilist | Magical Tattoos

Expanded Spell List

Starting 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

Motion of the Weave

Also starting at 6th level, the level of magical suffusion deepens and the weave flows through you with ease and speed. Now, whenever you go into your Form of the Weave, you gain the following additional benefits:

  • The weave of magic pushes against you as it flows through you, allowing you to reach dazzling speeds. You gain a +15 foot bonus to your movement speed.
  • The weave of magic calms in the wake of your footsteps. You become unaffected by magical difficult terrain.
  • The weave of magic hastens your attacks. You can now attack twice, instead of once, whenever you take the Attack action on your turn.

Eyes of the Weave

Beginning at 10th level, the edges of your reality begins to blur as your soul begins to slip into the folds of the weave, in doing so, you begin to catch glimpses of the all encompassing tapestry that is the weave. Now, whenever you go into your Form of the Weave, you gain the following additional benefits:

  • Magic within notices magic without. You gain the effects of the detect magic spell.
  • You push past the illusion of reality. You gain the sense: Truesight.
  • You gain a bonus to your Wisdom (perception) checks equal to your Charisma modifier (minimum of 1).

Will of the Weave

When you reach level 14, to any observers peering into the realm that contains the fabric of the weave, they would discover that your essence has been so throughly suffused into the weave that a distinction between the two would be a trivial one at best. The spells you cast and the weave of magic that surrounds you may no longer contain contradictory wills. While you are in your Form of the Weave, you add/readd your proficiency bonus to any spellcasting ability checks you make as a part of a spell that you cast.

However, owing to such a deep and essential connection to the weave, whenever you are cut off from the weave of magic, as for example done by the spell dispel magic, you must pass a DC 15 Constitution check, on a failure your will flickers and you become stunned until the beginning of your next turn, if the disconnection remains, you will need to test again at the start of your turn. This will continue until the connection to the weave is reestablished.

Basic Advice for DM's

When creating tattoos that replicate the effects of spells, the 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 of the tattoo. Where there is a mismatch, the DC should increase by 5 for every level the spell is above the tattoo. If a tattoos effect cannot be found in a spell, try your best to estimate.

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
6th level + GM discretion*

*At 6th level spells and beyond, such tattoos may take up multiple parts of the body or in some extreme cases such as a 9th level spell like wish, the whole body may need to be covered in that tattoo in order to retain the power.

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.

 

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