Magic Tattoos
Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous effects and abilities. Magic tattoos are initially bound to magic needles, which transfer their magic to a creature. Once inscribed on a creature’s skin, damage or injury doesn’t impair the tattoo’s function, even if the tattoo is defaced. The rarer a magic tattoo is, the more space it occupies on a creature’s skin.
Tattoo Rarity | Tattoo Size |
---|---|
Common | Half a limb or the scalp |
Uncommon | One limb, half of two limbs, or head |
Rare | Two limbs or half of the torso |
Very Rare | Two limbs and half of the torso |
Legendary | Four limbs or two limbs and torso |
To attune to a tattoo, press the needle to your skin where you want the tattoo to appear throughout the attunement process. When the attunement is complete, the needle dissolves into the ink that becomes the tattoo on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space.
Common Magic Tattoos
Abyssal Whip Tattoo
This tattoo depicts snaking shapes and patterns.
Abyssal Elongation. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee weapon attacks on your turn can reach a target up to 15 feet away, as tendrils of ink launch from your weapon or unarmed strike toward the target. Once used, this bonus action can’t be used again until the next dawn.
Bloodhound Tattoo
This tattoo shows a unique symbol alongside a tiny arrow.
Ink of Prey. As a bonus action, you can cause the symbol to launch at a creature you can see within 90 feet, forcing the creature to make a DC 13 Dexterity saving throw. On success, the tattoo returns to you. On failure, the creature is tattooed with the symbol for the next hour. For the duration, the arrow will point in the direction of the creature, changing in length to reflect the distance to the target. At the end of the duration, the tattoo reappears on your skin. Once used, this bonus action can’t be used again until the next dawn.
Cartoonist's Tattoo
This tattoo prominently cel-shades your skin.
Animation. As a bonus action, you can shift the cel-shading to an adjacent part of your body.
Quick Sketch. As an action, you can force all creatures in a 20-foot radius to make a DC 13 Dexterity saving throw. On failure, a creature becomes boldly outlined for 1 minute. For the duration, attacks against an outlined creature have advantage if the attacker can see it, and the outlined creature can’t benefit from being invisible. Once used, this action can't be used again until the next dawn.
Dancing Tattoo
This tattoo depicts a humanoid figure.
Performinks. As an action, you can empower this tattoo, causing the figure to dance or emote across your skin for 10 minutes. Choose a number of humanoids who can see you, up to your Charisma modifier + level (minimum of one). Each humanoid makes a Wisdom (Insight) check contested by your Charisma (Performance) check. On failure, the humanoid makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage for the duration. Once used, this action can’t be used again until the next dawn.
Eldritch Claw Tattoo
This tattoo depicts clawlike forms and other jagged shapes along your wrists and hands. When making unarmed strikes, the ink physically manifests into dark claws, granting you a +1 bonus to attack and damage rolls.
Hawk Lock Tattoo
This tattoo coats your scalp with avian symbolry, such as feathers and wings.
Zero Ink. As a bonus action, you can empower the tattoo for 1 minute, causing the tattoo to shift down from your scalp and form a mask around your eyes, absorbing glare. For the duration, your vision is enhanced, granting you bonuses on ranged attacks against targets at least 20 feet away. While you are in bright light, you gain +1 to attack and damage rolls. While in dim light, you gain +1 to attack rolls. At the end of the duration, the tattoo returns to your scalp, and this bonus action can’t be used again until the next dawn.
Illuminator’s Tattoo
This tattoo contains beautiful calligraphy and images of writing implements. You can write with your fingertip as if it were an ink pen that never runs out of ink.
Inkvisibility. As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the written script and willing the effect to end (no action required). Once used, this action can’t be used again until the next dawn.
Masquerade Tattoo
This tattoo appears on your skin as whatever you desire.
Fluid Ink. As a bonus action, you can shape the tattoo into any color, pattern, or size (at least one inch wide) and move it to any area of your skin. It is always clearly a tattoo.
Disguise Self. As an action, you can use the tattoo to cast Disguise Self with a spell save DC of 13. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Prismatic Tattoo
This tattoo comprises all the colors of a rainbow.
Tinktured Glow. If the tattoo is exposed, as a bonus action, you can cause it to shed bright light in a 5-foot radius and dim light in an additional 5-foot radius. You can end this effect again as a bonus action.
Color Spray. As an action, you can use the tattoo to cast Color Spray. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Spellwrought Tattoo
This tattoo shows the script for the verbal component, the gestures for the somatic component, and a picture for the material component of a cantrip. While the tattoo is clear, you can cast this cantrip, and you cast without material components. The tattoo glows faintly for the cantrip's duration, after which the tattoo blears. Between now and the next dawn, you can speak the name of any cantrip to the tattoo. At dawn, the tattoo clears to show the components for the specified cantrip. If no cantrip is specified, the tattoo shows the components of the previous day's cantrip.
Spell Save DC | Spell Attack Modifier |
---|---|
13 | +5 |
Vision of Argus Tattoo
This tattoo covers its area with tight, interlocking eyes.
Diagnosis. As an action, you can touch a creature and empower the tattoo for 1 minute, causing the eyes to sweep across the creature's skin. At the end of the duration, the tattoos return to their original positions and you learn what spells or diseases, if any, are currently affecting it. Losing physical contact with the creature during the duration causes the tattoo to return prematurely, and you learn nothing. Once used, this action can’t be used again until the next dawn.
Writhing Grasp Tattoo
This tattoo has long intertwining designs.
Grasping Tendrils. You can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 13 Strength saving throw or take 1d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required) or if the creature is ever more than 15 feet away from you. Once used, this action can't be used until the next dawn.
Uncommon Magic Tattoos
Improved Abyssal Whip Tattoo
This tattoo depicts snaking, sharp shapes and patterns.
Abyssal Elongation. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee weapon attacks can reach a target up to 30 feet away, as tendrils of ink launch from your weapon or unarmed strike toward the target. In addition, your melee weapon attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
Barrier Tattoo
This tattoo depicts protective imagery. While you aren’t wearing armor, the tattoo grants you an Armor Class of 12 + your Dexterity modifier. You can use a shield and still gain this benefit.
Container Tattoo
This tattoo depicts an object of size Small or Tiny.
Store. As an action, you can touch an instance of the object to the tattoo, causing inky vines to absorb it into the skin. Up to 12 objects of the same type can be stored this way. As a bonus action, you can pull a stored item from the tattoo.
Focused Tattoo
This tattoo depicts a spellcasting focus, such as an orb, staff, or holy symbol. This tattoo acts as a focus for spells requiring a material component, glowing brightly for the spell's duration. In addition, your spell attacks gain +1 to attack and damage rolls, and your spell save DC increases by 1.
Ghastly Gaze Tattoo
This tattoo contains symbols of pain and agony.
Inktimidate. As a bonus action, you can empower the tattoo for 1 minute, causing the tattoo to bulge and contract menacingly. For the duration, you have advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks against any target that can see you. Once used, this bonus action can’t be used again until the next dawn.
Hold Person. As an action, you can use the tattoo to cast Hold Person with a spell save DC of 14. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Improved Hawk Lock Tattoo
This tattoo depicts avian imagery, such as feathers, beaks, and wings, flowing over your scalp and down neck.
Zero Ink. As a bonus action, you can empower the tattoo for 1 minute, causing the tattoo to shift down from your scalp and form a mask around your eyes, absorbing glare. For the duration, your vision is enhanced, granting you bonuses on ranged attacks against targets at least 20 feet away. While you are in bright light, you gain +1 to attack and damage rolls. While in dim light, you gain +1 to attack rolls. At the end of the duration, the tattoo returns to your scalp.
Incineration Tattoo
This tattoo comprises tongues of flame.
Inkcendiary. When involved in a grapple contest, you can use your reaction to make the tattoo burn red-hot, dealing 3 fire damage to your opponent. On each of your turns while grappled/grappling, you can use your bonus action to inflict 3 fire damage this way.
Scorching Ray. As an action, you can use the tattoo to cast Scorching Ray with a +6 attack bonus. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Lifewell Tattoo
This tattoo comprises symbols of life and rebirth. Whenever you are dying at the start of your turn, ink sweeps over your wounds, instantly stabilizing you. In addition, whenever you roll a Hit Die to regain hit points, ink stitches across your injuries, doubling the hit points you receive.
Mooring Tattoo
This tattoo's ink feels supernaturally heavy beneath the skin. You have advantage on ability checks and saving throws to avoid being moved or knocked prone.
Anchor. As a bonus action, you can empower the tattoo. While empowered, you cannot use your movement, and you cannot be moved even if you are defying gravity. A creature can use an action to make a DC 30 Strength check, moving you up to 10 feet on a success.
River Strider Tattoo
This tattoo depicts flowing bodies of water. As long as you use movement equal to your speed on your turn, you can move across any liquid surface as though it were solid ground. Turbulent water counts as difficult terrain for you, and you can climb waterfalls.
Improved Spellwrought Tattoo
This tattoo shows the script for the verbal component, the gestures for the somatic component, and a picture for the material component of a 2nd-level or lower spell. While the tattoo is clear, you can cast this spell, and you cast without material components. The tattoo glows faintly for the spell's duration, after which the tattoo blears. Between now and the next dawn, you can speak the name of any 2nd-level or lower spell to the tattoo. At dawn, the tattoo clears to show the components for the specified spell. If no spell is specified, the tattoo shows the components of the previous day's spell.
Spell Save DC | Spell Attack Modifier |
---|---|
14 | +6 |
Veil Tattoo
This tattoo shimmers on the skin, some parts of it appearing blurred. When you make a Dexterity (Sleight of Hand) check to steal something in view of creatures that rely on sight, you roll with advantage.
Blur. As an action, you can use the tattoo to cast Blur. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Improved Writhing Grasp Tattoo
This tattoo has sharp intertwining designs.
Grasping Tendrils. You can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required) or if the creature is ever more than 15 feet away from you. Once used, this action can't be used until the next dawn.
Rare Magic Tattoos
Adhesive Tattoo
This tattoo's ink sticks to the surface of the flesh rather than becoming embedded beneath it.
Sticky Skin. When a creature misses a melee attack against you, you can use your reaction to extrude inky sludge from your skin in the path of the attack. The attacking weapon or appendage becomes stuck and cannot be used until the creature uses their action and succeeds on a DC 15 Strength check to pull it free.
Improved Barrier Tattoo
This tattoo uses ink that resembles liquid metal. While you aren’t wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit.
Companionship Tattoo
This tattoo predominantly features a Small or Tiny CR 0 unaligned beast.
Animal Affinity. As an action, you can use the tattoo to cast Animal Friendship targeted at any member of depicted species. Additionally, you can comprehend and verbally communicate with the species at all times.
Familiar Friend. As an action, you can use the tattoo to cast Find Familiar, but your familiar can only take the form of the depicted animal. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Dreadsower Tattoo
This tattoo evokes terror with its imagery.
Scare Tactic. As an action, you can empower the tattoo, causing it to project nightmarish apparitions visible to one creature within 30 feet of you. The creature must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn.
Fear. As an action, you can use the tattoo to cast Fear with a spell save DC of 15. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Frog Legs Tattoo
This tattoo draws smoothy, sinewy designs down the length of both legs. The magical inks allow your legs to contract with supernatural strength. With or without a running start, you can long jump up to 25 feet and high jump up to 15 feet.
Fall of Faith. Additionally, when you fall from a height greater than 10 feet, you do not take fall damage nor land prone as long as you are not incapacitated. If you fall onto or within reach of a creature, you can use your reaction to make a melee weapon attack with disadvantage, dealing an additional 1d6 damage for every 10 feet you fell on a hit.
Improved Lifewell Tattoo
This tattoo comprises symbols of life and rebirth. Whenever you are dying at the start of your turn, ink stitches over your wounds, instantly stabilizing you. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Death Ward. When you would be reduced to 0 hit points, you can drop to 1 hit point instead. Once used, this benefit can’t be used again until the next dawn.
Monstrous Blow Tattoo
This tattoo displays scenes of war, such as battles and sieges. Your weapon attacks ignore damage thresholds up to 15.
Full Bash. The tattoo has 5 charges and regains all expended charges daily at dawn. When you hit a creature with a melee weapon attack, you can expend 1 charge to magically accelerate your attack. The creature must succeed on a DC 15 Strength saving throw or be knocked prone.
Olympic Tattoo
This tattoo accentuates the muscles of your arms with golden ink. When you make a thrown ranged attack, the inks magically guide and enhance your arm motion, doubling the normal and long ranges of the attack.
Athletic Excellinks. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a reaction upon failing a Strength (Athletics) check, you can expend 1 charge to have the inks magically reinforce you, allowing you to treat the d20 roll as a 20.
Polterheist Tattoo
This tattoo shifts and wavers on the skin. The tattoo has 3 charges, and it regains all expended charges daily at dawn.
Inkorporeal. As a bonus action, you can expend 1 charge to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can’t be grappled or restrained.
- You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Refined Spellwrought Tattoo
This tattoo shows the script for the verbal component, the gestures for the somatic component, and a picture for the material component of a 3rd-level or lower spell. While the tattoo is clear, you can cast this spell, and you cast without material components. The tattoo glows faintly for the spell's duration, after which the tattoo blears. Between now and the next dawn, you can speak the name of any 3rd-level or lower spell to the tattoo. At dawn, the tattoo clears to show the components for the specified spell. If no spell is specified, the tattoo shows the components of the previous day's spell.
Spell Save DC | Spell Attack Modifier |
---|---|
15 | +7 |
The Boring Tattoo
This tattoo covers the arms and hands with spiraling patterns.
Undermine. As a bonus action, you can empower this tattoo, causing spinning ink cones to manifest around your forearms and hands. You gain a burrowing speed equal to half your walking speed, allowing you to move through sand, earth, and ice. Additionally, your unarmed strikes deal piercing damage equal to 1d4 + your Strength modifer and ignore the damage threshold of any object made from nonmagical stone or rock. You can end this effect as a bonus action, causing the ink cones to retract into your skin.
Umbral Tattoo
This tattoo is dark in color and hazily abstract. You have advantage on all Dexterity (Stealth) checks. In addition, the hazy ink designs make it difficult for creatures to focus on you, allowing you to hide when you are only lightly obscured.
Wallcrawler Tattoo
This tattoo contains weblike patterns and designs.
Free-Climber. As a bonus action, you can cause gripping ink hairs to protrude from your skin, allowing you to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You can end this effect as a bonus action, causing the ink hairs to retract into your skin.
Web. As an action, you can use the tattoo to cast Web with a spell save DC of 15. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Very Rare Magic Tattoos
Absorbing Tattoo
This tattoo incorporates designs that emphasize one color more than others. You have resistance to a type of damage associated with that color, as shown on the table below.
Damage Absorption. When you take damage of that type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once used, this reaction can’t be used again until the next dawn.
Damage Type | Tattoo Color |
---|---|
Acid | Green |
Cold | Blue |
Fire | Red |
Force | White |
Lightning | Yellow |
Necrotic | Black |
Poison | Violet |
Psychic | Silver |
Radiant | Gold |
Thunder | Orange |
Refined Barrier Tattoo
This tattoo depicts protective imagery and uses ink that resembles liquid metal. While you aren’t wearing armor, the tattoo grants you an Armor Class of 18. You can use a shield and still gain this benefit.
Counterstrike Tattoo
This tattoo depicts 8 simple or martial melee weapons.
Retaliate. When you take bludgeoning, piercing, or slashing damage, you can use your reaction to cause a tattooed weapon to pull free from your skin and hit an object or creature within 10 feet of you. The target takes an amount of force damage equal to the damage you took. The weapons reappear on your skin at the next dawn, and you can't use this reaction without any remaining tattooed weapons.
Fleetflight Tattoo
This tattoo depicts two large, folded wings across your back.
Inkarus. As a bonus action, you can cause the wings to physically manifest outward from your body. While extended, you have a flying speed equal to double your walking speed. If you already have a flying speed, that speed is doubled. As a bonus action, you can fold the wings back into the tattoo.
Geoturgy Tattoo
This tattoo gives the skin a coarse, rocklike appearance. You have advantage on Dexterity (Stealth) checks when moving on stone or rock.
Geophile. As an action, you can use the tattoo to cast Meld into Stone with a 24-hour duration. While melded, you can see what occurs outside of the stone.
Gorgonic Embrace. As an action, you can touch a creature and force it to make a DC 16 Constitution saving throw. On failure, the creature takes on the rocklike appearance of the tattoo and becomes petrified. Once used, this action can't be used until the next dawn.
Improved Illuminator's Tattoo
This tattoo contains beautiful calligraphy, images of writing implements, and the like. You can write with your fingertip as if it were an ink pen that never runs out of ink.
Inkvisibility. As an action, you can touch a piece of writing and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the written script and willing the effect to end (no action required).
Illiteration. As an action, you can absorb all nonmagical ink within 30 feet of you. Any pieces of writing in this radius are rendered blank and unusable. You learn any written information absorbed this way. Once used, this action can’t be used again until the next dawn.
Mindmatter Tattoo
This tattoo includes glowing symbols around the temples and cranium. While attuned to this tattoo, you know the Mage Hand cantrip if you don't already know it, and your castings of Mage Hand no longer have a duration.
Telekinesis. As an action, you can use the tattoo to cast Telekinesis with a spell save DC of 16. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Portspawner Tattoo
This tattoo's design has a clear direction of flow and ends in a unique shape.
Snapback. Whenever you are involuntarily moved by an outside effect, the unique shape doesn't move with you, staying suspended in midair, and you can use your reaction to reappear in your original location. The tattoo returns to your skin at the end of the current turn.
Puddle Jump. As an action, you can expel the unique mark onto the ground, a wall, or an object within 5 feet of you. The shape stays there for one week or until you attempt to use this action again, at which point the mark reappears on your skin. Once used, this action can't be used until the next dawn.
At any time while the shape is not on your skin and you are on the same plane of existence as your mark, you can use a bonus action to engulf your body in ink and reappear within 5 feet of the shape's location or in the nearest unoccupied space.
Reflexive Tattoo
This tattoo seems to be constantly vibrating on the skin. The tattoo has 8 charges and regains all expended charges daily at dawn. Before learning the outcome of any roll to which you add your Dexterity modifier, you can expend 1 charge to give the tattoo momentary control of your body, allowing you to reroll. You choose which roll to use.
Battlelord. In addition, the tattoo can enhance your reflexes in a fight. Upon taking a reaction in combat, you can expend 1 charge to channel the tattoo's constant motion, allowing you to take one reaction on every turn until the end of your next turn.
Superior Spellwrought Tattoo
This tattoo shows the script for the verbal component, the gestures for the somatic component, and a picture for the material component of a 5th-level or lower spell. While the tattoo is clear, you can cast this spell, and you cast without material components. The tattoo glows faintly for the spell's duration, after which the tattoo blears. Between now and the next dawn, you can speak the name of any 5th-level or lower spell to the tattoo. At dawn, the tattoo clears to show the components for the specified spell. If no spell is specified, the tattoo shows the components of the previous day's spell.
Spell Save DC | Spell Attack Modifier |
---|---|
16 | +8 |
Tomb Team Tattoo
This tattoo depicts morbid symbols, such as skull and gravestones. Once per round when you roll for damage, you can empower the tattoo to reach out to the spirits of the dead for aid. Add necrotic damage equal to your proficiency bonus to the damage roll.
Dead Whisperer. As an action, you can use the tattoo to cast Speak with Dead. The corpse regards you as a friendly acquaintance for the duration of the spell, and you can understand each other even without any shared languages.
Improved Umbral Tattoo
This tattoo is dark in color and hazily abstract. You have advantage on all Dexterity (Stealth) checks. In addition, the hazy ink designs make it difficult for creatures to focus on you, allowing you to hide when you are only lightly obscured.
Shadowy Defense. When you take damage, you can use your reaction to become shadowy and insubstantial for a moment, reducing the damage you take by half. Once used, this reaction can’t be used again until the next dawn.
Refined Writhing Grasp Tattoo
This tattoo has intertwining designs which seem to be in constant, churning motion on the skin.
Grasping Tendrils. You can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 16 Strength saving throw or take 3d6 force damage and be grappled. As an action, the creature can escape the grapple by succeeding on a DC 16 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required) or if the creature is ever more than 15 feet away from you. You can have up to three creatures grappled this way at one time. If you already have three creatures grappled this way when you use this action, then the grapple ends on one creature of your choice.
Black Tentacles. As an action, you can use the tattoo to cast Black Tentacles with a spell save DC of 16. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Yawning Maw Tattoo
This tattoo features cavernous mouths, clashing teeth, and searching tongues.
Inksatiable Appetite. While grappling a creature, you can use a bonus action to press the tattoo against the creature, attempting to swallow them. If the target has more than 10 hit points, this fails. Otherwise, the target is swallowed: it is no longer grappled, is blinded and restrained, and has total cover. At the end of your next turn, the creature dies and you regain 1d10 hit points unless you use a bonus action to avoid digesting it. If you become incapacitated, any swallowed creature is ejected prone to the nearest unoccupied space.
Legendary Magic Tattoos
Avenger Tattoo
This tattoo contains the name of someone you once failed.
Ink Lance. When a hostile creature within 30 feet of you damages a friendly creature, you can use your reaction to release a lance of ink from your body. The hostile must succeed on a DC 17 Dexterity saving throw or take 4d6 magical piercing damage. The lance then retreats into your skin, pulling the creature to you in a straight line.
Executioner of Will. When a friendly creature is reduced to 0 hit points, you can use your reaction to release an Ink Lance at every creature of your choice within 50 feet of you. For the next minute, all of your attack rolls are made with advantage and any hit you score is a critical hit. Once used, this reaction can't be used again until the next dawn.
Superior Barrier Tattoo
This tattoo depicts protective imagery and uses ink that looks hardened onto the skin. While you are not wearing armor or wielding a shield, the tattoo grants you an Armor Class of 20. In addition, you gain a damage threshold of 5.
Barricade. When you take damage, you can use your reaction to generate an encompassing body shield of swirling ink, granting yourself immunity against that instance of damage. Until the end of your next turn, you are immune to all damage. Once used, this reaction can’t be used again until the next dawn.
Demonomania Tattoo
This tattoo's inks are made from the foul ichors left behind by a demon slain outside the Abyss. You have advantage on saving throws against spells and other magical effects.
Demonink Powers. In addition, this tattoo has 5 charges and regains all charges daily at dawn. You can use your bonus action to expend charges to gain one of the following effects:
- Balor's Aura. The tattoo emits a furious ring. For 1 minute, at the start of each of your turns, each creature within 5 feet of you takes 2d6 fire damage. (3 charges)
- Dretch's Cloud. The inks evaporate into a 10-foot radius cloud around you for 1 minute. Any creature other than you that starts its turn in the cloud must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. While poisoned this way, a creature can take an action or bonus action, not both. (1 charge)
- Nalfeshnee's Nimbus. The tattoo emits a flash of scintillating light. Each creature within 15 feet of you that can see must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. (2 charges)
- Quasit's Morph. You polymorph into a bat (speed 10ft. fly 40ft.), centipede (40ft., climb 40ft.), toad (40ft., swim 40ft), or back into your true form. Your statistics are the same in each form, except for the speed changes noted. (1 charge)
Furor Tattoo
This tattoo evokes fury in its form and colors. You gain the following benefits:
- Your attacks score a critical hit on a roll of 19 or 20.
- When you score a critical hit against a creature, that target takes an extra 4d6 necrotic damage, and you gain a number of temporary hit points equal to the necrotic damage dealt.
- When a creature you can see damages you, you can use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Inkvein Tattoo
This tattoo traces out the blood vessels beneath your skin.
Inkjection. As an action, you can absorb the magical inks into your bloodstream, removing the tattoo from your skin and granting yourself improved physical prowess. Your Strength, Constitution, and Dexterity scores become 25 if they aren't already 25 or higher. Once used, this action can't be used again until the next dawn.
The magical inks have a fatiguing effect on the body. Each hour with the inks in your blood counts as 8 hours for the purposes of determining exhaustion. The inks can be released back to the skin from the blood as a bonus action.
Mirror Tattoo
This tattoo's inks are shiny and reflective. You can’t be targeted by any divination magic or perceived through magical scrying sensors. If in a location being targeted by such magic, you appear to the viewer as a perfect clone of themself, and they hear any noise you make as a soft hum.
Identity Thief. As an action, you can touch a creature of your size and attempt to envelop it in the tattoo's inks. The target must make a DC 17 Charisma saving throw or be banished to a harmless demiplane until your concentration ends (as if you were concentrating on a spell). Your body and voice change to match the target's. At the end of every hour, the target can repeat the saving throw, reappearing in the space it left or in the nearest unoccupied space. When the target reappears, the tattoo returns to your skin, but you keep the target's appearance and voice for 1 minute.
Improved Polterheist Tattoo
This tattoo makes the skin appear translucent under close inspection. While walking on solid ground, you can choose to imperceptibly levitate, allowing you to leave no tracks or other traces of your passage and giving you advantage on Dexterity (Stealth) checks that rely on moving silently.
Wraith. The tattoo has 10 charges, and it regains all expended charges daily at dawn. As a bonus action, you can expend 1 charge to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can’t be grappled or restrained.
- You are invisible.
- You can move through creatures and solid objects as if they were difficult terrain. If the effect ends while you are inside a solid object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Ultimate Spellwrought Tattoo
This tattoo shows the script for the verbal component, the gestures for the somatic component, and a picture for the material component of a 6th-level or lower spell. While the tattoo is clear, you can cast this spell, and you cast without material components. The tattoo glows faintly for the spell's duration, after which the tattoo blears. Between now and the next dawn, you can speak the name of any 6th-level or lower spell to the tattoo. At dawn, the tattoo clears to show the components for the specified spell. If no spell is specified, the tattoo shows the components of the previous day's spell.
Spell Save DC | Spell Attack Modifier |
---|---|
17 | +9 |
Improved Tomb Team Tattoo
This tattoo depicts morbid symbols, such as skull and gravestones, and includes a fresh-looking corpse. Once per turn when you roll for damage, you can empower the tattoo to reach out to the spirits of the dead for aid. Add necrotic damage equal to your proficiency bonus to the damage roll.
Dead Whisperer. As an action, you can use the tattoo to cast Speak with Dead. The corpse regards you as a friendly acquaintance for the duration of the spell, and you can understand each other even without any shared languages.
Create Undead. As an action, you can use the tattoo to cast Create Undead. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Magic Tattoos for D&D 5E
Created by /u/davidqshull
Artist Credit:
Page 1: Lady of the Forest by Ji Zhang
Page 2: Dragon Monk by Amelie Hutt
Page 3: Character design thing by Linda Lithén
Page 4: Burning-Tree Vandal by Aaron Miller
Page 5: Stigmata by Claparo-Sans
Page 6: Tattoo Sorcerer's Battle by Dean Spencer
Page 7: Jonas by Luís Gama
Page 8: Baldur - God of War by Sara Badday
Page 9: Apothecary by Jaime Gervais
Made with artwork under fair use for the purposes of not-for-profit illustration. If art has been used erroneously, contact me via reddit and I will modify this work.
This is unofficial fan content created under the official Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.