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. The table below offers guidelines for tattoo sizes.
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 turns into the ink that becomes the tattoo, which appears 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.
This tattoo depicts snaking tendrils. 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.
This tattoo shows a unique symbol alongside a tiny arrow. As a bonus action, you can spring the symbol to a creature you can see with 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 that 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.
This tattoo cel-shades your skin. As a bonus action, you can move 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. 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.
This tattoo depicts a humanoid figure. 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.
This tattoo depicts clawlike forms and other jagged shapes along your wrists and hands. When making unarmed strikes, the ink actualizes into dark claws, granting you a +1 bonus to attack and damage rolls.
This tattoo coats your scalp with avian symbolry, such as feathers and wings. As a bonus action, you can empower the tattoo for 1 minute, causing the tattoo to shift down from your scalp to form a mask around your eyes and absorb glare. For the duration, your ranged attacks against targets at least 20 feet away gain +1 to attack and damage rolls while in bright light and +1 to attack rolls while in dim light. 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.
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.
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.
This tattoo appears on your skin as whatever you desire. 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. Whatever form it takes, it is always obviously 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.
This tattoo comprises all the colors of a rainbow. 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.
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.
This tattoo covers a region of your skin with tight, interlocking eyes. 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, if any, are currently affecting it. Losing physical contact with the creature during the duration causes the tattoo to power down and return prematurely, and you learn nothing. Regardless of outcome, this action can’t be used again until the next dawn.
This tattoo has long intertwining designs. 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.
This tattoo depicts thorny tendrils. 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.
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.
This tattoo depicts an object of size Small or Tiny. 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.
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.
This tattoo contains symbols of pain and agony. As a bonus action, you can empower the tattoo, causing the tattoo to bulge and contract menacingly. 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 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.
This tattoo depicts avian imagery, such as feathers, beaks, and wings, flowing over your scalp and down the back of your neck. As a bonus action, you can empower the tattoo for 1 minute, causing the tattoo to shift down from your scalp to form a mask around your eyes and absorb glare. For the duration, your ranged attacks against targets at least 20 feet away gain +1 to attack and damage rolls while in bright light and +1 to attack rolls while in dim light. At the end of the duration, the tattoo returns to your scalp
This tattoo comprises tongues of flame. 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.
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.
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.
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.
This tattoo shows the script for the verbal component, the gestures for the somatic component, and a picture for the material component of a 1st-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 1st-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.
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.
This tattoo has sharp intertwining designs. 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.
This tattoo's ink sticks to the surface of the flesh. When a creature misses a melee attack against you, you can use your reaction to extrude inky sludge from your skin. 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.
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 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit.
This tattoo predominantly features a Small or Tiny CR 0 unaligned beast. 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.
Find Familiar. As an action, you can use the tattoo to cast Find Familiar, but you can only summon the depicted beast. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
This tattoo evokes terror in its designs. As an action, you can empower the tattoo, causing one creature within 30 feet to make a DC 15 Wisdom saving throw. On failure, the creature is frightened of you until the end of your next turn or until you and the target are more than 30 feet apart.
Fear. As an action, you can use the tattoo to cast Fear with a 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.
This tattoo draws smoothy, sinewy designs down the length of both legs. With or without a running start, you can long jump up to 25 feet and high jump up to 15 feet.
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 bludgeoning damage for every 10 feet you fell on a hit.
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 drop to 1 hit point instead. Once used, this benefit can’t be used again until the next dawn.
This tattoo displays scenes of war, such as battles and sieges. Your weapon attacks ignore damage thresholds up to 15.
In addition, 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 coat your weapon with superdense magical inks. The creature must succeed on a DC 15 Strength saving throw or be knocked prone.
This tattoo accentuates and outlines the muscles beneath the skin with golden ink. When in motion, the ink magically binds to your muscles, allowing stronger contraction and power. The normal and long ranges of any thrown ranged attack you make are doubled.
Athletic Excellence. 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 treat the d20 roll as a 20.
This tattoo shifts and wavers on the skin. The tattoo has 3 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:
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.
This tattoo covers the arms and hands with spiraling patterns. You have a burrowing speed equal to half your walking speed, allowing you to move through sand, earth, and ice. Additionally, your unarmed strikes use a d4 for damage and ignore the damage threshold of any object made from nonmagical stone or rock.
This tattoo is dark in color and hazily abstract. You have advantage on all Dexterity (Stealth) checks, and you can attempt to hide when you are only lightly obscured from the creature from which you are hiding.
This tattoo contains weblike patterns and designs. As a bonus action, you can cause ink hairs to protrude from your body, 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 to recede back within your skin.
Web. As an action, you can use the tattoo to cast Web with a 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.
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 the chosen 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 this reaction is used, it can’t be used again until the next dawn.
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.
This tattoo contains images of various martial weapons. The tattoo has 8 charges and regains all expended charges daily at dawn. When you take nonmagical bludgeoning, piercing, or slashing damage, you can expend 1 charge and use your reaction to deal an equal amount of damage of that type to an object or creature within 10 feet of you.
This tattoo depicts two large, folded wings across your back. 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.
This tattoo gives the skin a rough, rocklike appearance. As an action, you can use the tattoo to cast Meld into Stone. You also have advantage on Dexterity (Stealth) checks when moving on stone or rock.
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 becomes petrified. Once used, this action can't be used until the next dawn.
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.
This tattoo includes glowing symbols around the temples and cranium. While attuned to this tattoo, you know the Mage Hand cantrip, 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 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.
This tattoo's design has a clear direction of flow and ends in a unique shape. Whenever you are involuntarily moved by an outside effect, you can use your reaction to reappear in your original location.
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.
This tattoo seems to be in constant, subtle motion. 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 reaction times in a fight. Upon taking a reaction in combat, you can expend 1 charge to center yourself, allowing you to take one reaction on every turn until the end of your next turn.
This tattoo contains the script for the verbal component, the hand gestures for the somatic component, and/or a picture for the material component of a single 4th-level or lower spell. While the tattoo is clear, you can cast this spell, and you cast without material components. The tattoo glows faintly while you cast the spell and for the spell's duration. When the glowing fades, the tattoo's text and images blur out, and you can no longer cast the spell using the tattoo. Between now and the next dawn, you can speak the name of any 4th-level or lower spell to the tattoo. At dawn, the tattoo unblurs to show the components for the specified spell. If no spell is specified, the tattoo will show the components for the same spell as the previous day.
This tattoo is dark in color and hazily abstract. You have advantage on Dexterity (Stealth) checks, and you can attempt to hide when you are only lightly obscured from the creature from which you are hiding.
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.
This tattoo has intertwining designs which seem to be in constant motion. 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 by you. 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.
Black Tentacles. As an action, you can use the tattoo to cast Black Tentacles with a 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.
This tattoo features cavernous mouths, clashing teeth, and searching tongues. 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.
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 out of 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 make an Ink Lance attack against every hostile creature 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.
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. As an action, you can empower this tattoo for 1 minute. For the duration, the tattoo generates an encompassing body shield of swirling ink which prevents you from taking damage of any type. Once used, this action can't be used again until the next dawn.
This tattoo's inks are made from the foul ichors left behind by a demon slain in combat. You have advantage on saving throws against spells and other magical effects.
In addition, this tattoo has 5 charges and regains all charges daily at dawn. You can use your bonus action to expend charges and activate one of the following effects:
This tattoo traces out the blood vessels beneath your skin. 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 cannot 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 from the blood as a bonus action.
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.
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:
This tattoo depicts skulls and bones of various creatures. As an action, you can use the tattoo to cast Speak with Dead or cast Feign Death on yourself.
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.
This tattoo evokes fury in its form and colors. You gain the following benefits: