A Compendium of Magical Tattoos v1.0 by Star#6630 (2024)

Magical tattoos are a rare and specialform of controlling the weave. It bindsthe folding of the Weave's energies intothe skin of the tattooed for a limitedtime. The power and rarity of the magicand the will of the recipient willdetermine how much of the Weave canbe bound to flesh.

Magical Tattoos are a temporary connection to the Weavefor any person who can with stand the binding, and noteveryone can. There are those who seek out the power ofthese tattoos, undergo the process, and whether it’s frompoor materials, rushed work or an unskilled artist the tattoo process fails catastrophically and what was meant toenhance will harm or even curse depending on the powerthat 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 theink, 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: arunic design to specify the magical effects of the tattoo, aconnection to the Weave such as a spell slot, and the life force of the wearer to power the magic of the tattoo. The size andthe intricacy of the tattoo design generally dictates therequired proficiency and level of spell slot needed to apply the tattoo.Proficient artists are skilled enough to apply tattoos ofSimple or Average intricacies, while Expert artists havemastered 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 PartNumber of Tattoos
Head1 Medium, 2 Small
Chest1 Large, 2 Medium, 1 Medium and 2 Small, 4 Small
Back1 Large, 2 Medium, 1 Medium and 2 Small, 4 Small
Arm or Wing1 Medium and 1 Small, 3 Small
Leg or Tail1 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 TattoosCon DC
1-2DC 0
3DC 10
4DC 15
5DC 20
+1DC +5

Tattooing Process

The requirements for each tattoo are different, but thegeneral 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 forthe entire duration of the application process.

If the artist fails this rool 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 everysubsequent 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)2d4 hours
Small (average), Medium (simple)4d4 hours
Small (ornate), Medium (average), Large (simple)8d4 hours
Medium (ornate), Large (average)16d4 hours
Large (ornate)32d4 hours
A Compendium of Magical Tattoos v1.0 by Star#6630 (1)

Application | Magical Tattoos

The Risk of Disease

Tattooist’s tools must be cleaned after each session inorder to maintain their sterility. Medical supplies (seeAvailable 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 ofpicking up a disease from being tattooed. The creaturereceiving a tattoo must make a Constitution save, the DC ofwhich depends on how sanitary the procedure was.

Cleanliness of tools
CleanlinessDC
Sterile5
Clean, but not sterilised10
Contaminated15
Very contaminated20
Actively unsanitary25

If a disease is contracted, the DM decides what disease itis, either by selecting one from Dungeon Master's Guide,p.256-257 or by making one up. Once the tattoo is appliedsuccessfully, 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 three days 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 thatgrant a +1 bonus to Wisdom and +2 bonus to Wisdom willonly grant a +2 bonus to Wisdom.

A Compendium of Magical Tattoos v1.0 by Star#6630 (2)

Introduction | Magical Tattoos

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 incomefor the daring adventurer who has been fortunate enough tofind one. Magical Tattoo shops are not uncommon at thelower 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, isso 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 herlevel of mastery. Below is the recommended shop and artistskill level and its scarcity. A master has a bonus total of 12, making lower level tattoo spells mundane and boring forthem to work. They hungrily seek out the challenged thatcomes with legendary magic, but disdain the annoyance ofdealing with less powerful adventurers asking for simplethings.

Artist Mastery/Shop Scarcity
Skill levelProf. bonusInt ModDifficulty locating
Novice+2+3Easy
Skilled+3+3Some effort
Advanced+4+4Hard to find*
Expert+5+5Extremly difficult**
Master+6+6By quest only***

*Only about a quarter of those who study the art of magicaltattoos become advanced enough to bind rare magic to flesh.They tend to have shops open in all cities where magic isavailable 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 areable to break through the secrets of the arcane enough toformulate and control the very rare magic in these inks.Hearsay and rumors will lead you here possibly from storiesin taverns or even a minor quest that leads to this artist'sshop.

***Only 1 percent of experts ever achieve the rank ofMaster. There is little to no chance of stumbling across amaster 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 shopyou find them in.

Some ink recipes will require you to work with infectiousand diseased materials that if not prepared correctly, canleave you with more than just magic coursing through anadventures blood. And with the magical nature of theingredients, a quick trip to the local cleric might not fix them up as fast.

Chance of infection
Skill level% chance of infection
Novice20
Skilled15
Advanced10
Expert5
Master0

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

A Compendium of Magical Tattoos v1.0 by Star#6630 (3)

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 itsown decorative flourishes and margin notes. It might be aplain, 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 rareand either well-hidden or carefully guarded, as existingtattoos 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 SubjectDC
Living, willing or unconscious5
Dead, for less than a week10
Living, unwilling or restrained15
Dead, for one week or more20
Dead, tattoo design is not intact25

The size and intricacy of tattoos will determine the amountof resources needed to copy the tattoo. An artist will need to spend 2 hours and 50 gp to copy a design into theirsketchbook. This amount increases by 2 hours and gp foreach size and intricacy level, to a maximum of 10 hours and250 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 intoanother book – for example, if they want to make a backupcopy of their sketchbook. This is just like copying a newtemplate, but faster and easier, since they understand theirown notation and already know how to apply the tattoo. Theyneed spend only 1 hour and 10 gp for each size and intricacylevel of the tattoo. If the sketchbook is lost, they can use thesame procedure to transcribe the designs that they canremember (an amount equal to their Intelligence (History)modifier, minimum of 0) into a new sketchbook. Filling outthe remainder of the sketchbook requires them to find newtemplates to copy, as normal. For this reason, many artistskeep backup sketchbooks in a safe place.

Available Materials

Tattooist Supplies
ItemCostWeight
Tattooist's tools70 gp5 lb
Medical supplies15 gp2 lb
Sketchbook25 gp2 lb
Full ink set50 gp1 lb
Ink base5 cp1 oz
Black ink10 gp1 oz
Blue ink6 gp1 oz
Brown ink6 gp1 oz
Green ink1 gp1 oz
Orange ink3 gp1 oz
Purple ink15 gp1 oz
Red ink7 gp1 oz
White ink10 gp1 oz
Yellow ink3 gp1 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
ItemCostWeight
Bestial ink125 gp1 oz
Detection ink600 gp1 oz
Elemental ink150 gp1 oz
Glamour ink75 gp1 oz
Glow ink75 gp1 oz
Metallic ink150 gp1 oz
Mood ink115 gp1 oz
Prismatic ink125 gp1 oz
Shifting ink1,500 gp1 oz
Temporary ink10 gp1 oz
Three dimensional ink350 gp1 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 circ*mstances, 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 paleversions of their colours while in the light, but in dim or dark conditions glow vibrantly with their appropriatecolour.

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 inlaysembedded in their skin. These inks come in a variety ofcolours, 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.

EmotionColor
Anger, IrritationRed
Nervousness, FearOrange
Surprise, ShockYellow
Disgust, JealousyGreen
Sadness, DepressionBlue
Happiness, InfatuationPurple

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 inksamong 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 smamestandard 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 moredifficult to find.

The table details some common ink ingredients, and may vary according to your DM’s world.

Ink Ingredients
InkPrice/ozSourceDC to Rush
Ink base5 cpAnimal bones, gum arabic5
Bestial ink125 gpSnakes, scorpions, spiders17
Black ink10 gpOctopuses, squids10
Blue ink6 gpKnotweed, cornflowers, woad, dogwood bark10
Brown ink6 gpBirch bark, coneflowers, dandelion root, hollyhock flowers10

Materials | Magical Tattoos

InkPrice/ozSourceDC to Rush
Detection ink600 gpBlood, and a sliver of the heart of the appropriate creature20
Elemental ink150 gpFire, Water, Earth, Air elementals, dragon blood, genasi blood17
Glamour ink75 gpA mixture of equal parts coloured and metallic inks13
Glow ink75 gpFireflies, glow worms, lantern fish, cat shark13
Green ink1 gpChamomile leaves, foxgloves, larkspur, pine needles, grass10
Metallic ink150 gpPowdered mica, gold, silver, bronze, brass, copper, iron, steel15
Mood ink115 gpMimic blood, couatl scales13
Orange ink3 gpBarberry shrubs, alder tree root, bloodroot, carrots10
Prismatic ink125 gpPrismatic beetles, flail snail shell13
Purple ink15 gpCherry tree root, maple bark, elderberries, blueberries10
Shifting ink1,500 gpThe ink must be wished uponN/A
Red ink7 gpAutumn leaves, beetroot, hemlock, chokecherries, rosehips10
Temporary ink10 gpCharcoal, lampblack10
Three dimensional ink350 gpDisplacer beast blood, cloaker blood20
White ink10 gpSnowdrops, edelweiss, bone, ivory10
Yellow ink3 gpSafflowers, alfalfa seeds, barberry bark, goldenrod flowers10

Ink making process

The production of ink takes two hours per 1 oz bottle,including preparing the raw materials, extracting thepigment, 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 requiredcomponents.

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 imbuean unlimited number of 1 oz jars with the shifting ability, and no other cost is required.

Ink Production | Magical Tattoos

Magical Tattoo Catalogue

NameLocationSize and IntricacySpell SlotBase DCPrice
All Seeing EyeHeadSmall Average2nd-level12Ink + 2,500 gp
Mark of the AnchorAnywhereSmall Simple1st-level10Ink + 1,000 gp
Spirit of the BearAnywhereLarge Ornate5th-level17Ink + 10,000 gp
Scar of BraveryAnywhereMedium Simple2nd-level12Ink + 3,000 gp
Spirit of the BullAnywhereLarge Ornate5th-level17Ink + 10,000 gp
Spirit of the CatAnywhereLarge Ornate5th-level17Ink + 10,000 gp
Mark of the CheetahLegSmall Simple1st-level10Ink + 1,500 gp
Eye of DarkvisionHeadSmall Average2nd-level12Ink + 2,500 gp
Mark of the Death WalkerChestLarge Ornate4th-level25Ink + 30,000 gp
Mark of the DriftglobeAnywhereMedium Average3rd-level14Ink + 3,000 gp
Mark of the DryadArmMedium Ornate4th-level15Ink + 7,000 gp
Spirit of the EagleAnywhereLarge Ornate5th-level17Ink + 10,000 gp
Fist of the ElementsArmMedium Average2nd-level14Ink + 3,500 gp
Mark of ElvenkindAnywhereMedium Simple2nd-level12Ink + 3,000 gp
Mark of the FlockAnywhereMedium Ornate4th-level15Ink + 7,000 gp
Shield of the Fire GuardianAnywhereLarge Average4th-level15Ink + 4,000 gp
Fortress TattooAnywhereLarge Average4th-level15Ink + 8,500 gp
Mark of the TarrasqueAnywhereLarge Average4th-level15Ink + 6,000 gp
Mark of TelepathyHeadMedium Ornate5th-level20Ink + 5,000
Eye of TruesightHeadMedium Ornate6th-level25Ink + 6,000
Mark of the ViperAnywhereMedium Simple2nd-level12Ink + 3,000 gp
Mark of the WeaponmasterArmSmall Average2nd-level12Ink + 3,500 gp
NameLocationSize and IntricacySpell SlotBase DCPrice
Spirit of the FoxAnywhereLarge Ornate5th-level17Ink + 10,000 gp
Mark of the FrogLegSmall Simple1st-level10Ink + 1,000 gp
Mark of the HealerAnywhereMedium Ornate4th-level15Ink + 3,500 gp
Shield of the Ice GuardianAnywhereLarge Average4th-level15Ink + 4,000 gp
Wings of InkBackLarge Simple3rd-level15Ink + 3,500 gp
Mark of the KrakenAnywhereMedium Simple2nd-level12Ink + 2,000 gp
Spirit of the OwlAnywhereLarge Ornate5th-level17Ink + 10,000 gp
Mark of the PacifistAnywhereSmall Simple1st-level10Ink + 1,500 gp
Mark of the PackmasterAnywhereMedium Ornate4th-level15Ink + 7,000 gp
Mark of the PufferfishArmSmall Average2nd-level12Ink + 3,000 gp
Eye of the SeerHeadSmall Average2nd-level12Ink + 2,500 gp
Mark of the ShadowAnywhereSmall Average2nd-level12Ink + 2,500 gp
Mark of the SoulmatesArmSmall Ornate3rd-level14Ink + 3,500 gp
Mark of the Snake CharmerArmMedium Ornate4th-level15Ink + 7,000 gp
Mark of the SpiderLegMedium Simple2nd-level12Ink + 2,000 gp
Mark of the SpiritmasterAnywhereMedium Ornate4th-level30/25Ink + 8,000 gp
Spirit of the StagAnywhereLarge Ornate5th-level17Ink + 8,000 gp
Tattoo of the FamiliarAnywhereSmall Simple1st-level10Ink + 2,000 gp
NameLocationSize and IntricacySpell SlotBase DCPrice
Tattoo of SacrificeAnywhereSmall Simple1st-level10Ink + 1,000 gp
Tattoo of the DragonHeadMedium Ornate2nd-level17Ink + 3,500 gp
Tattoo of CensorshipHeadSmall Simple1st-level10Ink + 750 gp
Tattoo of InsuranceAnywhereSmall Ornate3rd-level15Ink + 2,000 gp
Tattoo of InvisiblityBackLarge Average4th-level17Ink + 6,000 gp
Tattoo of BlinkingChestLarge Ornate5th-level20Ink + 7,500 gp
Tattoo of the BeastAnywhereLarge Average3rd-level15Ink + 3,000 gp
Tattoo of ResilienceAnywhereSmall Ornate1st-level14Ink + 2,000 gp
Mark of the ArcherArmMedium Average1st level15Ink + 1,000 gp
Mark of the Bladesman (etc.)ArmMedium Simple1st level15Ink + 1,000 gp
Mark of the BullChestLarge Simple1st level13Ink + 800 gp
Tattoo of the Iron HeartChestMedium Ornate2nd-level16Ink + 1,000 gp
Mark of the GhastArmMedium Average4th-level17Ink + 1,500 gp
Mark of the PitfiendArmMedium Average4th-level17Ink + 1,500 gp
Slave's/Owner's MarkAnywhereSmall Simple1st-level12Ink + 1,000 gp
Tattoo of Major ProtectionTorsoLarge Ornate2nd level18Ink + 2,000 gp
Tattoo of ProtectionTorsoMedium Ornate1st level15Ink + 1,000 gp
Tattoo of ShieldingArmSmall Simple1st level12Ink + 500 gp
Tattoo of GlowlightAnywhereSmall Simple1st level12Ink + 200 gp

Magical Tattoo Catalogue | Magical Tattoos

NameLocationSize and IntricacySpell SlotBase DCPrice
Tattoo of the Leveling BlowArmMedium Average2nd level14Ink + 1,000 gp
Mark of the SaintArmSmall Ornate1st level12Ink + 750 gp
Tattoo of the Stunning BlowArmMedium Ornate3rd level16Ink + 2,500 gp
Mark of the Charging BlowArmMedium Average4th level15Ink + 2,000 gp
Mark of the Ground SlamArm x2Medium Ornate5th level20Ink + 5,000 gp
Mark of Spell BindingArm x2Medium Ornate5th level25Ink + 10,000 gp

Magical Tattoo Descriptions

All Seeing Eye

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

The wearer gains advantage on Wisdom (Insight) checks.

Mark of the Anchor

Your body feels heavier, feet more firmly planted on theground.

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

Scar of Bravery

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

The wearer gains advantage on saving throws against beingfrightened.

Spirit of the Bear

You feel blessed with the endurance of a bear.The wearer’s Constitution score increases by +1.

This tattoo will not raise the wearer’s Constitution score above 20.

Spirit of the Bull

You feel blessed with the strength of a bull.

The wearer’s Strength score increases by +1. This tattoo will not raise the wearer’s Strength score above 20.

Spirit of the Cat

You feel blessed with the grace of a cat.

The wearer’s Dexterity score increases by +1. This tattoo will not raise the wearer’s Dexterity score above 20.

Mark of the Cheetah

Your legs become light with the speed and agility of acheetah.

Activation Time: 1 action

Duration: 1 hour

Frequency: Once per long rest

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.

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.

Mark of the Death Walker

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

Duration: Instantaneous

Frequency: Once every 30 days

If the wearer would drop to 0 hit points as a result of taking damage, the wearer instead drops to 1 hit point. 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 foranother 30 days.

To ward against death is a rare and powerful ability thatfew artists have learned to harness in their art. The artistmust successfully make a DC 25 check to apply thetattoo. Please note crafting rolls must be made for eachsession.

Mark of the Driftglobe

You become as dazzling as the Sun, illuminating even thedarkest of nights.

Activation Time: 1 action

Duration: 1 hour

frequency: Once per long rest

The wearer emanates a 60 ft. radius sphere of light thatmoves with them. The sphere is bright light and sheds dimlight for an additional 60 feet. Completely covering theaffected object with an opaque object, such as a bowl or ahelm, 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 withdarkness created by the Mark of the Kraken.

Magical Tattoo Description | Magical Tattoos

Mark of the Dryad

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

Activation Time: 1 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 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 3d6 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 may make an Acrobatics or Athletics skill in an attempt to break free.

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

Spirit of the Eagle

You feel blessed with the splendour of an eagle.

The wearer’s Charisma score increases by +1. This tattoo will not raise the wearer’s Charisma score above 20.

Fist of the Elements

Your fist is wreathed in pure natural energy, channeling the power of the Elemental Planes. Lightning 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, havea +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.

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

Mark of Elvenkind

Sylvan magic runs through your veins, granting you the most common blessing of the Feywild.

The wearer gains immunity to magical sleep, and hasadvantage on saving throws against being charmed.

Mark of the Flock

An unkindness of ravens take flight from your tattoo, the inky designs now taking sinister material form. The cawing birds circle around you, awaiting your commands.

Activation Time: 1 action

Duration: Concentration, up to 1 hour

Frequency: Once per long rest

The wearer may summon 1d10 ink ravens, which disappearwhen 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.

Shield of the Fire Guardian

A wave of smouldering flames cloak your body, protecting you from the cold.

Activation Time: 1 action

Duration: 10 minutes, or until dismissed

Frequency: Once per long rest

The wearer’s body is wreathed in thin and wispy flamesthat grant resistance to cold damage, and shed bright light in a 10-foot radius and dim light for an additional 10 feet.

In addition, whenever a creature within 5 feet of you hitsyou with a melee attack, the flames erupt in a scalding heat, dealing 2d8 fire damage to the attacker.

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. Focussing 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'sprimary effect. The wearer gains a +1 bonus to AC and allsaving throws. The tattoo’s effects last for ten minutes.

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

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

Magical Tattoo Description | Magical Tattoos

Spirit of the Fox

You feel blessed with the cunning of a fox.

The wearer’s Intelligence score increases by +1. This tattoo will not raise the wearer’s Intelligence score above 20.

Mark of the Frog

Your legs become coiled springs, waiting to unleash thejumping 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 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 radiusregains the maximum number of hit points possible from anyhealing.

Shield of the Ice Guardian

A shell of chilling frost cloaks your body, protecting you from flames.

Activation Time: 1 action

Duration: 10 minutes, or until dismissed

Frequency: Once per long rest

The wearer’s body is wreathed in glistening snowy tendrilsthat grant resistance to fire damage, and shed bright light in a 10-foot radius and dim light for an additional 10 feet.

In addition, whenever a creature within 5 feet of you hitsyou with a melee attack, the tendrils erupt in a biting frost, dealing 2d8 cold damage to the attacker.

Wings of Ink

Inky, rippling wings spring from your back, granting theelusive, 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 accommodatewings 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.

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.

Spirit of the Owl

You feel blessed with the wisdom of an owl.

The wearer’s Wisdom score increases by +1. This tattoo will not raise the wearer’s Wisdom score above 20.

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 aharmful spell must first make a DC 15 Wisdom saving throw.On a failed save, the creature must choose a new target orlose 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.

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 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 beused to grant this tattoo’s effects.

Magical Tattoo Description | Magical Tattoos

Mark of the Pufferfish

Venomous spines protrude from your skin, seeking flesh tocorrode 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 thetattooed area. If the other creature is still in physical contact with the wearer (i.e. part of the grapple) at the end of its turn, the spines deal 1d4 poison damage.

Eye of the Seer

Your eyes feel keener, seeing your surroundings in higherdefinition.

The wearer gains advantage on Wisdom (Perception) checks.

Mark of the Shadow

A veil of shadows and silence radiates from you, masking you from detection.

Activation Time: 1 action

Duration: Concentration, up to 1 hour

Frequency: Once per long rest

The wearer gains a +10 bonus to Dexterity (Stealth) andcannot be tracked except by magical means. The wearerleaves 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 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 wearer gains a +2 bonus to AC and saving throwswhile they are within 30 feet of each other. Also, each time the wearer takes damage, their partner takes the sameamount of damage, and vice versa.

The tattoo is only effective when both wearers activatetheir 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 acrossvertical surfaces and upside down along ceilings, whileleaving its hands free. The wearer also gains a climbingspeed equal to its walking speed.

Mark of the Spiritmaster

A necromantic energy ripples through your mark, extendinglong smoky tendrils towards the undead. The tendrilsconstrict 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. Thetarget must succeed on a Charisma saving throw or becomecharmed by the wearer. The saving throw DC is equal to 8 +wearer’s proficiency bonus + wearer’s Charisma modifier.

If the target has an Intelligence of 8 or higher, it has advantage on the saving throw.

Possession of the undead is a rare and powerful abilitythat few artists have learned to harness in their art. Theartist must successfully make a DC 30 check to apply thetattoo. If undead-aligned detection ink is used, the artist must successfully make a DC 25 check instead. Please note crafting rolls must be made for each session.

Spirit of the Stag

You feel blessed with the vigilance of a stag.

The wearer gains a +1 bonus to initiative.

Mark of the Tarrasque

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 anhour (these do not stack). When the tattoo’s effects end, the wearer loses any remaining temporary hit points.

Mark of Telepathy

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

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

Magical Tattoo Descriptions | Magical Tattoos

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 25 check to apply the tattoo.Please note crafting rolls must be made for each session.

Mark of the Viper

Your body becomes stronger, resisting poisonous effects as if you’d become the viper.

The wearer gains advantage on Constitution saving throwsmade 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 weaponwith a +1 bonus to attack rolls and damage rolls.

Tattoo of Sacrifice

You embrace death, so others may live or perhaps its the other way around

Activation Time: 1 action

When this tattoo is enscribed you can choose either one of these forms:

  • As an action, you may sacrifice half of your current hit points to grant half that total to one creature that you can touch.

  • As an action, a willing creature can touch this tattoo and sacrifice half of their current hit points to grant you half of that total.

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 theelements described below which affect the damage type andshape of this weapon.

Damage TypeBreath Weapon
Fire15 ft. cone (Dex save)
Cold15 ft. cone (Con save)
Acid5 by 30 ft. line (Dex save)
Lightning5 by 30 ft. line (Dex save)
Poison15 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 3d6, 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'sConstitution modifier + their proficiency bonus.

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.

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 ofcriteria 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 your eyes could perceive the imagery contained within this tattoo, you would have to stop yourself 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.

Magical Tattoo Descriptions | Magical Tattoos

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 25 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 15 ft instead. After using this tattoo the subject must make a DC 15 Constitution saving throw or become incapacitated for 1d4 rounds.

Tattoo of the Familiar

Perhaps. this tattoo resembles a pet you always wanted or did have in your childhood. Either way you have it 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 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 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 totemporarily gain resistance to one damage type of theirchoice. 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.

Mark of the Archer

This tattoo gives the wearer +1 on attack rolls with any bow or crossbow, they are proficient in.

Mark of the Bladesman (Maceman, Knifeman, etc.)

This tattoo gives the wearer +1 to damage with any specific melee weapon they are proficient in and that is wielded in the tattooed arm. The weapon in question is pictured somewhere in the art of the tattoo.

Mark of the Ironheart

This tattoo gives the wearer 5 additonal hit points.

Mark of the Ghast

Activation Time: 1 Bonus Action

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 2d6+3 slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 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 Pit Fiend

Activation Time: 1 Bonus Action

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.

Magical Tattoo Descriptions | Magical Tattoos

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 3d6+8 bludgeoning damage. If fire-aligned elemental ink is used to draw this tattoo, the attack also does 1d6 fire damage.

Slave's\Owner's Mark

This tattoo is meant to be applied to a prisoner or slave in order to prevent them from escaping. the small tattoo is a sort of brand. when the bearer moves move then 150 feet away from a wearer of the Owner's mark, the mark begins to glow like a burning coal and begins to inflict 1d4 fire damage per round onto its bearer.

If drawn in fire-aligned elemental ink, the mark instead inflicts 1d6 fire damage per round.

The Owner's mark is simply a different version of the Slave's mark, acting only as a source of reference for it.

Tattoo of Major Protection

This tattoo gives the wearer +2 to Armor Class and all Saving Throws.

Tattoo of Protection

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

Tattoo of Shielding

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

Tattoo of Glowlight Candle

This tattoo of a candle can be placed anywhere on you body.As a bonus action, you can cause your body to emit dim lightin a 30 foot radius.

Tattoo of the Leveling Blow

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

This tattoo appears on the knuckles of your dominant hand.When you hit with any weapon attack, the target mustsucceed on a Dexterity saving throw against your spell save DC (8 + Intelligence modifier + Proficiency bonus) or be knocked prone.

Mark of the Saint

Activation Time: 1 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 Intelligence modifier.

Tattoo of the Stunning Blow

Frequency: Once per short or long rest.

This tattoo appears as a fist on the back of your hand. When you hit an enemy with an unarmed attack you can use this to force them to make a Constitution saving throwagainst your spell save DC. On a failure, they are stunneduntil the end of their next turn.

Mark of the Charging Blow

Activation Time: 1 Bonus Action

Frequency: Once per short or long rest

This tattoo of a bull appears on your arm. As a Bonusaction, 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 Ground Slam

Activation Time: 1 Action

Frequency: Once per short or long rest

This tattoo of a crater appears on both wrists. As an action 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 Spell Binding

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, preventing its effects. As an action on turn after this has occurred you can release this magic, using the statistics of the original caster.

A Compendium of Magical Tattoos v1.0 by Star#6630 (4)

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.
STRDEXCONINTWISCHA
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.
STRDEXCONINTWISCHA
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.
STRDEXCONINTWISCHA
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.

A Compendium of Magical Tattoos v1.0 by Star#6630 (5)

Ink Monsters | Magical Tattoos

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 withmagical power sealed within them. Unlike Sorcerers, whohave an innate connection to the Weave that allows them tocast 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 themwith lasting marks on their skin. For some, these marks wereplaced 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 tohave the magic sealed within them. If they sought out thispower, did they search for the hidden ritual or for anextraplanar 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 whetheryou 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, Investigation, and Nature

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 quarterstaff or (b) any simple weapon
  • (a) a light crossbow and 20 bolts or (b) two daggers
  • (a) a book of lore or (b) a spellbook
  • (a) a scholar’s pack or (b) an explorer’s pack
  • Tattooist kit
A Compendium of Magical Tattoos v1.0 by Star#6630 (6)

Arcane Sigilist | Magical Tattoos

Arcane Sigilist
LevelProficiency BonusFeaturesCantrips KnownEmpowerments Known
1st+2Sigil Origin2
2nd+2Sigil Empowerment21
3rd+2Artistic Persuasion, Warded Sigils21
4th+2Ability Score Improvement31
5th+3Sigilistic Renewal32
6th+3Sigil Origin Feature32
7th+3Sigil Glyph32
8th+3Ability Score Improvement42
9th+4Sigil Transference42
10th+4Sigil Origin Feature42
11th+4Sigil Shroud43
12th+4Ability Score Improvement43
13th+5Sigil Reserves53
14th+5Sigil Origin Feature53
15th+5Sigil Resistance 1/LR53
16th+5Ability Score Improvement53
17th+6Sigil Resistance 2/LR54
18th+6Sigil Resistance 3/LR54
19th+6Ability Score Improvement64
20th+6Sigilistic Regeneration64

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 tattoo 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.

Cantrips

At 1st level, The magic sealed within you has begun to manifest itself. You know two cantrips from the Wizard spell list and can cast them at will. You learn more as you gain levels in this class, as shown in the Cantrips Known column of the Sigilist table.

Sigil Empowerment

At 2nd level, you have learned how to push yourself and yourmagic beyond their normal capacity. You learn one SpellEmpowerment now, and you learn more as you gain levels inthis class, as shown in the Empowerments Known column ofthe Sigilist table.Whenever you gain a level in this class, you can replace a Spell Empowerment that you know withanother that you meet the prerequisites for.

You can only use one Empowerment on a single spell. Once you haveEmpowered two spells, you must finish a short or long restbefore 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.

Will to Harm

When you use this technique to empower a spell, you add yourSpellcasting Ability modifier to the damage of each effectcreated by the spell (for example, if a spell creates multiple rays, you add it to each ray).

Arcane Sigilist | Magical Tattoos

Full Force

Prerequisites: level 7 Arcanist

You can use this technique on any leveled spell you castwithout spending a spell slot (not cantrips). If the spell would be at its lowest level, it is instead cast at the same level as the highest level spell you can cast without spending a spell slot.

Versatile Spell

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

Health Channeling

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.

Distant Spell

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

Subtle Spell

When you empower a spell with this technique, you cast itwithout using verbal or somatic components.

Driven Spell

If you have already used your bonus action to cast a spell, you can cast a 1st level spell or higher with this technique to cast it without restriction.

Artistic Aura

At 3rd level, you have learned how to channel the presence of your sigils into to your presence. During a short or long rest, you can spend one hour empowering your sigils, causing them to release a strong aura. When you make a charisma-based skill check, you can expend a portion of the aura to add your spellcasting modifier (intelligence or charisma) to the charisma-based skill check. You can release the aura, a number of times equal to your spellcasting modifier (intelligence or charisma).

Warded Sigils

At 3rd level, your arcane tattoos grant you some protection from harm. When you are not wearing armor, your armor classbecomes 10 + Dexterity Modifier + Spellcasting . Youcan 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.Alternatively, your DM may allow you to take a feat instead of the Ability Score Increase.

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.

Sigil Glyph

By 7th level, you have learned how to inscribe temporary sigils onto yourself which fade when expended. You can now inscribe the spell glyph of warding upon your body and are immune to its effects. 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.

Sigil Transference

Starting at 9th level, you can 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.

You can use this ability a number of times per long restequal to your Intelligence Modifier. A creature cannot havemore than one ward at a time, and casting it again on thesame creature replaces the old ward with the new one.

Sigil Shroud

Starting at 11th level, you have learned how to manipulate the aura of your sigils in such a way that they begin to produce illusions. These illusions are effectively a warping of your appearance, allowing your to change your appearance to outside observers. Once per short or long rest, you may cast the disguise self spell innately.

Sigil Reserves

At 13th level, your sigils have become so suffused in magic, that it has built up a considerable 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.

Sigil Resistance

Beginning at 15th level, the magic within you has reached such a level that it begins to protect you from harm. Whenever you fail a saving throw against amagical effect, you can choose to reroll it, taking the new roll.When you do, you cannot do so again until you finish a longrest. Beginning at 16th level, you can do it twice between long rests, and beginning at 17th level, you can do it 3 times between long rests.

Sigilistic Regeneration

By 20th level, the magic from your sigils has suffuse so intensely through your flesh that it gives you superiora regeneration ability. If you lose a limb, it regenerates in 1d6+1 days, along 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 Origin

When you gain your first level in this class, you choose amethod by which the magic is sealed in your body, eitherLearned or Vessel.

Learned

Learned Sigilists have discovered and performed the secretritual 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 faster methods of spellcasting.


Arcane Sigilist: Learned

LevelSpells Known1st2nd3rd4th
1st-----
2nd-----
3rd32---
4th43---
5th43---
6th43---
7th542--
8th642--
9th642--
10th743--
11th843--
12th843--
13th9432-
14th10432-
15th10432-
16th11433-
17th11443-
18th11443-
19th124431
20th134431

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.

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.

Spells Known of 1st Level and Higher

You know two 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 7th 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 Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.

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

Your consistent studies have guided you to proficiency inIntelligence saving throws. You do not gain this feature if you are multiclassing into this class from another.

Ritual Book

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 of Sealing

While the ritual that sealed the large portion of the Weaveinside you was costly, there are ways to bind smaller bitsinside people, the bits that wizards use to cast their spells.

At level 6, 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.

Arcane Sigilist | Magical Tattoos

Performing this ritual requires a selection of fine ink worth 5gp per level of the spell, which is consumed after one performance.

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

As you gain levels in this class, you learn more spells thatyou 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.

Ritual Prodigy

Beginning at level 10, 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 beingperformed.

Efficient Sealing

When you reach level 14, you have learned how to stretch your ink, from now on your ritual of sealing can becompleted with tattoo ink worth 1 gp per level of the spell instead of 5.

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.

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

Arcane Sigilist: Vessel

LevelSpells Known1st2nd3rd4th5th
1st------
2nd32----
3rd43----
4th43----
5th442---
6th542---
7th643---
8th643---
9th7432--
10th8432--
11th8433--
12th9333--
13th94331-
14th104331-
15th104332-
16th114332-
17th1133311
18th1143331
19th1243332
20th1343332

Arcane Sigilist | Magical Tattoos

Additional Saving Throw

Your force of will has been enhanced by the magical forceswithin you, granting you proficiency in Charisma savingthrows. You do not gain this feature if you are multiclassing into this class from another.

Form of the Weave

When you are in combat, the magic within you calls for release, for motion. You can let it fill you as a bonus action, granting you the following benefits for 1 minute:

  • It awakens you. You ignore any and all effects fromexhaustion that you have accumulated, and you cannot beput to sleep or knocked unconscious without beingreduced to 0 hit points.
  • Light comes off your body in smoke-like tendrils. You emitbright 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 yourStrength (athletics) and Dexterity (Acrobatics) checksequal to your Charisma modifier (minimum of 1), and yougain a bonus to Strength and Dexterity attack rolls equal toyour Charisma modifier (minimum of 1).
  • You can activate this ability even while unconscious,provided you have at least 1 hit point. After this form ends, you gain 1 level of exhaustion.

Expanded Spell List

At level 6, the magics within you have changed you and yourpotential abilities considerably. You add the following spells toyour Sigilist spell list:

LevelSpells
1Bane, Faerie fire
2Invisibility, Warding wind
3Beacon of hope, Fly
4Sickening radiance, Wall of fire
5Infernal calling, Planar Binding

Eyes of the Weave

Also at 6th level, whenever you go into your Form of theWeave, you gain the following additional benefits:

  • You gain the effects of the detect magic spell.
  • You gain the sense: Truesight
  • You gain a bonus to your Wisdom (perception) checksequal to your Charisma modifier (minimum of 1).

Motion of the Weave

At 10th level, going into your Form of the Weave grants you a +10 foot bonus to your walking speed, and you becomeunaffected by magical difficult terrain.

Will of the Weave

When you reach level 14, the force of your spells are bolstered when you allow the Weave to flow through you. While you are in your Form of the Weave, you add your proficiency bonus to any spellcasting ability checks you make as a part of a spell that you cast.

Arcane Sigilist | Magical Tattoos

Basic Advice for DM's

Here are some basic rules for Tattoos that should help keep balance the game:

For creating tattoos that allow players to summon something, the maximum CR for the creature should be 1/4, and should only be able to be activated once per long rest.

When creating tattoos that replicate the effects of spells, the size and intricacy of the tattoo should try to match the spell's level. If a tattoos effect cannot be found in a spell, try your best to estimate. 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.

Spell levelSize and intricacy
1st levelSmall Simple
2nd levelSmall Average, Medium Small
3rd levelSmall Ornate, Medium Average, Large Simple
4th levelMedium Ornate, Large Average
5th levelLarge ornate

Tattoos that grant an ability score increase areautomatically Large Ornate tattoos. Their use in the gamecan be controlled by two factors: price, and the fact that only Expert artists are skilled enough to apply them. Tattoos should generally activate on an action, and may be used once per long rest.

When determining the cost of tattoos, remember to balancefor 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.

DM Advice | Magical Tattoos

A Compendium of Magical Tattoos v1.0 by Star#6630 (2024)
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