Guide To Magical Tattoos v4 - GM Binder
Guide To Magical Tattoos v4 - GM Binder
Magical Tattoos
T
attoo magic is an incredibly old form of magic, Copying Check
and is a form of art utilized by many different Condition of Subject DC
cultures across the multiverse. The designs and
function of these tattoos varies wildly between Living, willing or unconscious 5
peoples, races, species, countries, continents, Dead, for less than a week 10
and planes, from a lucky charm for sailors, to a
mark for slaves. Living, unwilling or restrained 15
Dead, for one week or more 20
A New Tool Proficiency
Dead, tattoo design is not intact 25
In order to create a tattoo, either mundane or magical, the
artist must have proficiency with tattooist's tools, which are a The size and intricacy of tattoos will determine the amount
type of artisan's tools. In order to ink a magical tattoo onto a of resources needed to copy the tattoo. An artist will need to
wearer, the artist must have proficiency with tattooist's tools spend 2 hours and 50 gp to copy a design into their
and must be able to cast at least one spell. sketchbook. This amount increases by 2 hours and gp for
Whenever you would gain proficiency with a type of each size and intricacy level, to a maximum of 10 hours and
artisan's tools from a background, you may substitute that 250 gp for a Large Ornate tattoo. Once a tattoo is copied into
proficiency for proficiency with tattooist's tools instead. Your a sketchbook, a template may then be created. Creating a
DM may allow you to gain proficiency with tattooist's tools template costs the same amount, in time and materials, as
over the course of play. copying the design in the first place, and each template may
be used only once.
Tattooist's Tools
This kit is a sturdy briefcase which can hold a variety of Copying your sketchbook
hammers, needles, medical supplies needed for sterilization, Artists can copy a design from their own sketchbook into
and differently colored inks, all of which are necessary in the another book – for example, if they want to make a backup
creation of magical and mundane tattoos. The kit may also copy of their sketchbook. This is just like copying a new
include a sketchbook filled with original designs, and has template, but faster and easier, since they understand their
space for any magical templates the owner finds during their own notation and already know how to apply the tattoo. They
journeys. need spend only 1 hour and 10 gp for each size and intricacy
level of the tattoo. If the sketchbook is lost, they can use the
The Artist's Sketchbook same procedure to transcribe the designs that they can
When an artist first gains proficiency with tattooist’s tools, remember (an amount equal to their Intelligence (History)
their teacher gives them a sketchbook containing designs for a modifier, minimum of 0) into a new sketchbook. Filling out the
number of Simple or Average tattoos equal to 5 + their remainder of the sketchbook requires them to find new
Intelligence modifier. templates to copy, as normal. For this reason, many artists
keep backup sketchbooks in a safe place.
The sketchbook is a unique compilation of designs, with its
own decorative flourishes and margin notes. It might be a
plain, functional leather volume that they received as a gift Applying a Tattoo
from their teacher, a finely bound gilt-edged tome they found In order to apply a tattoo, there must first be room to draw it
in an ancient library, or even a loose collection of notes into the skin. Every tattoo has a size and location. The size of
scrounged together after they lost their previous sketchbook the tattoo scales with the size of the creature. Because of this,
in a mishap. a Large chest tattoo would take up the same space on a
human, a halfling, or a giant, as the size of the tattoo stays
Discovering new templates proportional to the size of the creature it is applied to.
Most examples of tattoo templates are exceedingly rare and Characters are limited only by the amount of available
either well-hidden or carefully guarded, as existing tattoos are space on their body.
either culturally significant or highly prized by their current
owners. In rare cases, ancient tattoo templates may be found Available space
in such areas as ancient temple walls or found carved into Body Part Number of Tattoos
totems. The most common way to learn a new template is to Head 1 Medium, or 2 Small
copy it from a tattooed person. Copying the design of a tattoo
from another body requires the tattooist make an Intelligence Chest 1 Large, or 2 Medium, or 4 Small
check. The DC is determined by the condition of the body: Back 1 Large, or 2 Medium, or 4 Small
Arm or Wing 1 Medium and 1 Small, or 3 Small
Leg or Tail 1 Medium and 1 Small, or 3 Small
https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK 1/13
5/14/2019 Guide to Magical Tattoos v4 | GM Binder
Tattoos are either Small, Medium, or Large, and are either Risk of Disease
Simple, Average, or Ornate. You can gain additional uses of a Even with sterile tools, there is still a slight chance of picking
tattoo by increasing its size or intricacy by one step, up to a up a disease from being tattooed. The creature recieving a
max of Large size and Ornate intricacy. Tattoos that provide a tattoo must make a Constitution save, the DC of which
constant effect are unable to be modified in this manner. depends on how sterile the procedure was.
Increasing the size or intricacy of the tattoo doubles the
price for each increase. Cleanliness Con save DC
A modified tattoo counts as a different tattoo for purposes Appropriate medical supplies used 5
of placing it in a sketchbook, but a tattoo can be modified at
the time of application by increasing the tattooist's tools DC Improvised medical supplies used 10
by 5. Poorly improvised medical supplies used 12
New Feat: Inked No sterilization 15
Prerequisite: Constitution 13 or higher Actively Unsanitary 20
You really enjoy the look and feeling of having tattoos. You
may have more tattoos than your body would normally allow. If a disease is contracted, the DM decides what disease it is,
You may either have 1 additional Large tattoo, 2 additional either by choosing one from pages 256-257 of the Dungeon
Medium tattoos, or 4 additional Small tattoos. Master's Guide, or by making one up.
Tattooing Process Permanence
The requirements for each tattoo are different, but the general The properties of magical tattoos permeate deep within the
rule is that larger and more intricate tattoos require more muscles and sinew of the body, and are in most senses
time and ink to apply. permanent. Very few have ever been reported as having lost
their magical properties, even if the tattoo is no longer visible
Applying Non-Magical Tattoos on the skin. Incredibly deep burns or loss of limb removes the
The artist need not succeed on checks with tattooist’s tools, magically enchanted parts of the body, removing the effects of
only spend the requisite amount of time according to the size any tattoos on that body part, and possibly allowing for
and intricacy of the tattoo design. another tattoo to be acquired. Limbs regrown with regenerate
do not grow back their tattoos. Spells such as raise dead
Time to Apply generally keep the tattoos intact, given that the limb is still
Tattoos take time to apply based on their size and intricacy. A present. Reincarnation will not bring back the subject with
large but simple tattoo may take the same amount of time to their tattoos intact. Clones made with the clone spell do not
ink as it would to create a small but detailed one. Sessions have tattoos.
may be broken into chunks of time over the course of several
days, however if the tattoo is not finished within 30 days the Additional Information
magics of the tattoo dissipate and must be started again from Both magical and non-magical tattoos should be recorded to
the beginning. Some tattoo mages will demand full payment check whether a character has room for a new tattoo. Unless
upfront, while others will charge a part of the price across specifically noted under the tattoo description, any additional
each individual session. After the tattoo is finished, you gain applications of the same tattoo will not confer additional
the effects of it after a long rest. Use the following table to magical effects.
determine how long the procedure will take. Magical tattoos dimly radiate magic under a detect magic
Application spell. A successful DC 20 Arcana check may be made in order
Size (intricacy) Time DC to discern the nature of a magical tattoo. Dispel magic will not
nullify a tattoo's magic, only suppress it for 1d4 rounds.
Small (simple)
1+1d4
hours
10 Tattoos cease to function in the area of an anti-magic field.
2+1d6
Small (average), Medium (simple) 12
hours
Small (ornate), Medium (average), 4+1d8
14
Large (simple) hours
6+3d6
Medium (ornate), Large (average) 16
hours
8+3d10
Large (ornate) 18
hours
https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK 2/13
5/14/2019 Guide to Magical Tattoos v4 | GM Binder
https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK 3/13
5/14/2019 Guide to Magical Tattoos v4 | GM Binder
Prismatic Ink
Appearing to be a swirling mass of rainbow colors while in a
bottle, this ink causes lines tattooed with it to become
beautiful and iridescent in apperance.
Shifting Ink
Shifting ink is the rarest of all tattoo inks, and allows two
tattoos to be placed on the same part of the body. 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.
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 same standard variety of colors as
normal ink. However, when applied it creates a stunning effect
whereby the design of the tattoo appears to float off of the
wearer’s skin and hover above it. The tattoo may also animate
slightly, spinning or curling around the area.
https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK 4/13
5/14/2019 Guide to Magical Tattoos v4 | GM Binder
https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK 5/13
5/14/2019 Guide to Magical Tattoos v4 | GM Binder
https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK 6/13
5/14/2019 Guide to Magical Tattoos v4 | GM Binder
Tattoos are presented in the following format: Eye of the Seer
Tattoo Name (Head, Small Average)
(Location, Size Intricacy) Your eyes feel keener, seeing your surroundings in higher
Flavor Text definition.
Rules Text The wearer gains advantage on Wisdom (Perception)
checks.
Tattoo Descriptions Fist of the Elements
All Seeing Eye (Arm, Medium Average)
Your fist is wreathed in pure natural energy, channeling the
(Head, Small Average) power of the Elemental Planes. Lightning ripples through
Your mind feels more limber, accurately discerning the your arm as it barrels towards your opponents with the force
opinions and intent of others. of a tsunami.
The wearer gains advantage on Wisdom (Insight) checks. As an action, the wearer may wreathe their fist in elemental
energy, of a type chosen when the tattoo is first applied. The
Artisan's Hands wearer’s unarmed strikes are considered magical, and deal an
(Both Arms, Small Ornate) extra 1d6+1 damage of the chose elemental type. If inked with
Your hands move almost on their own, shaping the object elemental ink of the same type as the damage, attacks with
before you as if you were a master craftsman. the fist deal 1d8+1 damage of that type instead.
The wearer gains proficiency with one type of artisan's If the Fist deals fire damage and targets a flammable object
tools. The type of tools are worked into the design of the that is not being worn or carried, the target catches fire.
tattoo. Against plant-based creatures, the Fist deals 2 more points of
damaage.
Eye of Darkvision If the Fist deals lightning damage and targets a creature
wearing metal armor, the wearer makes the attack roll with
(Head, Small Average) advantage. This also applies against targets made completely
Your eyes become accustomed to total darkness. You can out of metal (e.g. metal golem).
see into the darkest corners of the world. If the Fist deals cold damage, fire-based creatures take an
Once per long rest as an action, the wearer can gain the additional 2 points of cold damage from these attacks.
ability to see in the dark, and has darkvision out to a range of Up to three types of elemental ink may be used in the
60 feet for 8 hours. If the wearer already has darkvision, this application of this tattoo, and the wearer may choose between
increases the range of their darkvision by 60 feet, to a the types each time they activate the tattoo.
maximum of 120 feet. When the wearer activates this tattoo, the effects persist for
An Ornate version of this tattoo exists, which applies a 1 hour or until dispelled. This tatto may be activated a max
permanent effect, instead of a temporary one. number of times equal to the wearer's Constitution modifier
(minimum 1) between each long rest.\
Eye of Truesight
(Head, Medium Ornate) Fortress Tattoo
A third eye stares unblinkingly out from your forehead, (Anywhere, Large Average)
seeing through illusions and observing other planes of You are able to steel yourself against stronger blows, dodge
existence. faster out of the way of danger, and guard your mind against
Once per long rest as an action, the wearer gains the ability the invasion of enemy spells. Focusing a little more, you feel
to see things as they actually are. For 1 hour, the creature has your blood grow hot as your constitution is bolstered by the
truesight, notices secret doors hidden by magic, and can see powers of nature.
into the Ethereal Plane, all out to a range of 120 feet. The wearer may use an action to activate the tattoo's
Truesight is a rare and powerful ability that few artists have primary effect. The wearer gains a +1 bonus to AC and all
learned to harness in their art. The artist must successfully saving throws. The tattoo’s effects last for ten minutes, and
make a DC 25 check to apply the tattoo. Please note crafting may be activated once per short or long rest.
rolls must be made for each session. The wearer may use an additional action to activate the
An alternate version of this tattoo exists, which applies a tattoo’s secondary effect. The wearer gains resistance to
permanent effect, instead of a temporary one. damage corresponding to the ink with which it was applied.
The additional effects are concentration and last for one
Eye of the Mage minute.
(Head, Small Ornate) Once this effect is used, it cannot be used again until the
Brilliant purple and blue hues radiate from around your wearer finishes a long rest
eyes, granting you sight into the arcane. At least two jars of metallic ink or earth-aligned elemental
The wearer may cast the spell detect magic at will as a ink must be used to grant the tattoo’s primary effect. Bestial or
ritual. elemental ink must be used to grant the tattoo’s secondary
effect.
https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK 7/13
5/14/2019 Guide to Magical Tattoos v4 | GM Binder
Mark of the Anchor This tattoo also illuminates areas overlapping with
darkness created by the Mark of the Kraken.
(Anywhere, Small Simple)
Your body feels heavier, feet more firmly planted on the Mark of the Dryad
ground. (Arm, Medium Ornate)
The wearer gains advantage against effects that would Creepers and vines swathe your arm, grasping and
move them, or knock them prone. strangling anything and everything that draws too close.
Mark of the Archer As an action, the wearer may cast the entangle spell, using
Intelligence as their spellcasting ability modifier. After using
(Arm, Medium Average) this ability, the wearer must complete a short or long rest to
Your bow feels natural in your hand, and moves almost activate the tattoo again.
without thought to aim at your targets At least two jars of three dimensional ink must be used to
The wearer has a +1 bonus on ranged attack rolls with grant this tattoo’s effects.
ranged weapons they are proficient with.
Mark of the Elemental
Mark of the Armsman (Anywhere, Medium Ornate)
(Arm, Medium Simple) The representation of an element flows around you,
Your weapon seems to move itself, digging further into granting you its protection.
wounds than your strength alone can account for The wearer gains resistance to a type of damage, chosen
The wearer has a +1 bonus on attack rolls OR damage rolls when the tattoo is applied.
with a specific type of melee weapon (swords, axes, maces,
etc), as long as they are proficient with the weapon and Mark of the Elven
wielding it in the arm the tattoo is on. The type of weapon and (Anywhere, Medium Simple)
the type of rolls are chosen when the tattoo is applied, and the Sylvan magic runs through your veins, granting you the
weapon is pictured somewhere in the art of the tattoo. most common blessing of the Feywild.
An Ornate intricacy design exists that grants the bonus to The wearer gains immunity to magical sleep, and has
both attack rolls and damage rolls. advantage on saving throws against being charmed.
Mark of the Cheetah Mark of the Flock
(Both Legs, Small Simple) (Anywhere, Medium Ornate)
Your legs become light with the speed and agility of a An unkindness of ravens take flight from your tattoo, the
cheetah. inky designs now taking sinister material form. The cawing
Once per long rest as an action, the wearer may activate birds circle around you, awaiting your commands.
this tattoo. For an hour, the wearer’s speed increases by 10ft. Once per long rest, the wearer may activate this tattoo as an
Mark of the Death Walker action, causing a Swarm of Ravens (MM pg 339) of the same
color as the ones depicted in the tattoo to appear within 5 feet
(Chest, Large Ornate) of the wearer. The ravens persist until are killed or until 10
Potent magic in the form of protective runes and abjuration minutes have passed, at which point they dissappear into
magic give the wearer the protection from the most final of smoke. The ravens follow the wearer's every mental
endings, death. command, and act on the wearer's initiative.
If the wearer would drop to 0 hit points as a result of taking Any article of clothing which covers the tattoo upon
damage, the wearer instead drops to 1 hit point. Alternatively, activation is destroyed in the process as the ravens fly through
if the wearer is subjected to an effect that would kill it the cloth. If the tattoo is covered by armor, the tattoo will not
instantaneously without dealing damage, that effect is instead activate.
negated against the wearer. At least three jars of three dimensional ink must be used to
Once either effect is used, it cannot be used again for grant this tattoo’s effects.
another 30 days.
Mark of the Frog
Mark of the Driftglobe (Both Legs, Small Simple)
(Anywhere, Medium Average) Your legs become coiled springs, waiting to unleash the
You become as dazzling as the Sun, illuminating even the jumping prowess of the frog.
darkest of nights. The wearer may activate this tattoo as an action once per
As an action, the wearer emanates a 60 ft. radius sphere of long rest. For the next minute, the wearer’s jump distance is
light that moves with them. The sphere is bright light and tripled.
sheds dim light for an additional 60 feet. Completely covering
the wearer with an opaque object, such as a bowl or a helm,
blocks the light. The light lasts for 1 hour unless dispelled, and
the tattoo may be activated once per long rest.
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.
https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK 8/13
5/14/2019 Guide to Magical Tattoos v4 | GM Binder
https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK 9/13
5/14/2019 Guide to Magical Tattoos v4 | GM Binder
https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK 10/13
5/14/2019 Guide to Magical Tattoos v4 | GM Binder
https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK 11/13
5/14/2019 Guide to Magical Tattoos v4 | GM Binder
https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK 12/13
5/14/2019 This
Guide to Magical Tattoos v4 | GM document
Binder was lovingly created
using GM Binder.
https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK 13/13