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A Guide to Magical Tattoos (Remake)

attoo magic is an incredibly old form of magic,


and is a form of art utilized by many different
cultures across the multiverse. The designs
and function of these tattoos varies wildly
between peoples, races, species, countries,
continents, and planes, from a lucky charm for
sailors, to a mark for slaves.

Prequisites
Getting a magic tattoo is a painful process and takes time to
imbue the magic into your body, which if done improperly or
too fast, can cause serious unwanted side effects. Starting at
level 5 you may recieve 1 tattoo of up to medium power, you
can gain another tattoo at level 10 of up to high power, and
you can gain one more at 15th level up to high power. You
must wait at least one month between each tattoo to allow
time for your body to balance out the magic that has been
placed on you. You may only recieve one high power tattoo.

Tattoo Application
Time to Apply
Tattoos take time to apply based on their size and intricacy. A
large but simple tattoo may take the same amount of time to
ink as it would to create a small but detailed one. Sessions
may be broken into chunks of time over the course of several
days, however if the tattoo is not finished within 30 days the
magics of 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.

If a disease is contracted, the DM decides what disease it


is, either by choosing one from pages 256-257 of the
Dungeon Master's Guide, or by making one up.

Permanence
The properties of magical tattoos permeate deep within the
muscles and sinew of the body, and are in most senses
permanent. Very few have ever been reported as having lost
their magical properties, even if the tattoo is no longer visable
on the skin. Incredibly deep burns or loss of limb remove the
magically enchanted parts of the body, removing the tattoos
effects, and possibly allowing for another tattoo to be aquired.
Limbs regrown with regenerate do not grow back their
tattoos. Spells such as raise dead generally keep the tattoos
intact, given that the limb is still present. Reincarnation will
not bring back the subject with their tattoos intact. Clones
made with the clone spell do not have tattoos.

Specialty Inks
It may be possible to aquire rare and unique inks with which
one may create tattoos. These inks may have special
cosmetic or magical properties. Using anything but standard
ink may incur an extra cost, at the DM's discretion.

Elemental Ink

Size (intricacy)

Time

Small (simple)

1+1d4 hours

This ink is purely cosmetic in most circumstances, coming in


a variety of elemental styles. Some may make the lines of a
tattoo appear to burn like molten lava, while others may
cause it to appear as if cool water flows through the lines of
the subject's skin. Certain earth aligned inks will cause the
lines of a tattoo to appear as if they were filled with
glimmering gemstones. While this is normally cosmetic, if
the appropriate elemental ink is alligned with a specific
tattoo, it may amplify the effects of such a tattoo. For
example, a tattoo of the frozen fist would become much
stronger if drawn using ice aligned ink.

Small (average), Medium (simple)

2+1d6 hours

Glamor Ink

Small (ornate), Medium (average), Large


(simple)

4+1d8 hours

This ink causes lines drawn with it to glitter like a thousand


stars. These inks come in a variety of colors.

Medium (ornate), Large (average)

6+3d6 hours

Glow-Ink

8+3d10
hours

Tattoos inked with this concoction are pale versions of their


colors while in the light, but in dim or dark conditions glow
vibrantly with their appropriate color, creating dim light in a
radius of 10 feet if the tattoo is uncovered.

Large (ornate)

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

Cleanliness

Con save DC

Appropriate medical supplies used

Improvised medical supplies used

10

Poorly improvised medical supplies used 12


No sterilization

15

Actively Unsanitary

20

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

Mood Ink
While appearing as plain gray ink in a bottle, once applied to
the subject, this ink changes color depending on the subject's
mood.

Mood

Color

Anger, Irritation

Red

Nervous, Fearful

Orange

Surprised, Shocked

Yellow

Disgusted, Repulsed

Green

Sad, Depressed
Happy, Infatuated

Blue
Purple

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.

Three-Dimensional Ink
This ink comes in the same standard variety of colors as
normal ink. When applied to a subject the ink appears
normal. However, the one who wears a tattoo made with this
ink may use a 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 for one minute. While
this effect is active the tattoo may also animate slightly,
spinning or curling around the body part on which it is
printed.

Additional 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 description, a
given tattoo can only be taken once. Any additional
applications of the same tattoo will not apply any magical
effects.
Magical tattoos radiate magic dimly undear a detect magic
spell. A successful DC 20 Arcana check may be made in order
to discern the nature of a magical tattoo.
Dispel magic will render magical tattoos useless for 1d4
rounds.

Basic Rules for DM's


Here are some basic rules for tattoos that should help to keep
balance within the game:
For creating tattoos that give spells, there should never be
a tattoo that allows a player to gain a spell above level 2.
For level 1 spells it is advised to give them the restriction
of once per short rest, and for level 2 spells the restriction
should be once per long rest. This may be adjusted based
on personal preference.
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.
Tattoos that increase a players ability scores should
automatically be classed as a high power tattoo, and DM's
should be very weary of allowing these types of tattoos.
When determining cost of a tattoo in a standard magic
game, remember to balance the fact that tattoos do not
need to be attuned. On average low power tattoos should
cost 2,000 gold, for medium tattoos 5,000 gold, and for
high powered tattoos 15,000 gold. Remember that
changing the cost or availibility based on how your
characters play (ie. you think the tattoo will be
overpowered) is a valid strategy to help push more
powerful effects to later levels.
When using anything but standard ink, a general rule is to
increase the cost of the tattoo by 10% if the ink will have
no addional effect on the tattoo, and increase the price by
25-50% if the ink will add an additional effect of the tattoo.
Idealy, low power tattoos should be approximately equal to
1/3 of a Feat, while medium powered tattoos should be
equal to 2/3 of a Feat, with High powered tattoos being
equal to a Feat.
If you find that your players are enjoying tattoos and wish
to have more you may want to allow them to take this
additional feat:

Inked
Prequisite: Constitution 13 or higher.
You really enjoy the look and feeling of having tattoos. You
may now take an additional 2 tattoos, one of which may be a
high power tattoo.

Tattoo Compendium

he following is a list of magical tattoos. Please


note that the following are only a few examples
of what can be done with magic tattoos. Feel
free to homebrew your own tattoos and add
them to your own adventures as you see fit.
DMs should keep in mind that finding a new
tattoo template is extremely rare and should
be treated much like giving your group a magic item in need
of attunement. Once a spellcaster reaches their 15th-level in
a spellcasting class, they may invent their own tattoos (given
that they have proficiency in Tattooist's Tools. The final say in
whether a tattoo they crafted is fair to be used or not lies with
the DM. Be sure to collaborate to make the most of this
system.

Bravery Scar

Tattooing Time: 4+1d8 hours


Size: Small
Intricacy: Ornate
Power: Low
This tattoo is particularly painful to get, as part of the tattoo
is creating a real scar. This tattoo gives the wearer advantage
on saving throws against being frightened.

Eye of Darkvision

Tattooing Time: 4+1d8 hours


Size: Small
Intricacy: Ornate
Power: Low
A complex tattoo of an eye with a slit pupil is made on the
subject. This tattoo gives the wearer darkvision up to 60 feet.
If the wearer already has darkvision up to 60 feet, their
darkvision extends to 120 feet. If the wearer already has up to
120 feet darkvision, this tattoo applies no magical effect.

Eye of Truesight

Tattooing Time: 4+1d8 hours


Size: Small
Intricacy: Ornate
Power: Medium
A complex tattoo of an open eye to be placed an the
forehead is inked onto the subject. As a bonus action, this
tattoo can be activated to give the wearer truesight up to 60
feet once per long rest for 10 minutes.

Mark of the Bull

Tattooing Time: 6+3d10 hours


Size: Large
Intricacy: Ornate
Power: Medium
This tattoo gives the wearer 1 additonal hit point per
character level.

Mark of the Dryad

Tattooing Time: 4+3d6 hours hours


Size: Medium
Intricacy: Ornate
Power: Low
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 cast the entangle spell,
you must finish a short rest before you may use this property
again. Intelligence is your spell casting modifier for this spell.

Mark of Elvenkind

Tattooing Time: 4+1d8 hours


Size: Medium
Intricacy: Average
Power: Low
This mark imbues its wearer with the benefits of Fey blood,
granting them immunity magical sleep and advantage on
saving throws against being charmed.

Mark of the Flock

Tattooing Time: 6+3d10 hours


Size: Large
Intricacy: Ornate
Power: Medium
This tattoo resembles an unkindness (flock) of ravens
taking flight as one. Once per long rest, the wearer may
activate this tattoo as an action, causing a Swarm of Ravens
(MM pg 339) which are the same color as the ones depicted
in the tattoo, to appear within 5 feet of the wearer. The ravens
persist until are killed or until 10 minutes have passed, at
which point they dissappear into smoke. The ravens follow
the wearer's every mental command, and act on the wearer's
initiative.
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.

Mark of the Ghast

Maw of the Dragon

Tattooing Time: 4+1d8 hours


Size: Medium
Intricacy: Average
Power: Medium

Tattooing Time: 4+3d6 hours


Size: Medium
Intricacy: Ornate
Power: Medium

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 this tattoo to glow slightly
and their arm to change shape for one minute. You may use
this ability once per long rest.
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 accomidate the change in
limb size this change will not take place.
A melee attack with this arm does 1d6 slashing damage
and 1d4 cold damage. If this tattoo is created using icealigned elemental ink, the cold damage increses to 1d6.

This tattoo imbues the wearer with the primal elemental


power of a dragon's breath attack. Once per long rest, you
may activate the tattoo as a bonus action on your turn. For the
next minute, your weapon attacks add 1d4 of damage, the
type of which is determined by the type of dragon
represented on the tattoo.

Mark of the Hummingbird


Tattooing Time: 4+1d8 hours
Size: Large
Intricacy: Simple
Power: Low

This tattoo gives the wearer +1 to initiative rolls.

Mark of the Pit Fiend


Tattooing Time: 4+1d8 hours
Size: Medium
Intricacy: Average
Power: Medium

This tattoo resembles hellish imagery mixed with infernal


runes which cover an entire arm. The wearer may activate
this tattoo as a bonus action, causing the runes to glow and
their arm to change shape for one minute. You may use this
ability once per long rest.
The wearer's arm grows disproportionately larger and
becomes scaley and red, their hand tipped with razor sharp,
black claws. Any article of clothing not meant to accomidate
the change in limb size is destroyed in the process. If the arm
is covered in armor not meant to accomidate the change in
limb size this change will not take place.
A melee attack with this arm does 1d6 slashing damage
and 1d4 fire damage. If this tattoo is created using firealigned elemental ink, the fire damage increses to 1d6.

Mark of Telepathy

Tattooing Time: 4+3d6 hours


Size: Medium
Intricacy: Ornate
Power: Low
This tattoo gives the wearer the ability to cast the message
cantrip at will.

Dragon

Damage Type

Black

Acid

Blue

Lightning

Green

Poison

Red

Fire

White

Cold

If drawn in elemental ink corresponding to the desired


element instead, this ability can be used twice per long rest.

Packmaster's Mark

Tattooing Time: 4+3d6 hours


Size: Medium
Intricacy: Ornate
Power: Medium
This tattoo features a wolf somewhere in its design. Once
per long rest, the wearer may use an action to activate the
tattoo's power, causing a Wolf (MM pg 341) of the same color
as depicted in the tattoo to appear within 5 feet of the wearer.
This wolf persists until it is killed or until 10 minutes have
passed, at which point they disappear into smoke. The wolf
follows the wearer's every mental command, and acts on the
wearer's initiative.
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.

Slave's/Owner's Mark

Tattoo of Flame

Tattooing Time: 1+1d4 hours


Size: Small
Intricacy: Simple
Power: See description

Tattooing Time: 4+1d8 hours


Size: Small
Intricacy: Ornate
Power: Low

This tattoo is meant to be applied to a slave in order to


prevent them from escaping, usually with a similar tattoo
applied to the owner. The small tattoo is a sort of brand, used
to keep slaves under control. As an action, the owner can
activate the tattoo and the twin mark on the slave begins to
glow like a burning coal and begins to inflict 1d4 fire damage
per round onto its bearer. The owner can stop this effect at
any time using an action. This damage will automatically stop
and can no longer be activated if the slave has 0 hitpoints. If
the owner dies, or otherwise loses their tattoo, the magic of
the prisoner or slaves mark will instantly fade, allowing them
to handle the application of another tattoo.
If drawn in fire-alligned elemental ink the mark instead
inflicts 1d6 fire damage per round.
This tattoo cannot be classified on the power scale due to
it's situational nature.

This tattoo allows the wearer to cast the fire bolt cantrip at
will. Intelligence is your spellcasting modifier for this spell. If
this tattoo is created using fire-aligned elemental ink, the
attack roll for this spell is made with advantage.

Snakecharmer's Mark
Tattooing Time: 4+1d8 hours
Size: Medium
Intricacy: Average
Power: Low

This tattoo takes the form of a snake which curls around


the arm of its wearer. Once per long rest, The wearer may
activate this tattoo as an action, bringing a Poisonous Snake
(MM pg 334) of the same color as depicted in the tattoo, into
being within 5 feet of the wearer. The Poisonous Snake will
persist until killed or until 10 minutes have passed, at which
point they disappear into smoke. The Poisonous Snake
follows the wearer's every mental command, and acts on the
wearer's initiative.

Spirit Walker's Sigil

Tattooing Time: 4+1d8 hours


Size: Medium
Intricacy: Average
Power: High
This tattoo is a symbol of the astral plane. Once per long
rest, as a bonus action you can activate the tattoo, causing
your physical body to softly dissolve into an ethereal mist.
Until the end of your turn you may move through solid matter
with ease, if you end your turn while still in solid matter, you
are immediately ejected to the nearest open space and take
4d6 force damage. If created using three-dimensional ink,
this ability can be used once per short or long rest.

Tattoo of Chilling

Tattooing Time: 4+1d8 hours


Size: Small
Intricacy: Ornate
Power: Low
This tattoo allows the wearer to cast the chill touch cantrip
at will. Intelligence is your spellcasting modifier for this spell.
If this tattoo is created using ice-aligned elemental ink, the
attack roll for this spell is made with advantage.

Tattoo of Leaping

Tattooing Time: 6+3d10 hours


Size: Medium
Intricacy: Ornate
Power: Low
This tattoo is to be placed identically on both legs and
doubles the distance that the wearer is able to jump.

Tattoo of Protection
Tattooing Time: 4+1d8 hours
Size: Large
Intricacy: Simple
Power: Medium

This tattoo gives the wearer +1 to Armor Class.

Tattoo of Striding

Tattooing Time: 4+1d8 hours


Size: Medium
Intricacy: Average
This tattoo gives the wearer an additional 5 feet of
movement. If this tattoo is created using three-dimensional
ink, the effect increases by an addtional 5 feet of movement.

Tattoo of Warding

Tattooing Time: 4+3d6 hours


Size: Large
Intricacy: Average
Power: Medium
This tattoo gives the wearer +1 to all Saving Throws.

Venom Ward

Tattooing Time: 2+1d6 hours


Size: Small
Intricacy: Average
Power: Low
This tattoo gives the wearer advantage on saving throws
against poison.

Weapons Mark

Tattooing Time: 4+1d8 hours


Size: Medium
Intricacy: Simple
Power: Medium
Choose a specific weapon type that you are proficent in
(greataxes or long bows for example), this tattoo gives the
wearer +1 to attack rolls with that specific type of weapon.
The weapon in question is pictured somewhere in the art of
the tattoo.

Weighted Mark

Tattooing Time: 4+1d8 hours


Size: Medium
Intricacy: Simple
Power: Low
This mark actually makes the wearer feel a bit heavier. The
wearer gains advantage against effects that would move you.

Wings of Ink

Tattooing Time: 6+3d10 hours


Size: Large
Intricacy: Ornate
Power: High
This exceedingly detailed and lifelike wing tattoo
resembles the wings of a Bat, Bird, Dragon, or Fairy. Once
per long rest, as a bonus action, the wearer may sprout wings
resembling those of the tattoo from their back, gaining a
flying speed equal to their current speed for until the end of
their next turn. If created using three-dimensional ink, the
duration changes to 1 minute.
Armor that is not specially designed to accomodate these
wings will not allow you to manifest them, and clothing not
made to accomadate these wings may be ruined upon
manifesting them.

Original by /u/robofeather, New revision by /u/quietsci

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