Professional Documents
Culture Documents
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.
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
2+1d6 hours
Glamor Ink
4+1d8 hours
6+3d6 hours
Glow-Ink
8+3d10
hours
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
10
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.
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
Bravery Scar
Eye of Darkvision
Eye of Truesight
Mark of Elvenkind
Mark of Telepathy
Dragon
Damage Type
Black
Acid
Blue
Lightning
Green
Poison
Red
Fire
White
Cold
Packmaster's Mark
Slave's/Owner's Mark
Tattoo of Flame
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
Tattoo of Chilling
Tattoo of Leaping
Tattoo of Protection
Tattooing Time: 4+1d8 hours
Size: Large
Intricacy: Simple
Power: Medium
Tattoo of Striding
Tattoo of Warding
Venom Ward
Weapons Mark
Weighted Mark
Wings of Ink