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T
attoo magic, most commonly known as being As you create tattoos, you will use up the supplies in your
used by monastic monks and moon druids, are tool kit, which will need to be replaced every so often. Every
a form of art utilized by many different cultures small tattoo it takes 1 ounce of ink to make. Medium tattoos
across the multiverse. The designs and take 2 ounces and large tattoos take 4 ounces.
function of these tattoos varies wildly between Each color of ink costs more or less depending on the dye
peoples, races, species, countries, continents, used to make the color. Purple, for example, is the most
and planes, from a lucky charm for sailors, to a expensive color as minerals and plants that produce
mark for slaves. appropriately colored dyes are harder to find and aquire than
other dyes.
A New Tool Proficiency
In order to create a tattoo, mundane or magical, one must Creating Tattoos
have proficiency in Tattooist's Tools, which is a type of Magical tattoo templates are often crafted by masters of their
Artisan's Tools. To ink a magical tattoo, one must have at least arts, which are few and far between. Finding drawings and
1 level in a spellcasting class and have proficiency with these schematics for magical tattoos can be a difficult task, as such
tools. In order to gain proficiency in Tattooist's Tools, you may pieces of art are exceedingly rare. When a character wishes
either practice with it long enough to gain proficiency, or gain to draw a tattoo onto either themselves or another creature,
it from the following Backgrounds. they must follow the following rules.
Criminal: You may choose to forgo your proficiency in
either one type of gaming set, or Thieves' Tools, choosing
Tattoo Application
instead to be proficient with Tattooist's Tools. There are many variables that go into applying a tattoo which
Guild Artisan: You may choose Tattooist's Tools as your must be taken into account before choosing to apply one to
one artisan tool proficiency. the skin. Such variables include the size of the tattoo, the
Sage: You may choose to forgo one of your additional intricacy of the tattoo, the cleanliness of the procedure, and
language proficiencies, choosing instead to be proficient the time that the procedure takes
with Tattooist's Tools.
Sailor: You may choose to forgo your proficiency with Tattoo Size
Navigator's Tools, choosing instead to be proficient with In order to apply a tattoo of any type, there must first be room
Tattooist's Tools. to draw it into the skin. Every tattoo has a size and location.
Every creature only has so much space on their bodies which
Additionally, your DM may choose to award you proficiency to draw tattoos and so are limited in the number that they can
with these tools for some other reason, which remains up to possess. The scale of a tattoo adjusts depending on the size
their discretion. of the creature it is being applied to. Because of this 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 proportional
Learning a New Proficiency to the size of the creature it is applied to.
First, you must find an instructor willing to teach The amount of tattoos allowed on a creature are as follows.
you. The DM determines how long it takes, and
whether one or more ability checks are required. Body
The training lasts for a number of days determined Part Number of Tattoos
by the DM and costs 1 gp per day. After you spend Head 1 medium tattoo, or 2 small tattoos
the requisite amount of time and money, you learn
the new language or gain proficiency with the new Chest 1 large tattoo, or 2 medium tattoos, or 4 small
tool. tattoos
Back 1 large tattoo, or 2 medium tattoos, or 4 small
tattoos
Arm 1 medium tattoo, or 2 small tattoos
Leg 1 medium tattoo, or 2 small tattoos
Tattooist's Tools If your DM allows, tails and wings may also be tattooed,
This kit comes in a sturdy briefcase of some description and given that they are not covered in feathers, fur, or scales and
contains a variety of various colored inks, needles, and are a sufficient size. They count as an arm or leg-sized body
medical supplies needed for sterilization. The kit may also part.
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.
Tattooing the Subject Discovering New Templates
In order to tattoo a creature, the artist must make a
Tattooist's Tools check. The skill for this role is either Magical tattoo templates work much like a wizard's written
Dexterity or Charisma, plus the artist's proficiency bonus spells or spell scrolls. Most examples of tattoo templates are
from using the Tattooist's Tools. Every tattoo (along with size exceedingly rare and either well hidden or carefully guarded,
and location) has a DC target depending on the power and as existing tattoos are either culturally significant or highly
intricacy of the tattoo. prized by its current owners. In rare cases, ancient tattoo
If the artist fails this roll and the tattoo was intended to be templates may be found in such areas as ancient temple walls
magical, the tattoo holds no magical properties but still takes or found carved into totems.
up space on the creature's body. Based on how severely the There is, of course, another way to aquire knowledge of a
artist fails the roll, the tattoo can be anything from minorly magical tattoo design. This is to have a tattooed person in
flawed (1-3 points under target) to a horrible mess ( 10-20 your presence. Copying the design of a tattoo from a body in
points under target or a natural 1). Rolling a 20 always results order to make a template requires you make an Intelligence
in a success, with the tattoo being a perfect and awe-inspiring check. Depending on the condition of the body you are
display of artistic skill. copying the design from, the DC of this check changes
according to the following table.
Intricacy Tattoo DC
Int
Simple 10 check
Average 15 Body Condition DC
T
he following is a list of magical tattoos. Please This tattoo gives the wearer +1 to damage with any specific
note that the following are only a few examples melee weapon they are proficient in and that is weilded in the
of what can be done with magic tattoos. Feel tattooed arm. The weapon in question is pictured somewhere
free to homebrew your own tattoos and add in the art of the tattoo. This tattoo takes an attunement slot.
them to your own adventures as you see fit.
DMs should keep in mind that finding a new Mark of the Bloodhound
tattoo template is extremely rare and should Tattooing Time: 8d4 hours
be treated much like giving your group a magic item in need Size: Small
of attunement. Once a spellcaster reaches their 15th-level in Location: Anywhere
a spellcasting class, they may invent their own tattoos (given Intricacy: Average
that they have proficiency in Tattooist's Tools. The final say in Inks: Red
whether a tattoo they crafted is fair to be used or not lies with
This tattoo gives the wearer a +2 bonus to Survival Checks
the DM. Be sure to collaborate to make the most of this
when tracking with scent.
system.
Snakecharmer's Mark This tattoo will only function when the druid is in an
animal form. This tattoo allows its bearer to encase their
Tattooing Time: 8d4 hours
claws in a hard shell of ice. While encased, they strike for
Size: Medium
additional 1d6+1 hit points of cold damage, and counts as a
Location: Arm
magic weapon. Your hand remains encased in ice for one
Intricacy: Average
hour or until dispelled, in which case the ice melts instantly.
Inks: Shifting
You can use this ability a number of times per day equal to
This tattoo takes the form of a snake which curls around your Constitution modifier (minimum of 1).
the arm of its wearer. As an action, the bearer may activate Against fire-based creatures such as fire elementals or
the tattoo, bringing 1d6 ink vipers ( of the same color as salamanders, your ice encased stikes do an additional +2
depicted in the tattoo) into being which curl around the damage.
wearer's arm. These vipers follow the mental commands of
the tattoo wearer and last until they are killed. Once all ink Venom Ward
vipers are killed, the tattooed snake reappears on the Tattooing Time: 4d4 hours
wearer's arm. Size: Small
If the tattoo is covered by armor, the tattoo will not activate. Location: Anywhere
This tattoo can be activated only once per Long rest. Intricacy: Average
Inks: Mood (Green)
Tattoo of Major Protection
This tattoo gives the wearer advantage on Constitution
Tattooing Time: 16d4 hours
saving throws against poison.
Size: Large
Location: Chest or Back
Intricacy: Average
Inks: Metalic
This tattoo gives the wearer +2 to Armor Class and to all
Saving Throws. This tattoo will not function while wearing
armor.
T
he following are a list of original monsters
which are mentioned in this guide. These are
monsters summoned forth from magical Ink Wolf
tattoos of one kind or another. In the same way Medium beast, unaligned
as DMs are encouraged to design their own
tattoos for their players to find, it is encouraged Armor Class 14
that you add to and modify this list as you wish. Hit Points 15 (3d8+2)
Speed 40 ft.