This tattoo's ink sticks to the surface of the flesh. When a creature misses a melee attack against you, you can use your reaction to extrude inky sludge. The attacking weapon or appendage becomes stuck and cannot be used until the creature uses their action and succeeds on a DC 15 Strength check to pull it free.
This tattoo depicts protective imagery and uses ink that resembles liquid metal. While you aren’t wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit.
This tattoo evokes terror in its designs. As an action, you can empower the tattoo, causing one creature within 30 feet to make a DC 15 Wisdom saving throw. On failure, the creature is frightened of you until the end of your next turn or until you and the target are more than 30 feet apart.
Fear. As an action, you can use the tattoo to cast Fear with a save DC of 15. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
This tattoo draws smoothy, sinewy designs down the length of both legs. With or without a running start, you can long jump up to 25 feet and high jump up to 15 feet.
Additionally, when you fall from a height greater than 10 feet, you do not take fall damage nor land prone as long as you are not incapacitated. If you fall onto or within reach of a creature, you can use your reaction to make a melee weapon attack with disadvantage, dealing an additional 1d6 bludgeoning damage for every 10 feet you fell on a hit.
This tattoo shifts and wavers on the skin. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
This tattoo comprises symbols of life and rebirth. Whenever you are dying at the start of your turn, ink stitches over your wounds, instantly stabilizing you. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Death Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this benefit can’t be used again until the next dawn.
This tattoo displays martial images, such as battles and sieges. The tattoo has 5 charges and regains all expended charges daily at dawn. When you hit a creature with a melee weapon attack, you can expend a charge of the tattoo, causing ink to shoot forward from your body with the attack. The creature must succeed on a DC 15 Strength saving throw or be knocked prone.
This tattoo accentuates and outlines the muscles beneath the skin with golden ink. When in motion, the ink magically binds to your muscles, allowing stronger contraction and power. The normal and long ranges of any thrown ranged attack you make are doubled.
Athletic Excellence. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a reaction upon failing a Strength (Athletics) check, you can expend a charge to treat the d20 roll as a 20.
This tattoo shows the script for the verbal component, the gestures for the somatic component, and a picture for the material component of a 2nd-level or lower spell. While the tattoo is clear, you can cast this spell, and you cast without material components. The tattoo glows faintly for the spell's duration, after which the tattoo blears. Between now and the next dawn, you can speak the name of any 2nd-level or lower spell to the tattoo. At dawn, the tattoo clears to show the components for the specified spell. If no spell is specified, the tattoo shows the components of the previous day's spell.
This tattoo covers the arms and hands with spiraling patterns. You have a burrowing speed equal to half your walking speed, allowing you to move through sand, earth, and ice. Additionally, your unarmed strikes use a d4 for damage and ignore the damage threshold of any object made from nonmagical stone or rock.
This tattoo is dark in color and hazily abstract. You have advantage on all Dexterity (Stealth) checks, and you can attempt to hide when you are only lightly obscured from the creature from which you are hiding.
This tattoo contains weblike patterns and designs. As a bonus action, you can cause ink hairs to protrude from your body, allowing you to climb difficult surfaces (including upside down on ceilings) without needing to make an ability check. You can end this effect as a bonus action, causing the ink to recede back within your skin.
Web. As an action, you can use the tattoo to cast Web with a save DC of 15. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.