Very Rare Magic Tattoos
Absorbing Tattoo
This tattoo incorporates designs that emphasize one color more than others. You have resistance to a type of damage associated with that color, as shown on the table below.
Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
| Damage Type | Tattoo Color |
|---|---|
| Acid | Green |
| Cold | Blue |
| Fire | Red |
| Force | White |
| Lightning | Yellow |
| Necrotic | Black |
| Poison | Violet |
| Psychic | Silver |
| Radiant | Gold |
| Thunder | Orange |
Barrier Tattoo
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 18. You can use a shield and still gain this benefit.
Countercraft Tattoo
This tattoo contains images of various martial weapons. The tattoo has 8 charges and regains all expended charges daily at dawn. When you take nonmagical bludgeoning, piercing, or slashing damage, you can expend a charge and use your reaction to deal an equal amount of damage of that type to an object or creature within 10 feet of you.
Geoturgy Tattoo
This tattoo gives the skin a rough, rocklike appearance. As an action, you can use the tattoo to cast Meld into Stone. You also have advantage on Dexterity (Stealth) checks when moving on stone or rock.
Gorgonic Embrace. As an action, you can touch a creature and force it to make a DC 16 Constitution saving throw. On failure, the creature becomes petrified. Once used, this action can't be used until the next dawn.
Illuminator's Tattoo
This tattoo contains beautiful calligraphy, images of writing implements, and the like. You can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a piece of writing and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the written script and willing the effect to end (no action required).
Illiteration. As an action, you can absorb all nonmagical ink within 30 feet of you. Any pieces of writing in this radius are rendered blank and unusable. You immediately know any written information absorbed this way. Once used, this action can’t be used again until the next dawn.
Mindmatter Tattoo
This tattoo includes glowing symbols around the temples and cranium. While attuned to this tattoo, you know the Mage Hand cantrip, and your castings of Mage Hand no longer have a duration.
Telekinesis. As an action, you can use the tattoo to cast Telekinesis with a save DC of 16. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Oozing Portal Tattoo
This tattoo's design has a clear beginning and end. As a bonus action, you can envelop yourself in ink and teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness. Upon arriving at your destination, the ink recedes back within your skin.
Dimension Door. As an action, you can use the tattoo to cast Dimension Door. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Peregrine Tattoo
This tattoo depicts two large, folded wings across your back. As a bonus action, you can cause the wings to physically manifest outward from your body. While extended, you have a flying speed equal to twice your walking speed. If you already have a flying speed, that speed is doubled. As a bonus action, you can fold the wings back into the tattoo.
Spellwrought Tattoo
This tattoo contains the script for the verbal component, the hand gestures for the somatic component, and/or a picture for the material component of a single 3rd-level or lower spell. While the tattoo is clear, you can cast this spell, and you cast without material components. The tattoo glows faintly while you cast the spell and for the spell's duration. When the glowing fades, the tattoo's text and images blur out, and you can no longer cast the spell using the tattoo. Between now and the next dawn, you can speak the name of any 3rd-level or lower spell to the tattoo. At dawn, the tattoo unblurs to show the components for the specified spell. If no spell is specified, the tattoo will show the components for the same spell as the previous day.
| Spell Save DC | Spell Attack Modifier |
|---|---|
| 16 | +8 |
Umbral Tattoo
This tattoo is dark in color and hazily abstract. You have advantage on Dexterity (Stealth) checks, and you can attempt to hide when you are only lightly obscured from the creature from which you are hiding.
Shadowy Defense. When you take damage, you can use your reaction to become shadowy and insubstantial for a moment, reducing the damage you take by half. Once used, this reaction can’t be used again until the next dawn.
Writhing Grasp Tattoo
This tattoo has intertwining designs which seem to be in constant motion. You can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 16 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 16 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required) or if the creature is ever more than 15 feet away from you.
Black Tentacles. As an action, you can use the tattoo to cast Black Tentacles with a save DC of 16. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Yawning Maw Tattoo
This tattoo features cavernous mouths, clashing teeth, and searching tongues. While grappling a creature, you can use a bonus action to press the tattoo against the creature, attempting to swallow them. If the target has more than 10 hit points, this fails. Otherwise, the target is swallowed: it is no longer grappled, is blinded and restrained, and has total cover. At the end of your next turn, the creature dies and you regain 1d10 hit points unless you use a bonus action to avoid digesting it. If you become incapacitated, any swallowed creature is ejected prone to the nearest unoccupied space.