Magic Tattoos Extended (legendary)

by davidqshull

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Legendary Magic Tattoos

Avenger Tattoo

This tattoo contains the name of someone you once failed.

Ink Lance. When a hostile creature within 30 feet of you damages a friendly creature, you can use your reaction to release a lance of ink out of your body. The hostile must succeed on a DC 17 Dexterity saving throw or take 4d6 magical piercing damage. The lance then retreats into your skin, pulling the creature to you in a straight line.

Executioner of Will. When a friendly creature is reduced to 0 hit points, you can use your reaction to make an Ink Lance attack against every hostile creature within 50 feet of you. For the next minute, all of your attack rolls are made with advantage and any hit you score is a critical hit. Once used, this reaction can't be used again until the next dawn.

Barrier Tattoo

This tattoo depicts protective imagery and uses ink that looks hardened onto the skin. While you are not wearing armor or wielding a shield, the tattoo grants you an Armor Class of 20. In addition, you gain a damage threshold of 5.

Barricade. As an action, you can empower this tattoo for 1 minute. For the duration, the tattoo generates an encompassing body shield of swirling ink which prevents you from taking damage of any type. Once used, this action can't be used again until the next dawn.

Demonomania Tattoo

This tattoo's inks are made from the foul ichors left behind by a demon slain in combat. You have advantage on saving throws against spells and other magical effects.

In addition, this tattoo has 5 charges and regains all charges daily at dawn. You can use your bonus action to expend charges and activate one of the following effects:

  • Balor's Aura. The tattoo emits a fiery ring. For 1 minute, at the start of each of your turns, each creature within 5 feet of you takes 2d6 fire damage. (3 charges)
  • Dretch's Cloud. The magical inks evaporate into a 10-foot radius cloud around you for 1 minute. Any creature other than you that starts its turn in the cloud must make a DC 17 Constitution saving throw or be poisoned until the start of its next turn. While poisoned this way, a creature can take an action or bonus action, not both. (1 charge)
  • Nalfeshnee's Nimbus. The tattoo emits a flash of scintillating light. Each creature within 15 feet of you that can see must make a DC 17 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. (2 charges)
  • Quasit's Shape. You polymorph into a bat (speed 10ft. fly 40ft.), centipede (40ft., climb 40ft.), toad (40ft., swim 40ft), or back into your true form. Your statistics are the same in each form, except for the speed changes noted. (1 charge)

Inkvein Tattoo

This tattoo traces out the blood vessels beneath your skin. As an action, you can absorb the magical inks into your bloodstream, removing the tattoo from your skin and granting yourself improved physical prowess. Your Strength, Constitution, and Dexterity scores become 25 if they aren't already 25 or higher. Once used, this action cannot be used again until the next dawn.

The magical inks have a fatiguing effect on the body. Each hour with the inks in your blood counts as 8 hours for the purposes of determining exhaustion. The inks can be released from the blood as a bonus action.

Polterheist Tattoo

This tattoo makes the skin appear translucent under close inspection. While walking on solid ground, you can choose to imperceptibly levitate, allowing you to leave no tracks or other traces of your passage and giving you advantage on Dexterity (Stealth) checks that rely on moving silently.

The tattoo has 10 charges, and it regains all expended charges daily at dawn. As a bonus action, you can expend 1 charge to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can’t be grappled or restrained.
  • You are invisible.
  • You can move through creatures and solid objects as if they were difficult terrain. If the effect ends while you are inside a solid object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

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 5th-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 5th-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
17 +9

Tot Ally Tattoo

This tattoo depicts skulls and bones of various creatures. As an action, you can use the tattoo to cast Speak with Dead or cast Feign Death on yourself.

Create Undead. As an action, you can use the tattoo to cast Create Undead. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.

Wrathflare Tattoo

This tattoo evokes fury in its form and colors. You gain the following benefits:

  • Your attacks score a critical hit on a roll of 19 or 20.
  • When you score a critical hit against a creature, that target takes an extra 4d6 necrotic damage, and you gain a number of temporary hit points equal to the necrotic damage dealt.
  • When a creature you can see damages you, you can use your reaction to make a melee attack against that creature, with advantage on your attack roll.

 

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