Magical Tattoos

Tattoo magic is an incredibly old form of magic,
and is a form of art utilized by many different
cultures across the multiverse. The designs and
function of these tattoos varies wildly between
peoples, races, species, countries, continents,
and planes, from a lucky charm for sailors, to a
mark for slaves.

In order to create a tattoo, either mundane or magical, the
artist must have proficiency with calligrapher’s tools, which are a
type of artisan’s tools. In order to ink a magical tattoo onto a
wearer, the artist must have proficiency with calligrapher’s tools
and must be able to cast at least one spell.

The Artist’s Sketchbook

When an artist first gains proficiency with calligrapher’s tools,
their teacher gives them a sketchbook containing designs for a
number of Simple or Average tattoos equal to 5 + their
Intelligence modifier.
The sketchbook is a unique compilation of designs, with its
own decorative flourishes and margin notes. It might be a
plain, functional leather volume that they received as a gift
from their teacher, a finely bound gilt-edged tome they found
in an ancient library, or even a loose collection of notes
scrounged together after they lost their previous sketchbook
in a mishap.

Discovering new templates

Most examples of tattoo templates are exceedingly rare and
either well-hidden or carefully guarded, as existing tattoos are
either culturally significant or highly prized by their current
owners. In rare cases, ancient tattoo templates may be found
in such areas as ancient temple walls or found carved into
totems. The most common way to learn a new template is to
copy it from a tattooed person. Copying the design of a tattoo
from another body requires the tattooist make an Intelligence
check. The DC is determined by the condition of the body:

Copying Check; Condition of Subject DC
Living, willing or unconscious; 5
Dead, for less than a week; 10
Living, unwilling or restrained; 15
Dead, for one week or more; 20
Dead, tattoo design is not intact; 25

The size and intricacy of tattoos will determine the amount
of resources needed to copy the tattoo. An artist will need to
spend 2 hours and 50 gp to copy a design into their
sketchbook. This amount increases by 2 hours and gp for
each size and intricacy level, to a maximum of 10 hours and
250 gp for a Large Ornate tattoo. Once a tattoo is copied into
a sketchbook, a template may then be created. Creating a
template costs the same amount, in time and materials, as
copying the design in the first place, and each template may
be used only once.

Copying your sketchbook

Artists can copy a design from their own sketchbook into
another book – for example, if they want to make a backup
copy of their sketchbook. This is just like copying a new
template, but faster and easier, since they understand their
own notation and already know how to apply the tattoo. They
need spend only 1 hour and 10 gp for each size and intricacy
level of the tattoo. If the sketchbook is lost, they can use the
same procedure to transcribe the designs that they can
remember (an amount equal to their Intelligence (History)
modifier, minimum of 0) into a new sketchbook. Filling out the
remainder of the sketchbook requires them to find new
templates to copy, as normal. For this reason, many artists
keep backup sketchbooks in a safe place.

Applying a Tattoo

In order to apply a tattoo, there must first be room to draw it
into the skin. Every tattoo has a size and location. The size of
the tattoo scales with the size of the creature. 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 to the size of the creature it is applied to.
Characters are limited only by the amount of available
space on their body.

Body PArtNumber of Tattoos
Head1 Medium, or 2 Small.
Chest/Back1 Large, or 2 Medium, or 4 Small.
Arm/Wing/Leg/Tail1 Medium and 1 Small, or 3 Small

Tattoos are either Small, Medium, or Large, and are either
Simple, Average, or Ornate. You can gain additional uses of a
tattoo by increasing its size or intricacy by one step, up to a
max of Large size and Ornate intricacy. Tattoos that provide a
constant effect are unable to be modified in this manner.
Increasing the size or intricacy of the tattoo doubles the
price for each increase.
A modified tattoo counts as a different tattoo for purposes
of placing it in a sketchbook, but a tattoo can be modified at
the time of application by increasing the calligrapher’s tools DC
by 5.

Tattooing Process

The requirements for each tattoo are different, but the general
rule is that larger and more intricate tattoos require more
time and ink to apply.

Applying Non-Magical Tattoos

The artist need not succeed on checks with calligrapher’s tools,
only spend the requisite amount of time according to the size
and intricacy of the tattoo design.

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 dissipate 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.

Size (intricacy)TimeApplication DC
Small (simple)1+1d4 hours10
Small (average), Medium (simple)2+1d6 hours12
Small (ornate), Medium (average), Large (simple)4+1d8 hours14
Medium (ornate), Large (average)6+3d6 hours16
Large (ornate)8+3d10 hours18
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.

CleanlinessCon Save DC
Appropriate medical supplies used5
Improvised medical supplies used10
Poorly improvised medical supplies used12
No sterilization15
Actively Unsanitary20

If a disease is contracted, the DM decides what disease it is,
either by choosing one from pages 256-257 of the Dungeon
Master’s Guide, or by making one up.

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 visible
on the skin. Incredibly deep burns or loss of limb removes the
magically enchanted parts of the body, removing the effects of
any tattoos on that body part, and possibly allowing for
another tattoo to be acquired. 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.

Additional Information

Both magical and non-magical tattoos should be recorded to
check whether a character has room for a new tattoo. Unless
specifically noted under the tattoo description, any additional
applications of the same tattoo will not confer additional
magical effects.
Magical tattoos dimly radiate magic under 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 not
nullify a tattoo’s magic, only suppress it for 1d4 rounds.
Tattoos cease to function in the area of an anti-magic field.

Magical Tattoo Catalog

NameLocationSize and IntricacyCost
All Seeing EyeHeadSmall AverageInk + 2,500 gp
Artisan’s HandsBoth ArmsSmall OrnateInk + 3,500 gp
Eye of DarkvisionHeadSmall AverageInk +2,500 gp
Eye of TruesightHeadMedium OrnateInk + 6,000 gp
Eye of the MageHeadSmall OrnateInk + 3,500 gp
Eye of the SeerHeadSmall AverageInk + 2,500 gp
Fist of The ElementsArmMedium AverageInk + 3,500 gp
Fortress TattooAnywhereLarge AverageInk + 8,500 gp
Mark of the AnchorAnywhereSmall SimpleInk + 1,000 gp
Mark of the ArcherArmMedium SimpleInk + 2,000 gp
Mark of the ArmsmanArmMedium SimpleInk + 2,000 gp
Mark of the ArmsmanArmMedium OrnateInk + 3,500 gp
Mark of the CheetahBoth LegsSmall SimpleInk + 1,500 gp
Mark of the Death WalkerChestLarge OrnateInk + 10,000 gp
Mark of the DriftglobeAnywhereMedium OrnateInk + 3,000 gp
Mark of the DryadArmMedium OrnateInk + 7,000 gp
Mark of the ElementalAnywhereMedium OrnateInk + 7,000 gp
Mark of the ElvenAnywhereMedium SimpleInk + 3,000 gp
Mark of the FlockAnywhereMedium OrnateInk + 7,000 gp
Mark of the FrogBoth LegsSmall SimpleInk + 1,000 gp
Mark of the GhastArmMedium AverageInk + 3,500 gp
Mark of the HealerAnywhereMedium OrnateInk + 3,500 gp
Mark of the HummingbirdChestLarge SimpleInk + 8,000 gp
Mark of the KrakenAnywhereMedium SimpleInk + 2,000 gp
Mark of the OxChestLarge OrnateInk + 10,000 gp
Mark of the PacifistAnywhereSmall SimpleInk + 1,500 gp
Mark of the PackmasterAnywhereMedium OrnateInk + 7,000 gp
Mark of the Pit FiendArmMedium OrnateInk + 7,000 gp
Mark of the PufferfishArmSmall AverageInk + 3,000 gp
Mark of the ShadowAnywhereSmall AverageInk + 2,500 gp
Mark of the ShadowAnywhereSmall OrnateInk + 4,000 gp
Mark of the Snake CharmerArmMedium OrnateInk + 7,000 gp
Mark of the SoulmatesArmSmall OrnateInk + 3,500 gp
Mark of the SpiderLegMedium SimpleInk + 2,000 gp
Mark of the SpiritmasterAnywhereMedium OrnateInk + 8,000 gp
Mark of the TarrasqueAnywhere:arge AverageInk + 6,000 gp
Mark of the TelepathHeadSmall OrnateInk + 3,500 gp
Mark of the ViperAnywhereMedium SimpleInk + 3,500 gp
Mark of the WeaponmasterArmSmall AverageInk + 3,500 gp
Maw of the DragonHeadMedium OrnateInk + 6,000 gp
Scar of BraveryAnywhereMedium SimpleInk + 3,000 gp
Shield of the Elemental GuardianAnywhereLarge AverageInk + 4,000 gp
Slave’s MarkAnywhereSmall SimpleInk + 500 gp
Owner’s MarkAnywhereSmall SimpleInk + 1,000 gp
Spirit of the BearAnywhereLarge OrnateInk + 10,000 gp
Spirit of the BullAnywhereLarge OrnateInk + 10,000 gp
Spirit of the CatAnywhereLarge Ornate Ink + 10,000 gp
Spirit of the Eagle Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Fox Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Owl Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Stag Anywhere Large Ornate Ink + 10,000 gp
Spirit Walker’s SigilAnywhereMedium AverageInk + 3,000 gp
Tattoo of (ability)ChestLarge AverageInk + 6,000 gp
Tattoo of ChillingAnywhereSmall OrnateInk + 3,500 gp
Tattoo of FlameAnywhereSmall OrnateInk + 3,500 gp
Tattoo of LeapingBoth LegsMedium OrnateInk + 6,000 gp
Tattoo of Major ProtectionChest or BackLarge AverageInk + 8,000 Gp
Tattoo of ProtectionChest of BackLarge SimpleInk + 3,500 gp
Tattoo of StridingLegMedium AverageInk + 3,000 gp
Tattoo of WardingAnywhereLarge AverageInk + 4,000 gp
Venom WardAnywhereSmall AverageInk + 3,500 gp
Voice of ComprehensionHeadSmall AverageInk + 3,500 gp
Wings of InkBackLarge SimpleInk + 3,500 gp

Tattoos Descriptions

All Seeing Eye – (Head, Small Average)
Your mind feels more limber, accurately discerning the
opinions and intent of others.
The wearer gains advantage on Wisdom (Insight) checks.

Artisan’s Hands – (Both Arms, Small Ornate)
Your hands move almost on their own, shaping the object
before you as if you were a master craftsman.
The wearer gains proficiency with one type of artisan’s
tools. The type of tools are worked into the design of the
tattoo.

Eye of Darkvision – (Head, Small Average)
Your eyes become accustomed to total darkness. You can
see into the darkest corners of the world.
Once per long rest as an action, the wearer can gain the
ability to see in the dark, and has darkvision out to a range of
60 feet for 8 hours. If the wearer already has darkvision, this
increases the range of their darkvision by 60 feet, to a
maximum of 120 feet.
An Ornate version of this tattoo exists, which applies a
permanent effect, instead of a temporary one.

Eye of Truesight – (Head, Medium Ornate)
A third eye stares unblinkingly out from your forehead,
seeing through illusions and observing other planes of
existence.
Once per long rest as an action, the wearer gains the ability
to see things as they actually are. For 1 hour, the creature has
truesight, notices secret doors hidden by magic, and can see
into the Ethereal Plane, all out to a range of 120 feet.
Truesight is a rare and powerful ability that few artists have
learned to harness in their art. The artist must successfully
make a DC 25 check to apply the tattoo. Please note crafting
rolls must be made for each session.
An alternate version of this tattoo exists, which applies a
permanent effect, instead of a temporary one.

Eye of the Mage – (Head, Small Ornate)
Brilliant purple and blue hues radiate from around your
eyes, granting you sight into the arcane.
The wearer may cast the spell detect magic at will as a
ritual.

Eye of the Seer – (Head, Small Average)
Your eyes feel keener, seeing your surroundings in higher
definition.
The wearer gains advantage on Wisdom (Perception)
checks.

Fist of the Elements – (Arm, Medium Average)
Your fist is wreathed in pure natural energy, channeling the
power of the Elemental Planes. Lightning ripples through
your arm as it barrels towards your opponents with the force
of a tsunami.
As an action, the wearer may wreathe their fist in elemental
energy, of a type chosen when the tattoo is first applied. The
wearer’s unarmed strikes are considered magical, and deal an
extra 1d6+1 damage of the chose elemental type. If inked with
elemental ink of the same type as the damage, attacks with
the fist deal 1d8+1 damage of that type instead.
If the Fist deals fire damage and targets a flammable object
that is not being worn or carried, the target catches fire.
Against plant-based creatures, the Fist deals 2 more points of
damage.
If the Fist deals lightning damage and targets a creature
wearing metal armor, the wearer makes the attack roll with
advantage. This also applies against targets made completely
out of metal (e.g. metal golem).
If the Fist deals cold damage, fire-based creatures take an
additional 2 points of cold damage from these attacks.
Up to three types of elemental ink may be used in the
application of this tattoo, and the wearer may choose between
the types each time they activate the tattoo.
When the wearer activates this tattoo, the effects persist for
1 hour or until dispelled. This tatto may be activated a max
number of times equal to the wearer’s Constitution modifier
(minimum 1) between each long rest.

Fortress Tattoo – (Anywhere, Large Average)
You are able to steel yourself against stronger blows, dodge
faster out of the way of danger, and guard your mind against
the invasion of enemy spells. Focusing a little more, you feel
your blood grow hot as your constitution is bolstered by the
powers of nature.
The wearer may use an action to activate the tattoo’s
primary effect. The wearer gains a +1 bonus to AC and all
saving throws. The tattoo’s effects last for ten minutes, and
may be activated once per short or long rest.
The wearer may use an additional action to activate the
tattoo’s secondary effect. The wearer gains resistance to
damage corresponding to the ink with which it was applied.
The additional effects are concentration and last for one
minute.
Once this effect is used, it cannot be used again until the
wearer finishes a long rest
At least two jars of metallic ink or earth-aligned elemental
ink must be used to grant the tattoo’s primary effect. Bestial or
elemental ink must be used to grant the tattoo’s secondary
effect.

Mark of the Anchor – (Anywhere, Small Simple)
Your body feels heavier, feet more firmly planted on the
ground.
The wearer gains advantage against effects that would
move them, or knock them prone.

Mark of the Archer – (Arm, Medium Average)
Your bow feels natural in your hand, and moves almost
without thought to aim at your targets
The wearer has a +1 bonus on ranged attack rolls with
ranged weapons they are proficient with.

Mark of the Armsman – (Arm, Medium Simple)
Your weapon seems to move itself, digging further into
wounds than your strength alone can account for
The wearer has a +1 bonus on attack rolls OR damage rolls
with a specific type of melee weapon (swords, axes, maces,
etc), as long as they are proficient with the weapon and
wielding it in the arm the tattoo is on. The type of weapon and
the type of rolls are chosen when the tattoo is applied, and the
weapon is pictured somewhere in the art of the tattoo.
An Ornate intricacy design exists that grants the bonus to
both attack rolls and damage rolls.

Mark of the Cheetah – (Both Legs, Small Simple)
Your legs become light with the speed and agility of a
cheetah.
Once per long rest as an action, the wearer may activate
this tattoo. For an hour, the wearer’s speed increases by 10ft.

Mark of the Death Walker – (Chest, Large Ornate)
Potent magic in the form of protective runes and abjuration
magic give the wearer the protection from the most final of
endings, death.
If the wearer would drop to 0 hit points as a result of taking
damage, the wearer instead drops to 1 hit point. Alternatively,
if the wearer is subjected to an effect that would kill it
instantaneously without dealing damage, that effect is instead
negated against the wearer.
Once either effect is used, it cannot be used again for
another 30 days.

Mark of the Driftglobe – (Anywhere, Medium Average)
You become as dazzling as the Sun, illuminating even the
darkest of nights.
As an action, the wearer emanates a 60 ft. radius sphere of
light that moves with them. The sphere is bright light and
sheds dim light for an additional 60 feet. Completely covering
the wearer with an opaque object, such as a bowl or a helm,
blocks the light. The light lasts for 1 hour unless dispelled, and
the tattoo may be activated once per long rest.
If any of this spell’s area overlaps with an area of darkness
created by a spell of 2nd level or lower, the spell that created
the darkness is dispelled. This tattoo also illuminates areas overlapping with darkness created by the Mark of the Kraken.

Mark of the Dryad – (Arm, Medium Ornate)
Creepers and vines swathe your arm, grasping and
strangling anything and everything that draws too close.
As an action, the wearer may cast the entangle spell, using
Intelligence as their spellcasting ability modifier. After using
this ability, the wearer must complete a short or long rest to
activate the tattoo again.
At least two jars of three dimensional ink must be used to
grant this tattoo’s effects.

Mark of the Elemental – (Anywhere, Medium Ornate)
The representation of an element flows around you,
granting you its protection.
The wearer gains resistance to a type of damage, chosen
when the tattoo is applied.

Mark of the Elven – (Anywhere, Medium Simple)
Sylvan magic runs through your veins, granting you the
most common blessing of the Feywild.
The wearer gains immunity to magical sleep, and has
advantage on saving throws against being charmed.

Mark of the Flock – (Anywhere, Medium Ornate)
An unkindness of ravens take flight from your tattoo, the
inky designs now taking sinister material form. The cawing
birds circle around you, awaiting your commands.
Once per long rest, the wearer may activate this tattoo as an
action, causing a Swarm of Ravens (MM pg 339) of the same
color as the ones depicted in the tattoo to appear within 5 feet
of the wearer. The ravens persist until are killed or until 10
minutes have passed, at which point they dissappear into
smoke. The ravens follow the wearer’s every mental
command, and act on the wearer’s initiative.
Any article of clothing which covers the tattoo upon
activation is destroyed in the process as the ravens fly through
the cloth. If the tattoo is covered by armor, the tattoo will not
activate.
At least three jars of three dimensional ink must be used to
grant this tattoo’s effects.

Mark of the Frog – (Both Legs, Small Simple)
Your legs become coiled springs, waiting to unleash the
jumping prowess of the frog.
The wearer may activate this tattoo as an action once per
long rest. For the next minute, the wearer’s jump distance is
tripled.

Mark of the Ghast – (Arm, Medium Average)
This tattoo resembles swirling mist which wraps around
the arm of the wearer.
The wearer may activate this tattoo as a bonus action,
causing the lines of this tattoo to glow slightly and their arm to
change shape for one minute. The wearer may activate this
ability once per long rest.
The wearer’s arm pales in color and grows into that of a
ghoul, fingers sharpening and elongating into a terrible clawed
hand. Any article of clothing not meant to accomodate the
change in limb size is destroyed in the process. If the arm is
covered in armor not meant to accomidate the change in limb
size this change will not take place.
A melee attack with this arm does 1d6 slashing damage and
1d4 cold damage. If this tattoo is created using ice-aligned
elemental ink, the cold damage increses to 1d6.
Any non-undead creature struck by this attack must make a
DC 10 Constitution saving throw or be paralyzed for 1
minute. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
There exists an Ornate version of the tattoo that has a
saving throw of 12, instead of 10, and which may be activated
once per short or long rest.

Mark of the Healer – (Anywhere, Medium Ornate)
Healing energy radiates from you in a soft golden glow.
Once per long rest, the wearer may activate this tattoo as an
action. For the next minute (or until their concentration
lapses), each creature (including enemies) within a 30 ft
radius of the wearer regains the maximum number of hit
points possible from any healing.

Mark of the Hummingbird – (Chest, Large Simple)
A curious bird darts across your chest, granting you its
speed.
The wearer gains +1 to initiative rolls.

Mark of the Kraken – (Anywhere, Medium Simple)
Like the Kraken, you are able to shroud your surroundings
in darkness, making your strikes all the more unpredictable.
As an action, the wearer emanates a magical darkness,
which fills a 15 ft. radius sphere centred on the wearer and
moves with them. Creatures with darkvision cannot see
through this darkness, and non magical light cannot
illuminate it. Completely covering the source of the darkness
with an opaque object, such as a bowl or a helm, blocks the
darkness. The darkness lasts for 1 hour unless dispelled, and
the tattoo may be activated once per long rest.
If any of this effect’s area overlaps with an area of light
created by a spell of 2nd level or lower, the spell that created
the light is dispelled.

Mark of the Ox – (Chest, Large Ornate)
Your body swells with the resilience of the mighty ox
The wearer’s maximum hit points are increased by 1 per
character level.

Mark of the Pacifist – (Anywhere, Small Simple)
You exude calmness and serenity, discouraging even the
most bloodthirsty foes from attacking you.
Once per long rest, the wearer may cast the sanctuary spell
as a bonus action. The saving throw DC is 15, and the spell
lasts 1 minute.
The tattoo’s effects end early if the wearer makes an attack
or casts a spell that affects an enemy creature.

Mark of the Packmaster – (Anywhere, Medium Ornate)
A pack of wolves leap from your tattoo, the inky designs
now taking sinister material form. They shake their heads and
howl to the sky, awaiting your commands.
Once per long rest, the wearer may use an action to activate
the tattoo’s power, causing 1d4+1 wolves (MM pg 341) of the
same color as depicted in the tattoo to appear within 5 feet of
the wearer. These wolves persists until killed or until 10
minutes have passed, at which point they disappear into
smoke. The wolves follow the wearer’s every mental
command, and act on the wearer’s initiative.
Any article of clothing which covers the tattoo upon
activation is destroyed in the process as the wolves leap
through the cloth. If the tattoo is covered by armor, the tattoo
will not activate.
At least three jars of three dimensional ink must be used to
grant this tattoo’s effects.

Mark of the Pit Fiend – (Arm, Medium Ornate)
This tattoo resembles hellish imagery mixed with infernal
runes which cover an entire arm.
The wearer may activate this tattoo as a bonus action,
causing the runes to glow and their arm to change shape for
one minute. This ability may be used once per long rest.
The wearer’s arm grows disproportionately larger and
becomes scaly and red, their hand tipped with razor sharp,
black claws. Any article of clothing not meant to accommodate
the change in limb size is destroyed in the process. If the arm
is covered in armor not meant to accomidate the change in
limb size this change will not take place.
A melee attack with this arm does 2d8 slashing damage and
1d4 fire damage. If this tattoo is created using fire-aligned
elemental ink, the fire damage increses to 1d6.
While the arm is changed, the wearer has an effective
Strength modifier of +8 for anything that only uses the
changed arm.

Mark of the Pufferfish – (Arm, Small Average)
Venomous spines protrude from your skin, seeking flesh to
corrode and infect with the pufferfish’s natural defense.
When the wearer enters a grapple with another creature,
the wearer may use their reaction to extend sharp poisonous
spines from the tattooed area. If the other creature is still in
physical contact with the wearer (i.e. part of the grapple) at
the end of its turn, the spines deal 1d4 poison damage. The
spines remain extended until the grapple ends.

Mark of the Shadow – (Anywhere, Small Average)
A veil of shadows and silence radiates from you, masking
you from detection.
Once per long rest, the wearer may cast pass without trace,
targeting themselves only.
An Ornate version of this tattoo exists, which removes the
limit on creatures that may be targeted by the spell.

Mark of the Snake Charmer – (Arm, Medium Ornate)
A knot of snakes erupts hissing from your tattoo, the inky
designs taking sinister material form. Forked tongues taste
the air as they flare their hoods, awaiting your commands.
Once per long rest, the wearer may use an action to activate
the tattoo’s power, causing 1d6 poisonous snakes to appear,
which disappear when they drop to 0 HP or when they are
more than 150 ft. away. The snakes are friendly to the wearer
and their companions, and act on the wearer’s initiative,
following the wearer’s mental commands. Use the poisonous
snakes statistics from the Monster Manual.
At least three jars of three dimensional ink must be used to
grant this tattoo’s effects.

Mark of the Soulmates – (Arm, Small Ornate)
As the lives of two overly-attached people intertwine, you
learn how to draw on each other’s strengths and shoulder
their burdens.
Once per long rest as an action, the wearer may activate
this tattoo when within 30 feet of the wearer of the
complementary tattoo. They may activate the tattoo as a
reaction, instead, when the other wearer activates theirs. The
tattoo remains active for ten minutes. The wearer gains a +2
bonus to AC and saving throws while they are within 30 feet
of the person wearing the complementary Mark of the
Soulmates. Also, each time the wearer would take damage,
they take half as much damage, and their partner takes the
other half, and vice versa.
The tattoo is only effective when both wearers activate their
marks.
This tattoo must be applied with metallic ink.

Mark of the Spider – (Leg, Medium Simple)
Your feet feel firmly planted on every surface they touch,
allowing you to even run up vertical walls.
As an action once per long rest, the wearer gains the ability
to move up, down, and across vertical surfaces and upside
down along ceilings, while leaving its hands free. The wearer
also gains a climbing speed equal to its walking speed. These
effects last for 1 hour, or until the wearer loses concentration.

Mark of the Spiritmaster – (Anywhere, Medium Ornate)
A necromantic energy ripples through your mark, extending
long smoky tendrils towards the undead. The tendrils
constrict the spirit, overriding their will with yours.
As an action, the wearer chooses one incorporeal undead
entity within 60 feet. The target must succeed on a Charisma
saving throw or become charmed by the wearer for one hour.
The saving throw DC is equal to 8 + wearer’s proficiency
bonus + wearer’s Charisma modifier. If the target has an
Intelligence of 8 or higher, it has advantage on the saving
throw. If the creature is not currently controlled, the wearer
instead gains control over the creature.
The tattoo may be activated once per short or long rest.

Mark of the Tarrasque – (Anywhere, Large Average)
A warmth washes over you as the fortitude of the legendary
tarrasque fills your veins.
Once per long rest as an action, the wearer may activate the
tattoo. Thereafter, the wearer gains 5 temporary hit points at
the beginning of each round (these do not stack) for one hour.
When the tattoo’s effects end, the wearer loses any remaining
temporary hit points.

Mark of the Telepath – (Head, Small Ornate)
You can extend your consciousness to meet other minds,
forming a mental channel. Thoughts, emotions, and images
flood over the connection as your minds meld, overwhelming
your senses for a few seconds.
The wearer may use the message cantrip at will without
having to use any components.

Mark of the Viper – (Anywhere, Medium Simple)
Your body becomes stronger, resisting poisonous effects as
if you’d become the viper.
The wearer gains advantage on Constitution saving throws
made against poison, and has resistance to poison

Mark of the Weaponmaster – (Arm, Small Average)
Your weapon feels like an extension of your body, lighter,
sharper, deadlier. You will strike down any who dare challenge
the weaponmaster.
As an action, once per long rest, the wearer may activate
this tattoo. For an hour, any weapon held by the wearer
becomes a magic weapon with a +1 bonus to attack rolls and
damage rolls.

Maw of the Dragon – (Head, Medium Ornate)
This tattoo imbues the wearer with the primal elemental
power of a dragon’s breath attack.
Once per long rest, the wearer may activate the tattoo to
make a breath attack. The attack deals 3d6 damage on a
failed save or half as much on a successful save. The type is
determined by the type of dragon in the tattoo, as shown
below. The wearer’s saving throw DC for this attack is 8 +
their Constitution modifier + their proficiency bonus.
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft line (Dex save)
Blue Lightning 5 by 30 ft line (Dex save)
Green Poison 15 foot cone (Con save)
Red Fire 15 foot cone (Dex save)
White Cold 15 foot cone (Dex save)
If drawn in elemental ink corresponding to the desired
element instead, this ability can be used once per short or long
rest.

Scar of Bravery – (Anywhere, Medium Simple)
Your mind feels more more robust. The trauma and pain
you have experienced bolsters your resolve.
The wearer gains advantage on saving throws against being
frightened.

Shield of the Elemental Guardian – (Anywhere, Large Average)
A wave of elemental energy covers your body, protecting
you.
When this tattoo is applied, the wearer chooses a primary
and a secondary elemental type from the following: acid, cold,
fire, lightning, or thunder. Both types of elemental ink must be
used in the creation of the tattoo, and the wearer cannot pick
the same element.
Once per long rest as an action, the wearer may activate
this tattoo. For the next 10 minutes, or until dismissed, the
wearer’s body is wreathed in thin and wispy expressions of
the chosen primary element that shed bright light in a 10-foot
radius and dim light for an additional 10 feet.
While the tattoo is active, the wearer has resistance to the
secondary element.
In addition, whenever a creature within 5 feet of the wearer
hits them with a melee attack, the element erupts, dealing 2d8
damage to the attacker of the primary elemental type.

Slave’s / Owner’s Mark – (Anywhere, Small Simple)
This tattoo is meant to be applied to a slave in order to
prevent them from escaping, usually with a similar tattoo
applied to the owner. The small tattoo is a sort of brand, used
to keep slaves under control.
By touching both marks as an action, the wearer of an
Owner’s Mark may attune or unattune a Slave’s Mark to their
mark. Any number of Slave’s Marks may be attuned to one
Owner’s Mark, and any number of Owner’s Marks may be
attuned to a single Slave’s Mark.
Thereafter, as an action, the owner can activate their tattoo
and the twin mark on the slave begins to glow like a burning
coal, inflicting 1d4 fire damage per round onto its bearer. The
owner can stop this effect at any time using an action. This
damage will automatically stop and can no longer be activated
if the slave has 0 hitpoints. If the owner dies, or otherwise
loses their tattoo, and the slave’s mark is not attuned to any
other owners, the magic of the slave’s mark will instantly fade,
allowing them to handle the application of another tattoo.
If drawn in fire-aligned elemental ink, the mark instead
inflicts 1d6 fire damage per round.
A variant exists that automatically causes the tattoo to
activate if the slave moves more than 150 feet from the owner.
It otherwise functions identically to this version.

Spirit of the Bear – (Anywhere, Large Ornate)
You feel blessed with the endurance of a bear.
The wearer’s Constitution score increases by +1. This tattoo
will not raise the wearer’s Constitution score above 20.

Spirit of the Bull – (Anywhere, Large Ornate)
You feel blessed with the strength of a bull.
The wearer’s Strength score increases by +1. This tattoo
will not raise the wearer’s Strength score above 20.

Spirit of the Cat – (Anywhere, Large Ornate)
You feel blessed with the grace of a cat.
The wearer’s Dexterity score increases by +1. This tattoo
will not raise the wearer’s Dexterity score above 20.

Spirit of the Eagle – (Anywhere, Large Ornate)
You feel blessed with the splendour of an eagle.
The wearer’s Charisma score increases by +1. This tattoo
will not raise the wearer’s Charisma score above 20.

Spirit of the Fox – (Anywhere, Large Ornate)
You feel blessed with the cunning of a fox.
The wearer’s Intelligence score increases by +1. This tattoo
will not raise the wearer’s Intelligence score above 20.

Spirit of the Owl – (Anywhere, Large Ornate)
You feel blessed with the wisdom of an owl.
The wearer’s Wisdom score increases by +1. This tattoo will
not raise the wearer’s Wisdom score above 20.

Spirit of the Stag – (Anywhere, Large Ornate)
You feel blessed with the vigilance of a stag.
The wearer gains a +2 bonus to initiative.

Spirit Walker’s Sigil – (Anywhere, Medium Average)
This tattoo is a symbol of planes joining together in
confluence.
Once per long rest, as a bonus action the wearer can
activate the tattoo, causing their physical body to softly
dissolve into an ethereal mist.
Until the end of their turn the wearer may move through
solid matter as if it wasn’t there. If the wearer ends their turn
while still in solid matter, they are immediately ejected to the
nearest open space and take 4d6 force damage. If created
using three-dimensional ink, this ability can be used once per
short or long rest.

Tattoo of [Ability] – (Chest, Large Average)
The wearer chooses an ability score when this tattoo is
applied. Thereafter, the wearer has a +1 bonus to the chosen
ability score, to a max of 20.

Tattoo of Chilling – (Anywhere, Small Ornate)
This tattoo is a whirl of snowflakes in the shape of a
humanoid hand.
This tattoo enables the wearer to cast the chill touch
cantrip at will, using Intelligence as their spellcasting modifier
for the spell. If made with ice-aligned elemental ink, the attack
roll for this spell is made with advantage.

Tattoo of Flame – (Anywhere, Small Ornate)
This tattoo is a detailed line of fire streaking out from a
pointed finger.
This tattoo enables the wearer to cast the fire bolt cantrip at
will, using Intelligence as their spellcasting modifier for the
spell. If made with fire-aligned elemental ink, the attack roll
for this spell is made with advantage.

Tattoo of Leaping – (Both Legs, Medium Ornate)
Coiled springs cover your calves, making you feel like your
body is weightless.
The wearer’s jumping distance is doubled.

Tattoo of Major Protection – (Chest or Back, Large Average)
A design of overlapping scales or plates, or even a design of
chitinous armor, covers your torso.
The wearer has a +2 bonus to AC and to all saving throws.

Tattoo of Protection – (Chest or Back, Large Simple)
A design of overlapping chain rings, or of leather-looking
patches, covers your torso.
The wearer has a +1 bonus to AC and to all saving throws.

Tattoo of Striding – (Leg, Medium Average)
A design of leaves or flowing wind spirals around your leg.
The wearer’s walking speed is increased by 5 feet. This
tattoo may be applied to the other leg for an additional +5 feet
of movement.
If made using three-dimensional ink, the tattoo instead
increases movement speed by +10 feet.

Tattoo of Warding – (Anywhere, Large Average)
A design of a shield is emblazoned across your body.
The wearer has a +1 bonus to all saving throws.

Venom Ward – (Anywhere, Small Average)
A design of interlocking fangs protect your bloodstream
from toxins.
The wearer has advantage on saving throws against poison.

Voice of Comprehension – (Head, Small Average)
Marks cover your throat and surround your ears, conveying
sound despite barriers of understanding.
The bearer learns one additional language of the tattoo
artist’s choice when the tattoo is applied. This tattoo may be
taken multiple times, each time choosing a different language.

Wings of Ink – (Back, Large Simple)
Inky, rippling wings spring from your back, granting the
elusive, and most coveted ability of all – flight.
**Activation Time: 1 action
Duration: Concentration, up to 10 minutes
Frequency: Once per long rest
The wearer gains a flying speed of 60 ft. for the duration.
When the spell ends, the target falls if it is still aloft, unless it
can stop the fall.
Armor that is not specifically designed to accommodate
wings will not allow you to manifest them, and clothing that is
not specifically designed to accommodate wings will be
ruined.
At least two jars of three dimensional ink must be used to
grant this tattoo’s effects.

Sources

https://www.gmbinder.com/share/-LCger_-0N85d-tKgKRK

Image – http://realmsofchirak.blogspot.com/2015/11/d-5e-tattoo-magic.html