Wondrous item (tattoo), very rare (requires attunement)
Produced by a special needle, this magic tattoo represents different sources of pain.
This tattoo has 3 charges and regains 1d2 + 1 expended charge daily at dawn.
While this tattoo is applied on your skin, you can expend 1 charge to activate its stored biomantic energy as a bonus action. The next time you take damage from any source, you gain resistance to that damage type immediately after the damage is dealt. If you take more than one damage type simultaneously, you choose one to gain resistance to. You lose all resistances gained in this way when you next finish a long rest. After you activate this ability, you can’t do so again until an hour has passed.
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo represents sustenance through food and drink.
While this tattoo is applied on your skin, you no longer feel hunger or thirst. After you finish a meal and consume a day’s ration of water, you automatically succeed on ability checks and saving throws made to prevent exhaustion caused by not eating or drinking for the next 7 days.
Green Thumb. As an action, you can touch prepared food and cause it to double in size. The food also becomes delicious (if it was not before) and nourishing, but it spoils if uneaten in the next hour. Once this property of the tattoo is activated, it can’t be activated again until the next dawn.
Wondrous item (tattoo), rare (requires attunement)
Produced by a special needle, this magic tattoo symbolizes three perfect spheres.
As an action, you can speak the tattoo’s command word to cause it to completely separate from your skin and surround you in an inky bubble for 1 minute or until you dismiss it as a bonus action. The bubble is weightless and just large enough to contain the creature or object inside. You are able to see and hear outside your bubble, but other creatures are unable to see and hear inside your bubble. The atmosphere inside your bubble is comfortable and dry, and you are able to roll your bubble around up to half your walking speed. The bubble can be picked up and moved by other creatures.
Nothing—not physical objects, energy, or other spell effects—can pass into, through, or out of the bubble, though a creature in the bubble can breathe there. The bubble is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the bubble damage anything outside it. A disintegrate spell targeting the bubble destroys it without harming anything inside it.
Once used, the tattoo can’t be used again until the next dawn
Wondrous item (tattoo), rare (requires attunement)
Produced by a special needle, this magic tattoo represents a solid suit of armor.
While this tattoo is applied on your skin and you are wearing no armor and using no shield, it manifests as solid, inky armor that rests comfortably on your body. You gain a +1 bonus to AC plus an additional +1 bonus to AC for each magic tattoo you are attuned to (excluding this one).
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo represents being hidden in plain sight.
While this tattoo is applied on your skin, you can blend into your surroundings. Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide.
Mirage. As an action, you can push the limits of the tattoo’s magic to become invisible until the start of your next turn. After your invisibility wears off, the tattoo loses all its magical properties until the next dawn.
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo represents an inescapable darkness.
This tattoo has 4 charges and regains 1d2 + 1 expended charge daily at dawn.
While in darkness, you can expend 1 or more charges as an action to cause the tattoo to completely envelop your body. You become invisible for a number of minutes equal to the number of charges expended for as long as you remain in darkness. If you attack or cast a spell, the invisibility ends.
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo represents being hidden in plain sight.
While this tattoo is applied on your skin, you can blend into your surroundings. Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide.
Mirage. As an action, you can push the limits of the tattoo’s magic to become invisible until the start of your next turn. After your invisibility wears off, the tattoo loses all its magical properties until the next dawn.
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo represents an inescapable darkness.
This tattoo has 4 charges and regains 1d2 + 1 expended charge daily at dawn.
While in darkness, you can expend 1 or more charges as an action to cause the tattoo to completely envelop your body. You become invisible for a number of minutes equal to the number of charges expended for as long as you remain in darkness. If you attack or cast a spell, the invisibility ends.
Wondrous item (tattoo), rare (requires attunement)
Produced by a special needle, this magic tattoo symbolizes flourishing vitality.
While this tattoo is applied on your skin, you are immune to disease. Any disease you are already afflicted with is either cured or suppressed (your choice when you apply the tattoo). You are also immune to intoxication and the poisoned conditioned.
Bolstered Immunity. When you take any poison damage, you instead take no damage. After this property of the tattoo is activated, it can’t be activated again until you finish a short or long rest.
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo represents countless threads being woven together.
As an action, you can speak the tattoo’s command word to cause the ink to magically take on the appearance of a normal set of clothing above all your other clothes or armor until you use a bonus action to end the effect. You can decide what it looks like, including color, style, and accessories. Someone who uses an action to visually inspect the clothes or armor identifies it as illusory with a successful DC 13 Intelligence (Investigation) check.
If you are wearing no armor, you also gain a +1 bonus to AC while this tattoo is applied on your skin.
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo symbolizes a melding of ink and blood.
As a reaction when you are hit by an attack, you can activate the tattoo to gain an equivalent number of temporary hit points to the damage taken, up to a maximum of 10 temporary hit points. Once used, the tattoo can’t be used again until an hour has passed.
Wondrous item (tattoo), very rare (requires attunement)
Produced by a special needle, this magic tattoo represents an immortal, insidious creature.
While this tattoo is applied on your skin, you can speak the tattoo’s command word to create a 10-foot-radius aura around you that lasts for 10 minutes (no action required). You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. All creatures hostile to you in the aura have disadvantage on saving throws against spells and other magical effects. Once used, the tattoo can’t be used again until the next dawn.
Gatekeeper’s Sword. While the aura is active, you can use a bonus action to draw the aura into the palm of your hand, sacrificing its protection for a sword of ink and darkness. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It counts as a simple melee weapon with which you are proficient. On a hit, it deals necrotic damage equal to 2d8 plus your ability modifier and has the finesse, light, and thrown properties (range 20/60). The sword vanishes after your aura would have vanished. For the duration, you can use your bonus action to dismiss the sword and recall the aura, or vice versa.
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo symbolizes the branching paths in one’s life.
While this tattoo is applied on your skin, whenever you take bludgeoning damage, you gain a charge. All charges gained in this way vanish at the end of your next turn.
Redirection. When you hit a creature with an unarmed strike, you can expend 1 or more charges to deal an extra 1d6 bludgeoning damage for each charge expended.
Wondrous item (tattoo), rare (requires attunement)
Produced by a special needle, this magic tattoo represents a never-ending hunger.
This tattoo is a feeding orifice for a perpetually-starving, extradimensional creature. As an action, you can command the tattoo to attempt to devour one creature or object within 5 feet of you that isn’t being worn or carried and that is no more than one size larger than you. The tattoo expands in size, in an attempt to devour the target whole.
Unsecured objects are automatically devoured while creatures must make a DC 15 Dexterity saving throw, being devoured on a failure. A devoured creature is blinded and restrained, has total cover against attacks and other effects from outside the tattoo, and takes 4d6 necrotic damage at the start of each of its turns. Once devoured, a creature remains devoured until freed. Objects (not being worn or carried) devoured by the tattoo are spit out into another plane of existence if left inside of the tattoo for 1 hour. The GM determines the time and plane. A creature within 5 feet of you (including a devoured creature) can use its action to make a DC 15 Strength check, freeing a devoured creature or object on a success.
Once used to successfully devour a creature or object, the tattoo can’t be used again until the next dawn