Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo symbolizes the influence of sound on an individual’s mind, body, and soul.
While this tattoo is applied on your skin, you have enhanced hearing. You have advantage on all Wisdom (Perception) checks made to hear and you are also immune to the deafened condition.
Wondrous item (tattoo), rare (requires attunement by a barbarian)
Produced by a special needle, this magic tattoo symbolizes a hardy beast’s outer shell.
Juggernaut. As an action, you can make the tattoo expand outwards, shielding your entire body for the next minute. During this time, you have resistance to bludgeoning, piercing, and slashing damage. If you take the Dash action during this time, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is also reduced by 6 until the start of your next turn. The tattoo can’t be used this way again until the next dawn.
Wondrous item (tattoo), common (requires attunement by a bard)
Produced by a special needle, this magic tattoo symbolizes a plethora of musical instruments.
While this tattoo is applied on your skin, whenever you sing or play a musical instrument, the tattoo morphs its design to resemble a random assortment of different instruments. The instruments accompany you as you perform, doubling the range within which creatures can hear your music, and granting you advantage on all Charisma (Performance) checks. If you have used this property in the last 24 hours, you can use an action to speak the tattoo’s command word and cause it to repeat the last accompaniment it played, independently of you singing or using an instrument.
Wondrous item (tattoo), rare (requires attunement)
Produced by a special needle, this magic tattoo is composed of a set of wild lines representing a discordant sound.
While this tattoo is applied on your skin, you can make your voice boom up to three times as loud as normal.
Shatter Scream. You can use an action to scream and let out a destructive wave of sound. Each creature in a 30-foot cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. Additionally, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you. Once used, your voice becomes hoarse and you can’t activate this property of the tattoo again for 10 minutes.
Wondrous item (tattoo), rare (requires attunement by a cleric)
Produced by a special needle, this magic tattoo represents a beacon of light in a world shrouded by darkness.
As a reaction when you are hit with a melee attack by a fiend or undead creature, you can cause the creature to takes 2d6 radiant damage as the tattoo flashes a bright light in a 10-foot radius and dim light for an additional 10 feet. Each creature within the bright light that can see must make a DC 15 Wisdom saving throw or become stunned until the end of its next turn. A creature that succeeds on its saving throw is immune to the effects of the tattoo for the next 24 hours. Once this property of the tattoo is used, it can’t be used again until an hour has passed.
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo symbolizes the consumption of food.
While this tattoo is applied on your skin, whenever you bite into anything, you can use a bonus action to inject the tattoo’s magic into the target and mentally decide what you wish it to taste like. As long as you have experienced that particular taste before, the object or creature will taste as you wish for the next hour (to you or any other creature that tastes it).
Seal of Approval. As an action, you may bite into nonmagical food and purify it, rendering it free of poison and disease. Once this property of the tattoo is used, it can’t be used again until the next dawn.
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo symbolizes a deep heat.
This tattoo has 6 charges and regains 1d3 + 1 expended charges daily at dawn.
Flamethrower. As an action, you can expend 1 or more of the tattoo’s charges to exhale flames in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage per charge expended. On a successful save, a creature takes half as much damage.
Wondrous item (tattoo), rare (requires attunement)
Produced by a special needle, this magic tattoo represents a focused conductor.
While this tattoo is applied on your skin, you can use your action to sing on each of your turns for the next minute. You must concentrate while singing, as if concentrating on a spell. You must choose one of the following two properties to activate while singing:
Harmony. An angelic chorus of voices sings along with you and the tattoo emits a pale blue glow. While you sing, each creature within 30 feet of you that can hear you regains 1d6 hit points at the start of each of its turns.
Dissonance. An infernal chorus of voices sings along with you and the tattoo pulsates with a deep red glow. While you sing, each creature within 30 feet of you that can hear you takes 1d6 psychic damage at the start of each of its turns.
Once used, the tattoo can’t be used again until the next dawn.
Wondrous item (tattoo), uncommon (requires attunement by a druid)
Produced by a special needle, this magic tattoo represents the heart of the forest.
While this tattoo is applied on your skin, whenever you hit a creature with a melee attack, you can use a reaction to cause the tattoo to extrude from your skin as long inky vines that wrap around the target. The creature must make a DC 13 Dexterity saving throw or become restrained for 1 minute. A Huge or larger creature automatically succeeds on this saving throw.
A creature can use an action to make a DC 13 Strength check, breaking the inky vines and freeing the restrained creature on a success. Once this effect is used, it can’t be used again until you finish a short or long rest.
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo embodies a creature known for its incessant tunneling and subterranean lifestyle.
As an action, you can cast the find familiar spell using the tattoo to summon an earthy inkling familiar. For the duration, the tattoo separates from your neck and reforms as the earthy inkling—a fiend. The tattoo can’t be used this way again until 24 hours have passed.
When the earthy inkling drops to 0 hit points or is dismissed, it reforms as a sentient and animated tattoo on your skin.
Wondrous item (tattoo), rare (requires attunement)
Produced by a special needle, this magic tattoo is composed of flexible shapes that represent elasticity.
While this tattoo is applied on your skin, you have resistance to nonmagical bludgeoning damage. Additionally, you can use a bonus action to stretch your neck to incredible lengths until you use another bonus action to end this effect. For the duration, your neck can extend or retract 10 feet each turn up to a maximum of 30 feet, while also being able to bend in different directions. Once this special action is used, it can’t be used again until you finish a long rest.
Constrict. If your neck has extended at least 10 feet, you can attempt to grapple a target within 5 feet of you with your neck. You have advantage on this check. Until this grapple ends, you can’t constrict another target and you can use a bonus action to deal 1d8 bludgeoning damage to the creature.
Wondrous item (tattoo), uncommon (requires attunement by a fighter)
Produced by a special needle, this magic tattoo represents a series of makeshift defensive fortifications.
This tattoo has 6 charges. While this tattoo is applied on your skin, when an attack hits you, you can use your reaction to expend 1 or more charges to cause the tattoo to extrude from your skin and shield your body in response, reducing the damage by 1d8 per expended charge.
The tattoo regains 1d3 + 1 expended charges daily at dawn.
Wondrous item (tattoo), legendary (requires attunement)
Produced by a special needle, this magic tattoo symbolizes an omnipotent demon.
While this tattoo is applied on your skin, any spell you cast can use a spell slot one level higher at no additional cost.
Curse. This tattoo is cursed. Attuning to it curses you and only a god can end this curse; removing the tattoo fails to end the curse. While cursed, you roll a d20 any time you cast a spell. If you roll a 6 or lower, the spell is canceled.
Wondrous item (tattoo), uncommon (requires attunement by a monk)
Produced by a special needle, this magic tattoo represents a chain necklace.
Come Closer. As an action, you can speak the tattoo’s command word, causing the ink to ripple towards your wrists. For the next minute, if your hands are empty, you can use a bonus action to extrude the tattoo towards a target you can see within 20 feet of you. If the target is an object that weighs 200 pounds or less, you can pull it up to 20 feet towards you. If the target is a creature of a size equal to or smaller than you, it must succeed on a Strength contest against you or be pulled up to 20 feet towards you. A willing creature can choose to fail this check.
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo represents an ancient, powerful being that cultivated life.
As an action, you can speak the tattoo’s command word to gain the ability to comprehend and verbally communicate with beasts and plants as if you shared a common language for 1 minute, but gain no magical ability to influence them. For the same duration, you also emit harmless magical waves in a 10-foot radius that imbue plants with limited sentience and animation of potential speaking orifices, granting them the ability to speak. Once used, the tattoo can’t be used again until the next dawn.
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo embodies a creature known for its nimbleness and propensity for mischief.
As an action, you can cast the find familiar spell using the tattoo to summon a nimble inkling familiar. For the duration, the tattoo separates from your neck and reforms as the nimble inkling—a fiend. The tattoo can’t be used this way again until 24 hours have passed.
When the nimble inkling drops to 0 hit points or is dismissed, it reforms as a sentient and animated tattoo on your skin.
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo embodies a creature known for its underwater speed and tendency to bite off more than it can chew.
As an action, you can cast the find familiar spell using the tattoo to summon an ocean inkling familiar. For the duration, the tattoo separates from your neck and reforms as the ocean inkling—a fiend. The tattoo can’t be used this way again until 24 hours have passed.
When the ocean inkling drops to 0 hit points or is dismissed, it reforms as a sentient and animated tattoo on your skin.
Wondrous item (tattoo), uncommon (requires attunement by a paladin)
Produced by a special needle, this magic tattoo represents a holy presence.
This tattoo has 6 charges and regains 1d3 + 1 expended charges daily at dawn.
Melt. As an action, you can speak the tattoo’s command word to expend 1 charge and focus the tattoo’s stored energy into two beams of light that shoot out in a line that is 10 feet wide and 60 feet long. Each creature in that line must make a DC 13 Dexterity saving throw, taking 2d8 radiant damage on a failed save, or half as much damage on a successful one.
Mend. As an action, you can speak the tattoo’s second command word to expend 2 charges and focus the tattoo’s stored energy into two beams of light that shoot out in a line that is 10 feet wide and 60 feet long. Each creature in that line regains 2d8 hit points.
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo is composed of connected lines, each representing different languages.
While this tattoo is applied on your skin, you can understand any spoken language you hear. Upon hearing a language you do not know, you are immediately able to speak that language fluently, as if in your native tongue for the next hour.
Wondrous item (tattoo), very rare (requires attunement)
Produced by a special needle, this magic tattoo represents an elemental mask.
While this tattoo is applied on your skin, you have resistance to one damage type determined by the last spell cast from the tattoo. You can cast the following spells from the tattoo: acid rain* (resistance to acid damage), depth charge* (resistance to thunder damage), endotherm* (resistance to cold damage), fireball (resistance to fire damage), and stench* (resistance to poison damage). Spells cast from the tattoo have a save DC of 16. Once used to cast a spell, the tattoo can’t be used in this way again until you finish a short or long rest.
Wondrous item (tattoo), uncommon (requires attunement by a ranger)
Produced by a special needle, this magic tattoo represents creature of the sea that produces a potent poison.
Venom. As an action, you can draw on the magic of the tattoo and spit onto the surface of a bladed weapon. This causes a slick ink to coat the blade. The ink remains applied for 1 minute or until an attack using this weapon hits a creature. Once this special action is used, the tattoo can’t be used in this way again until its ink is no longer coating a weapon.
When you hit a target with the coated weapon, it must succeed on a DC 13 Constitution saving throw or take 2d6 poison damage and become poisoned for 1 minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on it on a success.
Wondrous item (tattoo), uncommon (requires attunement by a rogue)
Produced by a special needle, this magic tattoo symbolizes a vicious creature of the night.
Inky Me. As a bonus action, you can speak the tattoo’s command word to cause it to lift from your skin and reform as an inky doppelganger of you in an adjacent, unoccupied space. The doppelganger mimics your movements and stays by your side for the next minute. When you target a creature with an attack while the doppelganger is summoned, the creature is unable to discern that the inky doppelganger can do no real harm and you gain advantage on the attack roll.
After the doppelganger mimics your attack, it is attacked, or a minute has passed, it is magically siphoned back onto your skin. The tattoo can’t be used again until an hour has passed.
Wondrous item (tattoo), rare (requires attunement)
Produced by a special needle, this magic tattoo represents a set of gills.
This tattoo has 4 charges and regains all expended charges daily at dawn. While this tattoo is applied on your skin, you can breathe underwater and gain swimming speed equal to your walking speed.
Dominion. You can use an action and expend 2 charges to beguile a creature with innate swimming speed within 60 feet of you for 1 minute. It must succeed on a DC 15 Wisdom saving throw or be charmed by you for the duration.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can increase the number of creatures you attempt to charm in this way for each additional charge you expend.
You can use a bonus action to issue a command through the telepathic link (or links) while you are conscious, which each charmed creature does its best to obey. If you command a creature to do any obviously harmful act towards itself, the charm ends.
Wondrous item (tattoo), rare (requires attunement)
Produced by a special needle, this magic tattoo draws inspiration from a slimy swamp creature.
While this tattoo is applied on your skin, your tongue gains incredible stickiness and elasticity. Additionally, you can use an action to lick one Small or smaller creature, or one object that weighs no more than 20 pounds that isn’t being worn, within 20 feet of you.
If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or be restrained until it breaks free or you take a bonus action to release it. While you have a creature restrained in this way, you can’t willingly move more than 20 feet from it. If you move more than 20 feet away from the creature, it is released. On our turn, you can use an action to make a Strength (Athletics) check contested by the creature’s Strength (Athletics) check. If you win the contest, you can pull the creature within 5 feet of you. A creature can use its action to make a DC 15 Strength check, breaking free from your tongue and freeing a restrained creature on a success.
If the target is an object, your tongue instantly latches on or coils around it until you take a bonus action to release it. While you hold an object in this way, you can’t willingly move more than 20 feet from it. If you move more than 20 feet away from the object, it is released. If the object is not being carried, you can pull it straight into your hands. If the object is being carried by a creature, the creature can’t use the object but may continue to hold on to it. While your tongue grasps an object that another creature is holding you can use an action to make a Strength (Athletics) check contested by the creature’s Strength (Athletics) check to pull the object out of their grasp and into your hands. The creature can also use an action on its turn to make a DC 15 Strength check, wresting the item free from your tongue on a success.
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo is composed of wavy lines that represent a veil of smoke.
While this tattoo is applied on your skin, you can use an action to take a deep breath and then expel a cloud of thick magical smoke in a 60- foot radius around you. The cloud’s area is heavily obscured and lasts for the next 10 minutes or until you use a bonus action to inhale the cloud entirely and restore visibility. The cloud cannot be cleared by nonmagical means. Once used, this property of the tattoo can’t be used again until the next dawn.
Wondrous item (tattoo), very rare (requires attunement by a sorcerer)
Produced by a special needle, this magic tattoo symbolizes mastery over magic.
This tattoo has 6 charges. You gain 1 charge each time you cast a spell and the charges vanish at the next dawn.
Gummy Defense. As a reaction when a creature within 60 feet of you that you can see casts a spell, you can expend any number of charges to create a colorful, translucent shield in your hand and cast the counterspell spell. The shield lasts until the start of your next turn. The maximum level of a spell that is automatically countered equals the number of charges expended. If the spell is of a higher level than that which can be automatically countered, you must make a check as indicated in the counterspell spell description. Your spellcasting ability modifier for this check equals the number of charges expended. A spell that is successfully countered in this way disappears along with your shield with a harmless pop.
Wondrous item (tattoo), very rare (requires attunement)
Produced by a special needle, this magic tattoo represents the radiance of the sun.
While this tattoo is applied on your skin, you can use an action to expel a beam of bright light from your mouth in a line 100 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 6d10 radiant damage and is stunned until the end of their next turn. On a successful save, a creature takes half as much damage and isn’t stunned. The light ignites flammable objects caught in the line that aren’t being worn or carried. Each time you use this tattoo again within 24 hours of its last use, you gain one level of exhaustion.
Wondrous item (tattoo), very rare (requires attunement by a warlock)
Produced by a special needle, this magic tattoo is composed of various runes symbolizing defense against the mystical arts.
While this tattoo is applied on your skin, if you fail a saving throw against a spell, you can use your reaction to make the tattoo envelop your entire body in a protective magical shell, turning the failed save into a successful one. The tattoo can’t be used this way again until an hour has passed
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo embodies a creature known for its keen eyes and beautiful wings.
As an action, you can cast the find familiar spell using the tattoo to summon a winged inkling familiar. For the duration, the tattoo separates from your neck and reforms as the winged inkling—a fiend. The tattoo can’t be used this way again until 24 hours have passed.
When the winged inkling drops to 0 hit points or is dismissed, it reforms as a sentient and animated tattoo on your skin.
Wondrous item (tattoo), very rare (requires attunement by a wizard)
Produced by a special needle, this magic tattoo represents an all-seeing eye.
While this tattoo is applied on your skin, you are more alert to potential threats in your vicinity, granting you a +1 bonus to AC and saving throws when targeted by creatures you can see.
Marked for Death. You can use an action to sense the presence of hostile creatures that are invisible, disguised, hidden, or in plain sight within 20 feet of you for the next minute. The tattoo indicates their hostile presence with a glowing red aura only you can see. Once used, this property of the tattoo can’t be used again until the next dawn.
Additionally, while this property of the tattoo is activated, you can use a bonus action to make some of the tattoo’s ink jump from your skin onto any hostile creatures that are within 20 feet of you until the end of your next turn, after which time the ink returns to your skin. Each creature to which your tattoo jumps must succeed on a DC 16 Dexterity saving throw or be completely enveloped by the tattoo’s ink. An invisible creature enveloped in this way can’t benefit from being invisible and is instead coated in ink. Coated creatures have their speed reduced by half and have disadvantage on Dexterity saving throws. Once this special action is used, it can’t be used again until the next dawn.