Homebrew Ideas: Magic Tattoos
Wizards of the Coast recently added a comprehensive list and rules for Magic Tattoos in the release of Tasha’s Cauldron of Everything, to the waiting masses who fell in love with the idea at its conception. And who wouldn’t? Magic tattoos sound and are amazing, allowing for some pretty powerful enchantments.
Rather than getting the tattoos from particular artists, a player using RAW (Rules as Written) would instead find a special needle that’s pressed to the skin for the attunement process. The tattoo simply appears on the skin. The process of receiving them, in this weaver’s humble opinion, could use more flavor. I believe tattoos should require more than just finding a special needle in a dragon hoard, so I reworked the rules for my version.
Note that, while below I include both my personal homebrew’s lore and mechanics for magic tattoos, you certainly do not have to follow them. You can reflavor the lore of tattoos to your heart’s content, and you could keep the RAW version of how they work, without much changes needed to the list of tattoos I provide. I included my lore as possible inspiration alone.
I hope you find this list fun and a great addition to your table! If you like this list and want to see more from me, consider buying me a ko-fi.
Tattoos in Aldorah
There is evidence that tattoos were an incredibly prevalent art form before Ruination, and in the early years after it. Ancient humanoids would create vast archives of their achievements on their skin, blood and ink mingling to tell tales. While it’s unclear what caused this trend to die down, for many years tattoos were not so much taboo as uncommon, only gracing the bodies of Goliath and Orc clans. Some historians believe magically imbued tattoos were and are a form of Blood Magic, and that is why the practice was scared out of the collective consciousness of many cultures. Other stories attach tattoos to horrifying mutations and terrifying warlords, who used the inked skin as a means to destroy their enemies.
These stories have made many a humanoid weary of tattoos, much to the chagrin of the artists who only recently started to emerge in Aldorah. Many of the stories exaggerate the ‘evil’ of the art form which, with the reemergence of the community surrounding it, has thankfully been seen as ridiculous. That being said, a skillful artist can give truly incredible powers with the tattoos, with some requiring a deep connection between the person receiving it and the power it imbues. Further, many cultures see tattoos as symbols of spirituality and their deepest beliefs, getting extensive ones to tell their stories and symbolize their devotion to deities and ideals.
Three races in Aldorah take on this art form the most commonly:
Gith. Recently taking on the art as a way to bolster their forces against the threat of aberration forces, the Githyanki clan is more likely to use the tattoos for their martial benefits. That being said, the Githzerai aren’t against them either. Many younger Gith, who were born outside the oppression of their ancestors, use tattoos as a means of self-expression and freedom, and help tell the history of their people in triumphant scenes of breaking chains. Their styles work very well with colors, and tend to have more of a watery, flowing look to their designs.
Orcs. Magic is often lost on the humble orc, with many growing up favoring lives without its conveniences. Orcs, like Goliaths, are the most likely to be seen with nonmagical tattoos, as they’re often symbols of status and clan allegiance. That said, with many orcs breaking from old traditions and implementing arcana into their repertoire, it’s not completely uncommon to find your odd tattooist in Antla. Those who have a talent for it rarely work outside their clans, but when they do, they can offer stylized, graphically sharp pieces.
Goliaths. Perhaps the most proud of their heritage and history of inked art, the Goliaths often use tattooing, like orcs, to symbolize clan membership, but also assign privileges to accomplished warriors and honor fallen allies in combat. Goliaths are most likely to use the art form for spiritual purposes, as many believe to etch into the skin is to dedicate oneself completely.
Rarity and Price.
While not all tattoo artists can imbue magic into their work, those who do fetch the same prices as enchanters. A rare but sought after gift, the art granted by these casters can give even the most common of people’s power, should they have the coin for it, and the time for the tattoo to be drawn.
The power capable of being retained in certain tattoos depends on their size, and each takes a certain amount of time to complete. I also put a super rough price range - it’s best to adjust the prices for what would make the most sense in your world:
Common (50 - 150 gp) : One hand or foot or a quarter of a limb + under an hour
Uncommon (200 gp - 1000 gp) : Half a limb or the scalp + up to three hours
Rare (1200 - 4000 gp) : One limb + up to six hours
Very Rare (4500 - 9500 gp) : Two limbs or the chest or upper back + up to 24 hours
Legendary (10000 gp +) : Two limbs and the torso + 1-3 days
Not all tattoos have to be attuned to in order to access their power. Some, instead, have a number of charges or a limit on how often they can be accessed. Some only need to be attuned to if your physical abilities are below the threshold required. Some tattoos require material components to be added to the ink.
Finally, while the tattoos can look however you wish them to, higher level ones require the necessary runic enchantments to be at least hidden within the images chosen. As long as the tattoo covers the necessary amount of skin, you can choose any limbs you wish to show your tattoo.
Magic Tattoo Options
*this tattoo is from Tasha’s Cauldron of Everything
Illumination Tattoo.
Common.
You can cast the light cantrip. You can choose the tattoo to be what illuminates when you cast the spell. Additionally, when you hold a nonmagical source of light (such as a torch or lantern) it cannot be snuffed out by nonmagical means.
Tattoo of Mending.
Common.
You can cast the mending cantrip. Nonmagical clothes and armor you wear while this tattoo is active automatically fix tears, restore color, and clean stains.
Smoldering Tattoo
Common.
When you have this tattoo, you can use a bonus action to choose a part of your body, an object you’re holding, or something you’re wearing. That object/place on the body generates harmless smoke of a color you choose. You can use another bonus action to end the effect.
Tattoo of the Mechanical Knowledge
Common.
Choose a set of artisan’s tools. You become proficient in that tool set as long as you have this tattoo.
War Mage’s Tattoo
Common.
While you have this tattoo, any melee weapon you wield can be a magical focus for your spellcasting.
Tattoo of Nourishment.
Common.
While you have this tattoo, you can go an additional two days without food or water.
Tattoo of Equilibrium.
Common.
This tattoo makes you resistant to temperatures as low as - 20 F/- 30 C, and as hot as 120 F / 48 C. You cannot be sunburned by temperatures below the threshold nor frostbitten by temperatures above the cold threshold.
Spellwrought Tattoo.*
Varies. (Must be able to cast at least 1 spell)
This tattoo allows you to cast a single spell without expending a spell slot. The rarity of the tattoo depends on the level of the spell:
Cantrip-1st level - Common
2nd - 3rd level - Uncommon
4th - 5th level - Rare
6th - 7th level - Very Rare (requires attunement)
8th - 9th level- Legendary (requires attunement)
You can only get a tattoo of a spell at a level you can cast. You don’t need to know the spell yourself, but it needs to be either 1.) cast during the crafting of the tattoo to be stored or 2.) a spell scroll for the desired spell must be provided to the artist. Once you cast the spell with the tattoo’s ability, you can’t do so again until the next dawn.
Tattoo of the Longstrider
Uncommon.
While you have this tattoo, your walking speed increases by 10 ft, and you are unhindered by difficult terrain if you take the dash action across it. Additionally, you can long jump three times the distance you normally could.
Mariner’s Tattoo
Uncommon.
You can breathe air and water when you have this tattoo, and you gain a swim speed of 30 ft., unless you have a swim speed that is higher.
Smuggler’s Delight Tattoo
Uncommon.
As an action, you can press an object against your skin where the tattoo is. That object disappears and reappears as a part of your tattoo. You can use another action to pull the object out again by touching the same point on the skin. A stored object can be no larger than what can have at least one side completely pressed against the skin. You can store multiple objects this way, but they collectively cannot weigh more than 5 lbs. Any creature can pull the object from you if you allow it. A creature who knows the object is stored there can attempt to wrench it free with a DC 15 Intelligence check. If you are dropped to 0 hit points, all objects stored in this way appear in an unoccupied space within 5 ft. of your body.
Tattoo of Wound Closure
Uncommon. (Requires attunement unless your Constitution score is above 15)
When you start your turn and you would make a death save, you instead stabilize. Additionally, when you roll Hit Dice to heal, double the number rolled.
Tattoo of Telepathy
Uncommon. (Requires attunement unless your Intelligence score is above 15)
You have telepathy out to 60 ft. as long as you have this tattoo. When you speak telepathically to a creature, as long as they understand at least one language, they understand you, and you understand them if they speak back. You can choose to not allow a creature to respond to you.
Tattoo of Physical Enhancement
Varies.
This tattoo increases your Strength, Dexterity, or Constitution to a set score. The set score determines the rarity of the tattoo. Your base score does not contribute to the score granted by the tattoo, and the tattoo has no effect if your score is already above he number granted:
Uncommon - score becomes 15
Rare - score becomes 18
Very Rare (requires attunement) - score becomes 21
Legendary (requires attunement) - score becomes 25
Tattoo of Mental Enhancement
Varies.
This tattoo increases your Intelligence, Wisdom, or Charisma to a set score. The set score determines the rarity of the tattoo. Your base score does not contribute to the score granted by the tattoo, and the tattoo has no effect if your score is already above he number granted:
Uncommon - score becomes 15
Rare - score becomes 18
Very Rare (requires attunement) - score becomes 21
Legendary (requires attunement) - score becomes 25
Tattoo of the Martial Elements
Rare. (Requires a melee weapon that is magical in some way.)
At the end of each long rest, you can choose one of the following damage types: fire, cold, acid, poison, lightning, thunder. Until you finish another long rest, once per round, you do 2d6 additional damage of that damage type with a magic melee weapon.
Tattoo of Displacement
Rare. (Requires attunement unless your Dexterity is 16 or higher)
While you have this tattoo, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Intimidator’s Tattoo
Rare. (Requires attunement unless your Strength is 16 or higher)
When you make a Grapple check against a creature, rather than a contest, you can choose to force the creature to beat a DC equal to 8 + your proficiency bonus + your Strength modifier. You have advantage on Intimidation checks against creatures you have grappled.
Tattoo of the Insightful
Rare. (Requires attunement unless your Wisdom is 16 or higher)
When you hear a humanoid speak, you know when you hear an outright lie. Half-truths are seen as full truths, unless you attempt a Wisdom (Insight) check to determine otherwise.
Tattoo of Otherworldly Presence.
Rare. (Requires attunement unless your Charisma is 16 or higher)
When you spend at least 1 minute talking in a friendly manner to a humanoid within 5 ft. of you, that creature becomes Charmed by you. While Charmed in this way, the creature regards you as an honored guest or acquaintance, and you have advantage on Charisma (Persuasion) checks against them. Immunity to Charm grants immunity to this effect. Becoming hostile to the creature or someone the creature regards as an ally ends the effect, and the creature knows they’ve been charmed by you. Moving more than 10 ft. from the creature also ends the effect, however, the creature is unaware they’ve been charmed. Once the effect ends on the creature, it cannot be affected again for 24 hours. You can choose not to Charm a creature.
Tattoo of the Familiar’s Bond.
Rare. (Requires a Familiar that was not created by the Find Familiar spell)
When you are looking through your Familiar’s senses, you can instead choose to use your senses / ability bonuses when the Familiar makes checks and vice versa (as long as the Familiar is within 30 ft. of you.) You can also cast spells through your Familiar, as long as the spell is 3rd level or lower and does not target yourself. Finally, if your Familiar dies and was not created by a spell, their body disappears and appears as a tattoo. After 3 days, the Familiar is restored to life and appears in an unoccupied space within 5 ft. of you. If you die before the Familiar is restored and are not back to life after the 3rd day, the Familiar dies permanently.
Absorbing Tattoo.*
Very Rare. (Requires Attunement)
When you get this tattoo, choose a damage type (other than Bludgeoning, Piercing, and Slashing) You become resistant to that damage type. When you take damage of the type chosen, you can use your reaction to gain Immunity to that damage type, and your instead restore hit points equal to half the damage you would have taken. Once you use this reaction, you can’t do so again until the next dawn.
Tattoo of the Time Bandit.
Very Rare. (Requires Attunement)
At the start of your turn, you can choose to roll a d6 (no action required.) On a 1–3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you do this, you cannot do so again until the next dawn.
Tattoo of the Peregrine
Very Rare. (Requires Attunement)
While you have this tattoo, you have a flying speed of 60 ft., which manifests with spectral wings on your back (you choose the appearance.) Additionally, you do not provoke attacks of opportunity when you fly out of an enemy’s reach with this flight speed. You can use a bonus action to summon or dismiss the wings.
Tattoo of the Grudge Holder
Very Rare. (Requires Attunement)
This tattoo has the following benefits:
When you or a creature you see within 30 ft. of you takes damage, you can use your reaction to force the attacker to make a DC 16 Wisdom save or take 4d6 psychic damage. You can do this twice before waiting until the next dawn.
When a creature deals damage to you and only you, you have advantage on weapon attacks against that creature until a creature other than you is damaged by the same creature.
Blood Fury Tattoo*
Legendary. (Requires Attunement)
The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Tattoo of Legendary Resistance.
Legendary. (Requires Attunement)
This tattoo has 3 charges. When you fail a saving throw, you can expend 1 charge to succeed it instead. All charges return at dawn.
Reflecting Tattoo.
Legendary. (Requires Attunement)
Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.