A Guide to Tattoos

Tattoo magic is a form of art in many different cultures across the world. The designs and function of these tattoos varies wildly between peoples, races, species, countries, continents, and planes, from a sailor’s lucky charm to a slave’s brand to a sage’s magical enhancement. In some cultures, skin is stained temporarily or permanently as part of coming of age celebrations, marriage ceremonies, religious observances, and funeral rites. In other cultures, tattoos are earned as marks of pride for having proven themselves in battle, or attaining mastery in their chosen fields.

Basic rules for DMs

When creating tattoos that replicate the effects of spells, the size and intricacy of the tattoo should try to match the spell's level. This is because the magic is "held" in the runic design of the tattoo. Where there is a mismatch, the DC should increase by 5 for every level the spell is above the tattoo.

Spell level Size and intricacy
1st level Small Simple
2nd level Small Average, Medium Small
3rd level Small Ornate, Medium Average, Large Simple
4th level Medium Ornate, Large Average
5th level Large Ornate

Tattoos that grant an ability score increase are automatically Large Ornate tattoos. Their use in the game can be controlled by two factors: price, and the fact that only Expert artists are skilled enough to apply them.

Tattoos should generally activate on an action, and may be used once per long rest.

When determining the cost of tattoos, remember to balance for the fact that they do not need to be attuned. Tattoos that replicate spell effects generally cost 1,000 gp per spell level, adjusted for popularity and duration. Tattoos that grant a damage or condition resistance, or boost skills generally cost 3,000gp. Tattoos that summon creatures generally cost 7,000 to 8,000 gp. Tattoos that grant an ability score increase cost 10,000 gp per point increase.


Prerequisites for Tattoo Artists

In order to apply tattoos, magical or non-magical, the artist must first be proficient in tattooist’s tools. Non-magical tattoos require only time and imagination to apply a design of the wearer’s desire.

To apply magical tattoos, the artist must also be proficient in Arcana. Magical tattoos comprise of three components: a runic design to specify the magical effects of the tattoo, a connection to the Weave such as a spell slot, and the life force of the wearer to power the magic of the tattoo. The size and the intricacy of the tattoo design generally dictates the required proficiency and level of spell slot needed to apply the tattoo.

Proficient artists are skilled enough to apply tattoos of Simple or Average intricacies, while Expert artists have mastered the most intricate Ornate designs.

Prerequisites for the Wearer

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.

Available space
Body Part Number of Tattoos
Head 1 Medium, 2 Small
Chest 1 Large, 2 Medium, 4 Small
Back 1 Large, 2 Medium, 4 Small
Arm or Wing 1 Medium and 1 Small, 3 Small
Leg or Tail 1 Medium and 1 Small, 3 Small

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. Magical tattoos also require spell slots appropriate to the abilities accorded by the tattoo.

Applying Non-Magical Tattoos

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

Applying Magical Tattoos

Crafting Success = 1d20 + proficiency with tattooist' s tools + spellcasting ability modifier

In order to apply a tattoo, the artist must succeed on checks with tattooist's tools. The secondary skill used is the artist’s spellcasting ability, as magical tattoos must be imbued with spell slots. If the crafting extends over several sessions, a separate roll must be made each time and a new spell slot imbued into the tattoo.

The artist’s spellcasting ability can be any one of Intelligence, Wisdom, and Charisma, using their knowledge, divine guidance, or sheer force of will to guide the application of the magic to the tattoo, but this must align with the artist’s spellcasting class. For example, a particularly dashing rogue may not apply their Charisma modifier to this check.

The size and intricacy of the tattoo dictates the time taken for application as well as the level of spell slot needed to imbue into the tattoo. For every session of the crafting process, a spell slot of the appropriate level must be imbued into the tattoo. Spell slots need not necessarily come from the artist themselves, but may be contributed by an assistant or even

the wearer. The source of the spell slots must be present for the entire duration of the application process.

Failure cost = Production cost × [completed hours / required hours]

If the artist fails to successfully apply the tattoo, the tattoo holds no magical properties but still takes up space. It must be removed if another tattoo is to be applied in that location. The time taken to remove the tattoo is equal to the time taken to apply the tattoo. The cost of failure is dependent on how much progress has been made.

Exhaustion Save DC = 10 + [1 for every subsequent hour after 8 hours]

Crafting activities may be pursued for eight hours a day. The artist is required to make an exhaustion save for every subsequent hour after this.

The use of shifting ink

Shifting ink is the rarest of all tattoo inks (see Available Materials). In order for this ink to display its true power, the area to be tattooed must first be prepared with shifting ink. This process requires the same amount of ink as the larger of the two tattoos to be applied. During the application of the first tattoo, the shifting ink reacts with it and it absorbs into the wearer’s skin. The second tattoo may be applied over this. Once this is done, the wearer may choose which tattoo to manifest once per short rest.

The time taken to prepare the area with shifting ink is equal to that of the larger tattoo, but there is no associated DC. The tattoos must be applied within three days of the application of the shifting ink, before it loses its potency and binds with only the first tattoo. Artists sometimes risk exhausting themselves trying to complete their work before the shifting ink sets.

Risk of Disease

Tattooist’s tools must be cleaned after each session in order to maintain their sterility. Medical supplies (see Available Materials) have 10 uses, and each use cleans the tattooist’s tools by one level, e.g. contaminated tools become clean tools. For every session that the tattooist’s tools are not cleaned, they progress down the scale of cleanliness.

Even with sterile tools, there is still a slight chance of picking up a disease from being tattooed. The creature receiving a tattoo must make a Constitution save, the DC of which depends on how sanitary the procedure was.

Cleanliness of tools
Cleanliness DC
Sterile 5
Clean, but not sterilised 10
Contaminated 15
Very contaminated 20
Actively unsanitary 25

If a disease is contracted, the DM decides what disease it is, either by selecting one from Dungeon Master's Guide, p.256-257 or by making one up. Once the tattoo is applied successfully, the tattooed creature may utilise the effects of their new tattoo after their next Long Rest.

The Artist's Sketchbook

When an artist first gains proficiency with tattooist’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 its 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. Artists may only make templates of tattoos for designs with which they are proficient.

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.

Available Materials

Item Cost Weight
Tattooist's tools 15 gp 5 lb
Sketchbook 25 gp 2 lb
Medical supplies 30 gp 2 lb
Ink base 5 cp 1 oz
Full ink set 200 gp 1 lb
Bestial ink 125 gp 1 oz
Black ink 15 gp 1 oz
Blue ink 15 gp 1 oz
Brown ink 15 gp 1 oz
Detection ink 600 gp 1 oz
Elemental ink 150 gp 1 oz
Glamour ink 75 gp 1 oz
Glow ink 75 gp 1 oz
Green ink 15 gp 1 oz
Metallic ink 150 gp 1 oz
Mood ink 115 gp 1 oz
Orange ink 15 gp 1 oz
Prismatic ink 125 gp 1 oz
Purple ink 15 gp 1 oz
Shifting ink 1,500 gp 1 oz
Red ink 15 gp 1 oz
Temporary ink 10 gp 1 oz
Three dimensional ink 350 gp 1 oz
White ink 15 gp 1 oz
Yellow ink 15 gp 1 oz

Detection ink: This specially prepared ink reacts to the presence of certain creatures, and glows faintly when within 100 feet of the creature in question.

Elemental ink: Some varieties of this ink may appear to make the lines of a tattoo appear to burn like molten lava, cool water flowing through the blue lines, or even as if the colours were filled with glimmering gemstones. While this is normally cosmetic, elemental ink can be used to determine the effects of a tattoo, for example, in a Fist of the Elements.

Full ink set: Two 1 oz bottles of the following colours - purple, blue, green, yellow, orange, red, black, and white.

Glamour ink: This ink causes lines drawn with it to glitter like a thousand stars. These inks come in a variety of colours.

Glow ink: Tattoos inked with this concoction are pale versions of their colours while in the light, but in dim or dark conditions glow vibrantly with their appropriate colour.

Medical supplies: A kit for cleaning tattooist’s tools. Each kit can sterilise tattooist’s tools 10 times.

Metallic ink: Tattoos made with this ink make it appear as though the subject has organically-flexible metal inlays embedded in their skin. These inks come in a variety of colours, from gold and silver to rusty iron.

Mood ink: Appears as plain grey ink, but once applied this ink changes colour depending on the wearer’s feelings.

Emotion Colour
Anger, Irritation Red
Nervousness, Fear Orange
Surprise, Shock Yellow
Disgust, Jealousy Green
Sadness, Depression Blue
Happiness, Infatuation Purple

Prismatic ink: Appearing to be a swirling mass of rainbow colours while in a bottle, this ink causes lines tattooed with it to become beautiful and iridescent in appearance.

Sketchbook: A book containing sketches of all the artist’s known tattoo designs. Has 50 blank pages.

Shifting ink: One of the rarest and most prized inks among artists, shifting ink allows the subject possessing the tattoo to switch between two different tattoos. Artists will often take this ink whenever they can find it, regardless of whatever colour they happen to find it in.

Tattooist’s tools: This kit comes in a sturdy leather case and contains needles and sketchbook of known tattoos. The needles are imbued with Ethereal magic that allows them to penetrate any and all types of skin, scales, fur, feathers, shells, and carapaces.

Temporary ink: This ink appears as normal black ink, only it is applied on top of the skin with a thin brush. Tattoos made with this ink last up to one week or until they are washed away with water.

Three dimensional ink: This ink comes in the same standard variety of colours as normal ink. However, when applied it creates a stunning effect whereby the design of the tattoo appears to float off of the wearer’s skin and hover above it. The tattoo may also animate slightly, spinning or curling around the area.

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.

If the body part which a magic tattoo is on is lost, so are its magical effects. Limbs regrown with regenerate do not grow back their tattoos. Reincarnation magic such as raise dead, resurrection, and true resurrection will generally keep the image of tattoos intact. However, tattoos lose all magical properties when the wearer dies, as the magic is cannot be sustained without the wearer’s life force. Clones produced by clone or simulacrum do not have tattoos.

Tattoo bonuses of the same kind do not stack. Tattoos that grant a +1 bonus to Wisdom and +2 bonus to Wisdom will only grant a +2 bonus to Wisdom.

Magical Tattoo Catalogue

Name Location Size and Intricacy Application Time Spell Slot DC Price
All Seeing Eye Head Small Average 2d6 hours 2nd-level 12 Ink + 2,500 gp
Mark of the Anchor Anywhere Small Simple 1d6 hours 1st-level 10 Ink + 1,000 gp
Spirit of the Bear Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 10,000 gp
Scar of Bravery Anywhere Medium Simple 2d6 hours 2nd-level 12 Ink + 3,000 gp
Spirit of the Bull Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 10,000 gp
Spirit of the Cat Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 10,000 gp
Mark of the Cheetah Leg Small Simple 1d6 hours 1st-level 10 Ink + 1,500 gp
Eye of Darkvision Head Small Average 2d6 hours 2nd-level 12 Ink + 2,500 gp
Mark of the Death Walker Chest Large Ornate 5d6 hours 4th-level 25 Ink + 30,000 gp
Mark of the Driftglobe Anywhere Medium Average 3d6 hours 3rd-level 14 Ink + 3,000 gp
Mark of the Dryad Arm Medium Ornate 4d6 hours 4th-level 15 Ink + 7,000 gp
Spirit of the Eagle Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 10,000 gp
Fist of the Elements Arm Medium Average 3d6 hours 2nd-level 14 Ink + 3,500 gp
Mark of Elvenkind Anywhere Medium Simple 2d6 hours 2nd-level 12 Ink + 3,000 gp
Mark of the Flock Anywhere Medium Ornate 4d6 hours 4th-level 15 Ink + 7,000 gp
Shield of the Fire Guardian Anywhere Large Average 4d6 hours 4th-level 15 Ink + 4,000 gp
Fortress Tattoo Anywhere Large Average 4d6 hours 4th-level 15 Ink + 8,500 gp
Spirit of the Fox Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 10,000 gp
Mark of the Frog Leg Small Simple 1d6 hours 1st-level 10 Ink + 1,000 gp
Mark of the Healer Anywhere Medium Ornate 4d6 hours 4th-level 15 Ink + 3,500 gp
Shield of the Ice Guardian Anywhere Large Average 4d6 hours 4th-level 15 Ink + 4,000 gp
Wings of Ink Back Large Simple 3d6 hours 3rd-level 14 Ink + 3,500 gp
Mark of the Kraken Anywhere Medium Simple 2d6 hours 2nd-level 12 Ink + 2,000 gp
Spirit of the Owl Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 10,000 gp
Mark of the Pacifist Anywhere Small Simple 1d6 hours 1st-level 10 Ink + 1,500 gp
Mark of the Packmaster Anywhere Medium Ornate 4d6 hours 4th-level 15 Ink + 7,000 gp
Mark of the Pufferfish Arm Small Average 2d6 hours 2nd-level 12 Ink + 3,000 gp
Eye of the Seer Head Small Average 2d6 hours 2nd-level 12 Ink + 2,500 gp
Mark of the Shadow Anywhere Small Average 2d6 hours 2nd-level 12 Ink + 2,500 gp
Mark of the Soulmates Arm Small Ornate 3d6 hours 3rd-level 14 Ink + 3,500 gp
Mark of the Snake Charmer Arm Medium Ornate 4d6 hours 4th-level 15 Ink + 7,000 gp
Mark of the Spider Leg Medium Simple 2d6 hours 2nd-level 12 Ink + 2,000 gp
Mark of the Spiritmaster Anywhere Medium Ornate 4d6 hours 4th-level 30/25 Ink + 8,000 gp
Spirit of the Stag Anywhere Large Ornate 5d6 hours 5th-level 17 Ink + 8,000 gp
Mark of the Tarrasque Anywhere Large Average 4d6 hours 4th-level 15 Ink + 6,000 gp
Mark of Telepathy Head Medium Ornate 4d6 hours 5th-level 20 Ink + 5,000 gp
Eye of Truesight Head Medium Ornate 4d6 hours 6th-level 25 Ink + 6,000 gp
Mark of the Viper Anywhere Medium Simple 2d6 hours 2nd-level 12 Ink + 3,000 gp
Mark of the Weaponmaster Arm Small Average 2d6 hours 2nd-level 12 Ink + 3,500 gp

Tattoo Descriptions

All Seeing Eye

Your mind feels more limber, accurately discerning the opinions and intent of others.

The wearer gains advantage on Wisdom (Insight) checks.

Mark of the Anchor

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.

Scar of Bravery

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.

Spirit of the Bear

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

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

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.


Mark of the Cheetah

Your legs become light with the speed and agility of a cheetah.


  • Activation Time: 1 action
  • Duration: 1 hour
  • Frequency: Once per long rest

The wearer’s speed increases by 10ft.

Eye of Darkvision

Your eyes become accustomed to total darkness. You can see into the darkest corners of the world.


  • Activation Time: 1 action
  • Duration: 8 hours
  • Frequency: Once per long rest

The wearer gains the ability to see in the dark, and has darkvision out to a range of 60 feet.

Mark of the Death Walker

Potent magic in the form of protective runes and abjuration magic give the wearer the protection from the most final of endings, death.


  • Duration: Instantaneous
  • Frequency: Once every 30 days

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.

To ward against death 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.

Mark of the Driftglobe

You become as dazzling as the Sun, illuminating even the darkest of nights.


  • Activation Time: 1 action
  • Duration: 1 hour
  • Frequency: Once per long rest

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 affected object with an opaque object, such as a bowl or a helm, blocks the light.

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

Creepers and vines swathe your arm, grasping and strangling anything and everything that draws too close.


  • Activation Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Frequency: Once per long rest

The wearer’s unarmed strikes deal an extra 1d6 damage of bludgeoning damage. On a hit, the wearer may use a bonus action to grapple the original target. Until the grapple ends, the target is restrained, and the wearer cannot restrict another target.

At least two jars of three dimensional ink must be used to grant this tattoo’s effects.

Spirit of the Eagle

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.

Fist of the Elements

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.


  • Activation Time: 1 action
  • Duration: 1 minute
  • Frequency: Once per short rest

The wearer’s unarmed strikes are considered magical, have a +1 bonus to attack rolls, and deal an extra 1d6 of damage corresponding to the ink used.

If the Fist deals fire damage and targets a flammable object that is not being worn or carried, the target catches fire.

If the Fist deals lightning damage and targets a creature wearing metal armour, the wearer makes the attack roll with advantage. This also applies against targets made completely out of metal (e.g. metal golem).

Choose up to three kinds of elemental ink; your unarmed strikes will deal damage of the chosen types. You may choose from fire-aligned ink, ice-aligned ink, metal-aligned ink (bludgeoning damage), air-aligned ink (lightning damage), earth-aligned ink (piercing damage), or acid-aligned ink.

Mark of Elvenkind

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

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.


  • Activation Time: 1 action
  • Duration: Concentration, up to 1 hour
  • Frequency: Once per long rest

The wearer may summon 1d10 ravens, which disappear when they drop to 0 HP or when they are more than 150 ft. away. The ravens are friendly to you and your companions. Roll initiative for the ravens as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required). If no commands are issued, they defend themselves from hostile creatures, but otherwise take no actions. Use the raven’s statistics from the PHB.

At least three jars of three dimensional ink must be used to grant this tattoo’s effects.

Shield of the Fire Guardian

A wave of smouldering flames cloak your body, protecting you from the cold.


  • Activation Time: 1 action
  • Duration: 10 minutes, or until dismissed
  • Frequency: Once per long rest

The wearer’s body is wreathed in thin and wispy flames that grant resistance to cold damage, and shed bright light in a 10-foot radius and dim light for an additional 10 feet.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the flames erupt in a scalding heat, dealing 2d8 fire damage to the attacker.

< Fist of the Elements design or effect >

< Fortress Tattoo >

Fortress Tattoo

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. Focussing a little more, you feel your blood grow hot as your constitution is bolstered by the powers of nature.


  • Activation Time: 1 action
  • Duration: Special
  • Frequency: Once per long rest

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.

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 for another seven days.

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.

Spirit of the Fox

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.

Mark of the Frog

Your legs become coiled springs, waiting to unleash the jumping prowess of the frog.


  • Activation Time: 1 action
  • Duration: 1 minute
  • Frequency: Once per long rest

The wearer’s jump distance is tripled.

Mark of the Healer

Healing energy radiates from you in a soft golden glow.


  • Activation Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Frequency: Once per long rest

Each creature (including enemies) within a 30 ft radius regains the maximum number of hit points possible from any healing.

Shield of the Ice Guardian

A shell of chilling frost cloaks your body, protecting you from flames.


  • Activation Time: 1 action
  • Duration: 10 minutes, or until dismissed
  • Frequency: Once per long rest

The wearer’s body is wreathed in glistening snowy tendrils that grant resistance to fire damage, and shed bright light in a 10-foot radius and dim light for an additional 10 feet.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the tendrils erupt in a biting frost, dealing 2d8 cold damage to the attacker.

Wings of Ink

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.

Armour 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.

Mark of the Kraken

Like the Kraken, you are able to shroud your surroundings in darkness, making your strikes all the more unpredictable.


  • Activation Time: 1 action
  • Duration: 1 hour
  • Frequency: Once per long rest

Magical darkness fills a 15 ft. radius sphere centred on the tattoo and it 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.

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.

Spirit of the Owl

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.

Mark of the Pacifist

You exude calmness and serenity, discouraging even the most bloodthirsty foes from attacking you.


  • Activation Time: 1 bonus action
  • Duration: 1 minute
  • Frequency: Once per long rest

Any creature who targets the wearer with an attack or a harmful spell must first make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This tattoo doesn't protect the wearer from area effects, such as the explosion of a fireball.

< Mark of the Pufferfish, wearer being grappled >


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

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.


  • Activation Time: 1 action
  • Duration: Concentration, up to 1 hour
  • Frequency: Once per long rest

The wearer may summon 1d4 wolves, which disappear when they drop to 0 HP or when they are more than 150 ft. away. The wolves are friendly to you and your companions. Roll initiative for the wolves as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required). If no commands are issued, they defend themselves from hostile creatures, but otherwise take no actions. Use the wolfs’ statistics from the PHB.

At least three jars of three dimensional ink must be used to grant this tattoo’s effects.

Mark of the Pufferfish

Venomous spines protrude from your skin, seeking flesh to corrode and infect with the pufferfish’s natural defense.


  • Activation Time: 1 reaction
  • Duration: Instantaneous
  • Frequency: Whenever wearer is part of a grapple

When the wearer enters a grapple with another creature, the wearer may 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.

Eye of the Seer

Your eyes feel keener, seeing your surroundings in higher definition.

The wearer gains advantage on Wisdom (Perception) checks.

Mark of the Shadow

A veil of shadows and silence radiates from you, masking you from detection.


  • Activation Time: 1 action
  • Duration: Concentration, up to 1 hour
  • Frequency: Once per long rest

The wearer gains a +10 bonus to Dexterity (Stealth) and cannot be tracked except by magical means. The wearer leaves behind no tracks or other traces of its passage.

Mark of the Snake Charmer

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.


  • Activation Time: 1 action
  • Duration: Concentration, up to 1 hour
  • Frequency: Once per long rest

The wearer may summon 1d6 poisonous snakes, which disappear when they drop to 0 HP or when they are more than 150 ft. away. The snakes are friendly to you and your companions. Roll initiative for the snakes as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required). If no commands are issued, they defend themselves from hostile creatures, but otherwise take no actions. 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

As the lives of two overly-attached people intertwine, you learn how to draw on each other’s strengths and shoulder their burdens.


  • Activation Time: 1 action
  • Duration: 1 hour
  • Frequency: Once per long rest

The wearer gains a +2 bonus to AC and saving throws while they are within 30 feet of each other. Also, each time the wearer takes damage, their partner takes the same amount of damage, 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

Your feet feel firmly planted on every surface they touch, allowing you to even run up vertical walls.


  • Activation Time: 1 action
  • Duration: Concentration, up to 1 hour
  • Frequency: 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.

Mark of the Spiritmaster

A necromantic energy ripples through your mark, extending long smoky tendrils towards the undead. The tendrils constrict the spirit, overriding their will with yours.


  • Activation Time: 1 action
  • Duration: 1 hour
  • Frequency: Once per long rest

Choose one incorporeal undead entity within 60 feet. The target must succeed on a Charisma saving throw or become charmed by the wearer. 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.

Possession of the undead is a rare and powerful ability that few artists have learned to harness in their art. The artist must successfully make a DC 30 check to apply the tattoo. If undead-aligned detection ink is used, the artist must successfully make a DC 25 check instead. Please note crafting rolls must be made for each session.

Spirit of the Stag

You feel blessed with the vigilance of a stag.

The wearer gains a +1 bonus to initiative.

Mark of the Tarrasque

A warmth washes over you as the fortitude of the legendary tarrasque fills your veins.


  • Activation Time: 1 action
  • Duration: 1 hour
  • Frequency: Once per long rest

The wearer gains 5 temporary hit points every round for an hour (these do not stack). When the tattoo’s effects end, the wearer loses any remaining temporary hit points.

Mark of Telepathy

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.

You may send the message cantrip at will without having to use any components.

Eye of Truesight

A third eye stares unblinkingly out from your forehead, seeing through illusions and observing other Planes of existence.


  • Activation Time: 1 action
  • Duration: 1 hour
  • Frequency: Once per long rest

The wearer gains the ability to see things as they actually are. For the duration, 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.

< Mark of the Tarrasque >

< Mark of the Weaponmaster >


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.

Mark of the Viper

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 gain poison resistance.

Mark of the Weaponmaster

Your weapon feels like an extension of your body, lighter, sharper, deadlier. You will strike down any who dare challenge the weaponmaster.


  • Activation Time: 1 action
  • Duration: Concentration, up to 1 hour
  • Frequency: Once per long rest

Any weapon held by the wearer becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

Ink Production

Inks are typically made by mixing natural dyes or pigments from plants or insects together with a base made of hide glue or gum arabic. The ingredients used are easily found in nature, and artists will often take note of locations of berry bushes or a colony of prismatic beetles, where they may find their next source of colour.

Specialty inks may also carry unique properties, reacting to the presence of certain creatures or imbuing the inks with the force of the elements. Given the special nature of the materials, these inks usually take longer to make, and their ingredients are more difficult to find.

The table details some common ink ingredients, and may vary according to your DM’s world.

Ink ingredients
Ink Price/oz Source DC to rush
Ink base 5 cp Animal bones, gum arabic 5
Bestial ink 125 gp Snakes, scorpions, spiders 17
Black ink 15 gp Octopuses, squids 10
Blue ink 15 gp Knotweed, cornflowers, woad, dogwood bark 10
Brown ink 15 gp Birch bark, coneflowers, dandelion root, hollyhock flowers 10
Detection ink 600 gp Blood, and a sliver of the heart of the appropriate creature 20
Elemental ink 150 gp Fire, Water, Earth, Air elementals, dragon blood, genasi blood 17
Glamour ink 75 gp A mixture of equal parts coloured and metallic inks 13
Glow ink 75 gp Fireflies, glow worms, lantern fish, cat shark 13
Green ink 15 gp Chamomile leaves, foxgloves, larkspur, pine needles, grass 10
Metallic ink 150 gp Powdered mica, gold, silver, bronze, brass, copper, iron, steel 15
Mood ink 115 gp Mimic blood, couatl scales 13
Orange ink 15 gp Barberry shrubs, alder tree root, bloodroot, carrots 10
Prismatic ink 125 gp Prismatic beetles, flail snail shell 13
Purple ink 15 gp Cherry tree root, maple bark, elderberries, blueberries 10
Shifting ink 1,500 gp The ink must be wished upon N/A
Red ink 15 gp Autumn leaves, beetroot, hemlock, chokecherries, rosehips 10
Temporary ink 10 gp Charcoal, lampblack 10
Three dimensional ink 350 gp Displacer beast blood, cloaker blood 20
White ink 15 gp Snowdrops, edelweiss, bone, ivory 10
Yellow ink 15 gp Safflowers, alfalfa seeds, barberry bark, goldenrod flowers 10

Ink making process

The production of ink takes two hours per 1 oz bottle, including preparing the raw materials, extracting the pigment, and combining it with the base. An artist may make 30 gp worth of inks a day. This method of production has no associated costs other than time and the required components.

Crafting success = 1d20 + Dexterity modifier

Rushing the production of ink requires a little more skill. The costs of production are half the market price of the ink and half an hour per 1 oz bottle.

The only exceptional ink is shifting ink. A wish may imbue an unlimited number of 1 oz jars with the shifting ability, and no other cost is required.

< Mortar and pestle, and ink ingredients >

Acknowledgements

Based on Dungeons & Dragons 5th Edition, by Wizards of the Coast. Made with Homebrewery, the best tool for emulating Wizard of the Coast's beautiful books! http://homebrewery.naturalcrit.com/

Created by June Gan, with inspirational help from Tim Embrey and Nick Goh. Based on an idea by Kevin Crocker.

Images from Jason Rainville, thistattoo.com, Angry Blue, Martha Amaral, and marilyna.

If your art has been used here and either the appropriate credits have not been given or you would like it to be removed, just let June know and we will resolve it! It was not possible to find the names of all the artists.

Change Log

Additional Information

Added an effect for dispel magic. /u/quietsci 20170923

Clones and duplicates do not have tattoos. 20170922

Available Materials

Tattooist's tools revised down from 155gp to 15gp to be more in line with existing artisan's tools. /u/newsedition 20170922

Magical Tattoo Catalogue

Added the Mark of the Anchor. /u/quietsci 20170924

Added the Scar of Bravery. /u/quietsci 20170924

Added the Mark of Elvenkind. /u/Robofeather 20170924

Mark of the Overly-Attached Couple renamed to Mark of the Soulmates. 20170912

Magical Tattoo Descriptions

Revised Mark of Telepathy to using the message cantrip at will. Previously the telepathy spell. /u/quietsci 20170924

Mark of the Pacifist now includes a DC for the Wisdom save against the wearer. 20170912

Mark of the Pacifist now ends when the wearer makes an attack or casts a spell. /u/Lazaeus 20170922

Mark of the Pufferfish wording clarified to reflect the poison damage is dealt to the other participant in the grapple. 20170912

Ink Production

Flail snail shell added as components for making prismatic ink. /u/Debith 20170923