TEXT: 1
  Section Name
  
  2
  Blood & Ink: Tattoo Magic
  This product was created under license. SCARRED LANDS and its logo, and Slarecian VAULT and its logo, are trademarks of Onyx Path Publishing. 
  All Scarred Lands setting material, art, and trade dress are the property of Onyx Path Publishing. www.theonyxpath.com
  This work contains material that is copyright Onyx Path Publishing. Such material is used with permission under the Community Content Agreement for 
  “Slarecian Vault” Community Content. All other original material in this work is copyright 2018 by TRAVIS LEGGE and published under the Community 
  Content Agreement for “Slarecian Vault” Community Content.
  Tattoo Magic for Scarred Lands 5e
  By Travis Legge
  Edited by Saylor Ashman
  Some Art © Heather Shinn and J.M.Woiak of the STINKYGOBLIN, 2016
  Some Art Daniel Comerci @danielcomerci.com
  Some art by Mark Huffman
  
  3
  College of the Needles
  Tattoo Magic
  T
  he Scarred Lands Player’s Guide introduces the 
  concept of tattoo magic, giving the heroes of Ghelspad 
  another method of arming themselves for the trials of 
  adventuring in the war-torn world of Scarn. This supplement 
  is intended to expand upon the concepts presented in the 
  Scarred Lands Player’s Guide, giving access to a wider 
  array of tools for players and GMs to utilize while bringing 
  this unique form of magic into your stories.  
  Within these pages you will find a new Bardic College 
  focused on the concept of creating magical art. You will 
  also find twelve new Magic Tattoos and eight variations of 
  the Titan Blood potion. Lastly, rules for mixing titan blood 
  into tattoo ink are included for those who wish to bind the 
  power of the Titans into their very flesh. 
  Classes
  Bardic College of the 
  Needles
  T
  he College of the Needles is a Bardic Tradition that 
  began with the drendali but has spread across Ghelspad 
  as the arts of tattooing and body modification have become 
  more commonplace. Masters of tattooist’s supplies, these 
  artists use needle and ink to channel their magical will, 
  granting a permanency to their art that other bards can 
  only envy. 
  Bonus Proficiencies 
  When you join this college at 3rd level, you gain 
  proficiency with Tattooist’s Supplies and Calligrapher’s 
  Supplies. 
  Blood & Ink:  
  Tattoo Magic
  
  4
  Blood & Ink: Tattoo Magic
  Connoisseur of Symbols
  Also starting at 3rd level, you have advantage on any 
  ability check that you make using Arcana, History, Nature, 
  Religion or your Tattooist’s Supplies or Calligrapher’s 
  Supplies proficiencies to determine the nature of a tattoo, 
  sigil, or symbol. This includes symbols using a language 
  you do not understand, so long as the symbol is mostly 
  comprised of other shapes and images. This allows you 
  to identify magic tattoos with a successful check 
  as well as understand basic warnings and 
  information communicated through markings 
  used across Ghelspad.  
  Lasting Inspiration
  At 6th level, you can imbue your 
  Bardic Inspiration into a tattoo. When 
  you are tattooing someone, you may 
  expend all remaining uses of your 
  Bardic Inspiration to imbue one 
  Bardic Inspiration die into the 
  tattoo. The tattoo receives your 
  current Bardic Inspiration die 
  and does not increase when 
  you increase in level. 
  Once the tattoo is 
  complete, the bearer may 
  use a bonus action to 
  activate the tattoo, adding 
  your Bardic Inspiration 
  die to their next attack 
  roll, saving throw, or 
  ability check. Once the recipient has used 
  the tattoo in this fashion, it cannot be used 
  again until they complete a long rest.  
  You may add Lasting Inspiration to 
  any tattoo you craft, be it magical or not. 
  Adding Lasting Inspiration to a magical 
  tattoo does not impact or impede its other 
  effects in any way. 
  Once your Bardic Inspiration die has 
  increased, you may spend one hour performing a 
  touch up on a tattoo you have previously invested 
  with Lasting Inspiration. At the end of the hour, 
  you expend one use of your Bardic Inspiration. 
  Once this is complete, the Lasting Inspiration die 
  increases to your current Bardic Inspiration 
  die. You cannot perform touch ups in this 
  way on another artist’s tattoos. 
  In addition, you are now considered to 
  have achieved the necessary tattoo artist notoriety 
  required to study under an established tattoo adept, even 
  if you have never maintained a shop. 
  Magical Tattoo Flash
  At 14th level, you can create magical flash art using 
  your Calligrapher’s Supplies. To create magical flash art, 
  you must spend a use of your Bardic Inspiration and take 
  10 minutes working on the art piece, which consumes one 
  piece of paper or parchment. At the completion of the 10 
  minutes you spend a spell slot to cast any one bard spell 
  you know into the flash art. The flash art then becomes a 
  scroll, which can be activated with a command word of 
  your choosing. 
  When creating magical tattoo flash, you must fulfill all 
  components and costs of the spell normally. Anything 
  consumed in the casting of the spell is consumed. If 
  you are interrupted for more than one round 
  while creating magical tattoo flash, all time, 
  materials and your expenditure of Bardic 
  Inspiration are wasted. 
  Finally, anyone who is proficient with 
  Tattooist’s Supplies who has access to a 
  piece of your magical tattoo flash can 
  use it to craft a magical tattoo granting 
  the bearer the ability to cast the spell 
  once per long rest. Using magical tattoo 
  flash in this fashion consumes the flash, 
  but also allows the magical tattoo flash 
  to fulfill the place of the spellcaster in 
  the requirements for creating magical 
  tattoos (see Scarred Lands Player’s 
  Guide, Chapter Seven.)
  Magic Items
  Belsameth’s Servant
  Magic tattoo, very rare
  This tattoo shows the image of a lycanthrope it its 
  man-beast form. This allows the wearer to use an 
  action to shapeshift into that lycanthrope’s hybrid 
  form, gaining all the benefits and drawbacks thereof, 
  as described in the lycanthrope’s stat block found in 
  the SRD. This transformation lasts for 10 minutes but 
  can be ended early on a bonus action. 
  Once this tattoo is used it cannot be used again until the 
  bearer completes a long rest. 
  Chardun’s might
  Magic tattoo, uncommon
  This tattoo is rendered as an iron gauntlet grasping the 
  handle of a thorny whip. When activated as a bonus action, 
  the wearer enters a rage as if they were a barbarian of 
  
  5
  Magic Items
  Elder Rod
  Magic tattoo, common
  This image of a bamboo-like shaft wrapping around the 
  wearer’s arm or leg. When activated as a bonus action, the 
  wearer has advantage on Constitution checks and gains 
  2d6 temporary hit points. These effects last for one hour. 
  Once activated, this tattoo cannot be activated again until 
  the bearer completes a short or long rest. 
  Hedrada’s insight
  Magic tattoo, common
  This tattoo features Hedrada’s holy symbol, a stylized 
  greathammer with a face on each head. When activated as a 
  bonus action, the wearer has advantage on Wisdom checks 
  and cannot be surprised. These effects last for one hour. 
  Once activated, this tattoo cannot be activated again until 
  the bearer completes a short or long rest. 
  Lethene’s touch
  Magic tattoo, uncommon
  This tattoo wraps one of the bearer’s limbs in stylized bolts 
  of lightning. As a bonus action the wearer may activate 
  the tattoo, which fills their body with an electrical charge. 
  The next creature that they touch, grapple or hit with a 
  melee weapon attack, or the next creature who touches 
  the wearer, hits the wearer with a melee weapon attack, or 
  grapples the wearer must make a DC 15 Dexterity saving 
  throw. The creature takes 5d8 lightning damage on a failed 
  saving throw or half as much on a successful one. 
  Once activated, the wearer must discharge the tattoo’s 
  energy at another creature. If a number of rounds equal to 
  the wearer’s Constitution modifier (minimum 1) pass and 
  the wearer still has not touched a creature or otherwise 
  discharged the shock, the wearer must make a DC 15 
  Constitution saving throw, taking no damage on a success 
  and half damage from the tattoo’s 5d8 lightning on a failure. 
  Once activated, this tattoo cannot be activated again until 
  the bearer completes a long rest. 
  Madriel’s light
  Magic tattoo, common
  This tattoo is typically executed as a pair of peacock 
  feathers next to one another. When this tattoo is activated 
  as a bonus action, the wearer regains 1d8 + 1 hit points of 
  damage. This tattoo may be used three times and regains 
  all spent uses when the bearer completes a long rest. 
  their character level. This rage lasts for one minute and is 
  not subject to conditions that would normally end a rage 
  early. Once the rage ends, the bearer suffers a point of 
  exhaustion. If a barbarian uses this tattoo, this rage does 
  not cost the use of a rage but does benefit from any class 
  features that modify the barbarian’s rages. 
  Once this tattoo is used it cannot be used again until the 
  bearer completes a long rest.
  Corean’s Forge
  Magic tattoo, rare
  This tattoo of four swords joined at the pommel with 
  reddish, smoldering blades can be activated as a bonus 
  action. Activating the tattoo grants the user the benefits 
  of a stoneskin spell which lasts for one hour. 
  Once this tattoo is used it cannot be used again until the 
  bearer completes a long rest.
  Denev’s Sending
  Magic tattoo, rare
  This tattoo of a pair of fruit trees is automatically activated 
  when the wearer dies. The tattoo rots away, turning to 
  ash and the wearer’s body follows suit an instant later.  
  After the passing of three dawns, the wearer appears in a 
  location they feel safe, as if they had been the recipient 
  of a reincarnate spell. The tattoo does not return with the 
  wearer, and they may never bear such a tattoo again. Any 
  attempt to replace the tattoo causes the wearer to suffer a 
  level of exhaustion and wastes the ink, which runs out of 
  the skin as soon as the tattoo is completed.
  Consult the table below when utilizing the reincarnate 
  spell on Scarn.
  Resurrection on Scarn
  D100
  RACE
  01–07
  Asaatthi
  08–17
  Dwarf, Charduni
  18–24
  Dwarf, Kelder
  25–29
  Elf, Drendali
  30–38
  Elf, Ganjus
  39–49
  Halfling
  50–69
  Human
  70–78
  Ironbred
  79–84
  Manticora
  85–94
  Orc
  95–00
  Slitherin
  
  6
  Blood & Ink: Tattoo Magic
  Mark of the Kinslayer
  Magic tattoo, uncommon, cursed 
  This tattoo, used by Albadian barbarian tribes to punish 
  heinous criminals prior to exile, is a harsh, ugly slash 
  mark tattooed on both sides of the face. When this tattoo 
  is placed, the wearer gains vulnerability to cold damage. 
  Furthermore, they begin to suffer exhaustion immediately 
  when exposed to temperatures below freezing, suffering 
  one level of exhaustion for each hour of exposure. This 
  can prove deadly in the cold mountains of the North. 
  To remove this tattoo, the bearer must go through the 
  normal process of tattoo removal and receive the benefits 
  of a remove curse spell. Simply removing the tattoo has 
  no effect as the mark returns within minutes. 
  Observers Shawl
  Magic tattoo, common
  This tattoo depicts a woman in a hooded cloak holding 
  a stone sickle wrapped in ivy. You can use a bonus 
  action to activate the tattoo, which places you under a 
  sanctuary spell. For the next minute any creature 
  wishing to target you with an attack or harmful 
  spell must succeed on a DC 13 Wisdom saving 
  throw or choose a new target. If you take an action 
  that would end the sanctuary spell normally, it 
  ends the effects of this tattoo. 
  This tattoo may be used three times and regains all 
  spent uses when the bearer completes a long rest.
  Tar Dragon
  Magic tattoo, very rare
  This tattoo is an elaborate image of a dragon, 
  filled in with black ink. The tattoo can be 
  activated as a bonus action. When activated, 
  the wearer gains advantage on Strength checks 
  and their carrying capacity doubles. In addition, 
  they gain resistance to bludgeoning, piercing, 
  and slashing damage from nonmagical weapons. 
  Once activated, these effects last for one minute. 
  While this tattoo is active, the bearer can use an 
  action to vomit forth a 30-foot cone of black, 
  tarry ichor, which functions as if the area had 
  been layered in webbing from a web spell. 
  This spell’s save DC is 15 and the ichor 
  webbing remains for up to 10 minutes. 
  When the effects of this tattoo end, the 
  bearer suffers a level of exhaustion. Once 
  activated this tattoo cannot be activated again 
  until the user completes a long rest. 
  Titan Blood
  Wondrous item, very rare
  Despite the obvious dangers in acquiring and handling 
  such a potent substance, alchemists with more ambition 
  than sense have concocted numerous ways to utilize the 
  foul blood of the fallen titans. Foremost, are the concoction 
  of potions, which grant incredible power at immeasurable 
  risk to any who drink them. 
  The following variants of titan blood potions are said to 
  be found on Ghelspad. 
  
  7
  Magic Items
  Chern’s blood. This potion turns the drinker into a disease 
  carrier. For one hour after drinking this potion, anyone 
  touched by you must succeed on a DC 13 Constitution 
  saving throw or suffer a disease as determined on the 
  Chern’s Infections table. Once a target is infected, the 
  disease progresses normally.
  Chern’s Infections
  D8 
  DISEASE
  1
  Cackle Fever
  2
  Sewer Plague
  3
  Sight Rot
  4
  Pestilite’s Sting* (as the creature’s attack)
  5
  Flesh Corruption* (as the creature’s attack)
  6
  Blight Wolf’s Bite* (as the creature’s attack)
  7
  Bleeding Sickness* (as the spell)
  8
  Roll Twice, treating further 8s as 7s
  *See Scarred Lands Player’s Guide 
  Once this potion’s duration ends, you are no longer a 
  carrier but all who you infected continue to suffer their 
  disease normally.
  Gaurak’s blood. This concoction allows the drinker to 
  safely devour anything without harm of ill effect. For 
  three hours after drinking the potion, you may safely 
  eat or drink anything you can fit in your mouth. You are 
  immune to oral vector poisons and diseases, can drink raw 
  sewage, and can eat anything you can chew or swallow 
  whole. Objects that are harmful to the flesh surrounding 
  your mouth harm you normally. For example, you could 
  drink a vial of acid with little concern, but if you tried to 
  eat lava the ambient heat would burn your face. You also 
  must swallow anything you intend to gain the benefit of 
  this potion from. If you attempt to spit the substance out, 
  you immediately suffer the normal effects of exposure 
  to the substance. 
  Once you have imbibed Gaurak’s blood, you are cursed 
  with a craving for titan blood. Anytime you are presented 
  with the opportunity to drink any form of titan blood, you 
  must succeed on a DC 15 Wisdom saving throw or act as 
  if you were under the effects of a dominate person spell, 
  with the command “drink the titan blood.” This compulsion 
  even applies to unrefined titan blood such as that found 
  in the Blood Sea or pieces of Mormo’s flesh. Drinking 
  unrefined titan blood can do all sorts of horrific things to a 
  person, its full effects are left to the GM to determine and 
  can include mutation, madness, and death. This addiction 
  to titan blood can be removed with a remove curse spell. 
  Golthain’s blood. This potion mutates the drinker’s 
  features into a monstrous, faceless mask. For one hour 
  after imbibing the blood, your face, ears and hair fade 
  away, leaving your head smooth and featureless. You 
  suffer disadvantage on all Charisma ability checks except 
  for those made with proficiency in Intimidation. You are 
  also rendered immune to all attacks that utilize the senses 
  of sight, hearing smell or taste. This includes magical 
  attacks based upon such senses, including medusa stares, 
  siren voices or troglodyte musk. Strangely, your senses 
  are otherwise unaffected.
  Once the duration expires, your features return to normal. 
  Gormoth’s blood. This elixir trades the drinker’s reason 
  for raw power. For three hours after drinking this potion, 
  you suffer disadvantage on Intelligence checks and saving 
  throws, but your Strength score becomes a 22. You also 
  exude a horrific odor. Any creature that starts its turn within 
  10 feet of you must succeed on a DC 15 Constitution saving 
  throw or be poisoned until the start of its next turn. On a 
  successful saving throw, the creature is immune to your 
  stench for 24 hours.
  When this potion wears off, the drinker suffers the 
  poisoned condition until they complete a short or long 
  rest, receive a magical effect that cures poison, or drink 
  a dose of antitoxin. 
  Hrinruuk’s blood. This potion grants the drinker the 
  weapons and tenacity of the Hunter. For one hour after 
  drinking this fluid, you may cast the fire bolt cantrip at will. 
  If you know the fire bolt cantrip when drinking this potion, 
  you gain advantage on attacks made with this cantrip, and 
  you may double your damage dice on a successful attack. 
  If you are not a spellcaster, your Intelligence becomes your 
  spellcasting ability for using this cantrip. If any creature, 
  whether friend or foe, flees from you during the one-hour 
  duration, you are compelled to pursue at the fastest speed 
  possible and seek to bring the quarry down with fire bolts. 
  A successful DC 20 Wisdom saving throw allows you 
  to resist this compulsion, but resisting it immediately 
  terminates the effect of the potion.
  Kadum’s blood. When properly refined, the blood of 
  Kadum can be turned into a terrible potion that allows the 
  drinker to inflict horrific wounds on their victims. When 
  you drink this potion, all of your melee weapon attacks 
  and unarmed strikes may inflict wounds as described 
  under the effects of a sword of wounding. The effects of 
  this potion last for one hour. 
  
  8
  Blood & Ink: Tattoo Magic
  Mormo’s blood. This blood gives the drinker a serpentine 
  skin and immunity to poisons. For three hours after 
  drinking this potion, your skin grows scaly like a snake. 
  You become immune to poison damage and the poisoned 
  condition and your base AC becomes 13 + your Dexterity 
  modifier when you are not wearing armor. While under 
  the effects of this potion, you suffer disadvantage on 
  Charisma checks. 
  For reasons unknown, the asaatthi are violently allergic 
  to this potion. Any asaatthi who drinks this potion suffers 
  the poisoned condition until they complete a long rest, 
  receive a magical effect that cures poison, or drink a dose 
  of antitoxin.
  Thulkas’s blood. Drinking this spicy mixture transforms 
  the drinker into a living flame for one hour. For the duration 
  you assume a fire form as if you were a fire elemental. 
  Though this effect does not damage you, it is not at all 
  subtle and is likely to destroy personal possessions and 
  property, including your clothing and nonmagical items. 
  For the duration you also suffer water susceptibility as if 
  you were a fire elemental. 
  Titan Blood Tattoo Ink
  Some alchemists and tattooists further refine titan blood, 
  mixing it into their inks to achieve various effects. 
  Those tattooed with ink incorporating titan blood gain 
  the following benefits and drawbacks, which are always 
  active once the tattoo begins.
  Wraith hand
  Uncommon
  This tattoo of an outstretched skeletal hand can be 
  activated as a bonus action. While activated, the bearer’s 
  unarmed strikes and any melee weapons they wield are 
  considered magical for the purposes of overcoming damage 
  resistances. This ability lasts for 10 minutes and can be 
  used twice. The bearer regains all expended uses upon 
  completing a long rest. 
  Titan Blood Tattoo Ink
  TITAN
  BENEFIT
  DRAWBACK
  Chern
  Immune to disease
  Disadvantage on Charisma ability checks.
  Gaurak
  Resistance to cold damage
  Requires twice as much food and drink to avoid 
  exhaustion. May only go 1 day without before 
  automatically suffering exhaustion. 
  Golthagga
  Advantage when using spells and 
  attacks that deal fire damage
  Disadvantage when using spells and attacks that deal cold 
  damage
  Gormoth
  Advantage on Charisma 
  (Intimidation) checks
  Disadvantage on all other Charisma ability checks. 
  Hrinruuk
  Advantage on Wisdom (Survival) 
  checks 
  Disadvantage on Wisdom saving throws. 
  Kadum
  Advantage on weapon attacks 
  that deal piercing or slashing 
  damage
  Vulnerability to piercing and slashing damage. 
  Mormo
  Resistance to poison damage
  Reduce Charisma by 1d4
  Thulkas
  Resistance to fire damage
  Vulnerability to cold damage
  Tattoo Locations
  The Scarred Lands Players Guide states that 
  “each body part can have only one magic tattoo.” 
  This supplement assumes the following body parts 
  for the purposes of determining how many magic 
  tattoos you may have
  Head
  Torso
  Two Arms
  Two Legs
  This provides a maximum of five magic tattoos. 
  Please note that a magic tattoo can be placed on 
  any available body part unless the item description 
  says otherwise.
  Tattoos carrying Bardic Inspiration through the 
  Lasting Inspiration class feature do not count as 
  magical for the purposes of determining whether 
  a body part is used, unless those tattoos are also 
  magical. Tattoos created through the Tattoo Adept’s 
  Dancing Ink feature also do not count against this 
  maximum.
  
  Blood & Ink: Tattoo Magic written by Travis Legge. See the other works of writer Travis Legge at: 
  DMs Guild: https://www.dmsguild.com/browse.php?author=Travis%20Legge DriveThruRPG: http://www.drivethrurpg.com/browse/pub/338/Aegis-Studios 
  Storyteller’s Vault: http://www.storytellersvault.com/browse.php?author=Travis%Legge
  Declaration of Open Game Content/Product Identity: All setting, layout, and design elements are hereby declared Product Identity. All proper nouns, referenced 
  NPCs, and elements of Scarred Lands provided via access to the “Slarecian Vault” Community Content program are also hereby declared Product Identity. The text 
  of all systems, charts, and rules modifications are hereby declared Open Game Content in accordance with the Open Gaming License Version 1.0A located below. 
  9
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  15. Copyright Notice
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document 5.1 © 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. 
  Cordell, Chris Sims, and Steve Townshend, based on original material 
  by E. Gary Gygax and Dave Arneson.
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  Publishing, Inc.
  Scarred Lands Gazetteer: Ghelspad. © 2001, White Wolf 
  Publishing, Inc.
  Gauntlet of Spiragos. © 2014, Onyx Path and Nocturnal Media. 
  Scarred Lands Player’s Guide. © 2016, Onyx Path and Nocturnal 
  Media. 
  Blood & Ink: Tattoo Magic © 2018, Travis Legge.
  
  10
  Blood & Ink: Tattoo Magic
  Other Works by Travis Legge  
  http://www.drivethrurpg.com/browse.php?x=0&y=0&author=Travis%20Legge
  https://www.storytellersvault.com/browse.php?x=0&y=0&author=Travis%Legge
  https://www.dmsguild.com/browse.php?author=Travis%20Legge
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Scarred Lands/Slarecian Vault/Blood & Ink - Tatoo Magic.pdf