Imagine Eldritch Claw and Blood Fury Tattoos on a Path of the Beast?
Yeah, there are some crazy combinations you can do. Eldritch Claws and the Insignia of Talons from Hoard of the Dragon Queen to get +2 magical unarmed strikes.
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The multiple tattoo things is pretty powerful considering what they can do, but I like it anyway.
This seems overpowered. Combine this with high level artificers, and you can have a ton of attuned magic "items"
To be fair, high level artificers already get a lot of attunements from their infusions alone. And if we're talking Soul of Artifice, it's a 20th level ability, so....
It’s irrelevant, because of the wording of Tattoo Attunement they could be covered head to toe in ink and it would still only count as 6 “Attuned Items.”
The multiple tattoo things is pretty powerful considering what they can do, but I like it anyway.
This seems overpowered. Combine this with high level artificers, and you can have a ton of attuned magic "items"
To be fair, high level artificers already get a lot of attunements from their infusions alone. And if we're talking Soul of Artifice, it's a 20th level ability, so....
Oh, yeah. The +1 to saving throws equal to each item you have attuned. Do these count as magic items?
There are 10 attunable tattoos. This can give you a +15 to all saving throws. That's BROKEN!
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The multiple tattoo things is pretty powerful considering what they can do, but I like it anyway.
This seems overpowered. Combine this with high level artificers, and you can have a ton of attuned magic "items"
To be fair, high level artificers already get a lot of attunements from their infusions alone. And if we're talking Soul of Artifice, it's a 20th level ability, so....
Oh, yeah. The +1 to saving throws equal to each item you have attuned. Do these count as magic items?
There are 10 attunable tattoos. This can give you a +15 to all saving throws. That's BROKEN!
Not really, since the tattoos all count as one attunement, if I'm not mistaken.
Yeah, but they are different items.
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The multiple tattoo things is pretty powerful considering what they can do, but I like it anyway.
This seems overpowered. Combine this with high level artificers, and you can have a ton of attuned magic "items"
To be fair, high level artificers already get a lot of attunements from their infusions alone. And if we're talking Soul of Artifice, it's a 20th level ability, so....
Oh, yeah. The +1 to saving throws equal to each item you have attuned. Do these count as magic items?
There are 10 attunable tattoos. This can give you a +15 to all saving throws. That's BROKEN!
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
The multiple tattoo things is pretty powerful considering what they can do, but I like it anyway.
This seems overpowered. Combine this with high level artificers, and you can have a ton of attuned magic "items"
To be fair, high level artificers already get a lot of attunements from their infusions alone. And if we're talking Soul of Artifice, it's a 20th level ability, so....
Oh, yeah. The +1 to saving throws equal to each item you have attuned. Do these count as magic items?
There are 10 attunable tattoos. This can give you a +15 to all saving throws. That's BROKEN!
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
Also... who won the bet?!?
You really take these bets seriously.
Also fun fact, mostly for LeviRocks, tattoos were a game mechanic in Planescape Torment. Take that for what you will.
If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to
Exactly. It regards the number of magic items you attune to. They don't count as the same attuned magic item for other regards, like Soul of Artifice. That exploit still applies.
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If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to
Exactly. It regards the number of magic items you attune to. They don't count as the same attuned magic item for other regards, like Soul of Artifice. That exploit still applies.
That is one of the lamest excuses for munchkinism I have ever heard of.
If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to
Exactly. It regards the number of magic items you attune to. They don't count as the same attuned magic item for other regards, like Soul of Artifice. That exploit still applies.
That is one of the lamest excuses for munchkinism I have ever heard of.
I would presume the limit is the amount of skin the player in question has?
If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to
Exactly. It regards the number of magic items you attune to. They don't count as the same attuned magic item for other regards, like Soul of Artifice. That exploit still applies.
That is one of the lamest excuses for munchkinism I have ever heard of.
I would presume the limit is the amount of skin the player in question has?
I presume the limit is 6 since all the tattoos count as one “item” as far as Attunement is concerned.
Spirit Shroud: This is an awesome necromancy spell, but normally evil creatures have necrotic resistance more than good creatures, and good creatures have more radiant resistance than evil ones. This damage should be based on your alignment, or chosen when you cast the spell, not dependent on the alignment of the creature you attack. If it has to be based off of the attacked creature's alignment, switch the damage types.
When the spell says they, it's referring to the spirits, not the creature you're attacking.
Spirit Shroud 3rd-level necromancy Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable, and they are good or evil (your choice). Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.
If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to
Exactly. It regards the number of magic items you attune to. They don't count as the same attuned magic item for other regards, like Soul of Artifice. That exploit still applies.
That is one of the lamest excuses for munchkinism I have ever heard of.
I'm not saying I'd allow it, but other people will find this ability and terrorize new DMs with it.
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Spirit Shroud: This is an awesome necromancy spell, but normally evil creatures have necrotic resistance more than good creatures, and good creatures have more radiant resistance than evil ones. This damage should be based on your alignment, or chosen when you cast the spell, not dependent on the alignment of the creature you attack. If it has to be based off of the attacked creature's alignment, switch the damage types.
When the spell says they, it's referring to the spirits, not the creature you're attacking.
Spirit Shroud 3rd-level necromancy Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable, and they are good or evil (your choice). Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.
Thanks for the correction, I guess I read that wrong.
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The spellwrought tattoos are notably the only ones listed that don't require attunement. (Not that that matters much since multiple tattoos count as a single attunement). Single use spells, similar to spell scrolls but inscribed on skin and there are no limitations regarding whether or not the spell is on your list when casting them from the tattoo.
They make better spell scrolls than spell scrolls.
People seems to forget that depending on the rarity of the tattoos, they occupy more and more space on your body.
And there's 2 Common, 2 Uncommon, 3 Rare, 2 Very rare, 2 Variable, 1 Legendary.
So abusing it will not be that easy, since there's not a lot of them outside the 2 that are variable rarity, but you can only get One of them( at least the AC bonus one would make no sense to try to have more than one)
The only one that could be abused is the Spellwrought tattoos, if you content yourself with Lv 1 and cantrips spells( if you want to make a Tattoo Caster Mage).
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"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
People seems to forget that depending on the rarity of the tattoos, they occupy more and more space on your body.
And there's 2 Common, 2 Uncommon, 3 Rare, 2 Very rare, 2 Variable, 1 Legendary.
So abusing it will not be that easy, since there's not a lot of them outside the 2 that are variable rarity, but you can only get One of them( at least the AC bonus one would make no sense to try to have more than one)
The only one that could be abused is the Spellwrought tattoos, if you content yourself with Lv 1 and cantrips spells( if you want to make a Tattoo Caster Mage).
Can tattoos not cover other tattoos?
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While it is not written i would tend to say no, like in real live, you can have composite tattoos that make up a whole piece, but if you cover a tattoo with another one, it will ruin it/make it unviewable.
I mean why would they go to the trouble of telling you what kind of place and space it takes on your body, if there was not a limit?
And for balance sakes i think it should be a thing, Only one tattoo in the same space.
You'll notice that a Legendary tattoo takes up the Torso, while the Very rare ones take Either the Chest OR the Back
So if you have a Legendary tattoo "equipped" you can't have a Very rare one on the Back or Chest.
So at most you can have a Legendary (2 limbs and torso) and a Very rare on the 2 other Limbs, wich leave only the face/scalp and the lower back for Uncommon/Common tattoos.
Wich will make at most 4 tattoos equipable like this( if you off course have this specific combination of tattoos, you can settle for a whole slew of common/uncommon ones, but there's still a limit anyways)
This seems overpowered. Combine this with high level artificers, and you can have a ton of attuned magic "items"
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, there are some crazy combinations you can do. Eldritch Claws and the Insignia of Talons from Hoard of the Dragon Queen to get +2 magical unarmed strikes.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Forget that, they don’t really need it. Now non-artificers can have a bit more oomph. Now I just want to homebrew all that new ink!
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It’s irrelevant, because of the wording of Tattoo Attunement they could be covered head to toe in ink and it would still only count as 6 “Attuned Items.”
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Oh, yeah. The +1 to saving throws equal to each item you have attuned. Do these count as magic items?
There are 10 attunable tattoos. This can give you a +15 to all saving throws. That's BROKEN!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, but they are different items.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
Also... who won the bet?!?
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If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to
Exactly. It regards the number of magic items you attune to. They don't count as the same attuned magic item for other regards, like Soul of Artifice. That exploit still applies.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
That is one of the lamest excuses for munchkinism I have ever heard of.
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The terms of the wager were bragging rights. If one does not brag, one has won nothing.
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I showed this to my buddy, who saw the tattoos and immediately thought "Fleshwarper!"
I would presume the limit is the amount of skin the player in question has?
I presume the limit is 6 since all the tattoos count as one “item” as far as Attunement is concerned.
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When the spell says they, it's referring to the spirits, not the creature you're attacking.
I'm not saying I'd allow it, but other people will find this ability and terrorize new DMs with it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Thanks for the correction, I guess I read that wrong.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The spellwrought tattoos are notably the only ones listed that don't require attunement. (Not that that matters much since multiple tattoos count as a single attunement). Single use spells, similar to spell scrolls but inscribed on skin and there are no limitations regarding whether or not the spell is on your list when casting them from the tattoo.
They make better spell scrolls than spell scrolls.
People seems to forget that depending on the rarity of the tattoos, they occupy more and more space on your body.
And there's 2 Common, 2 Uncommon, 3 Rare, 2 Very rare, 2 Variable, 1 Legendary.
So abusing it will not be that easy, since there's not a lot of them outside the 2 that are variable rarity, but you can only get One of them( at least the AC bonus one would make no sense to try to have more than one)
The only one that could be abused is the Spellwrought tattoos, if you content yourself with Lv 1 and cantrips spells( if you want to make a Tattoo Caster Mage).
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
Can tattoos not cover other tattoos?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
While it is not written i would tend to say no, like in real live, you can have composite tattoos that make up a whole piece, but if you cover a tattoo with another one, it will ruin it/make it unviewable.
I mean why would they go to the trouble of telling you what kind of place and space it takes on your body, if there was not a limit?
And for balance sakes i think it should be a thing, Only one tattoo in the same space.
You'll notice that a Legendary tattoo takes up the Torso, while the Very rare ones take Either the Chest OR the Back
So if you have a Legendary tattoo "equipped" you can't have a Very rare one on the Back or Chest.
So at most you can have a Legendary (2 limbs and torso) and a Very rare on the 2 other Limbs, wich leave only the face/scalp and the lower back for Uncommon/Common tattoos.
Wich will make at most 4 tattoos equipable like this( if you off course have this specific combination of tattoos, you can settle for a whole slew of common/uncommon ones, but there's still a limit anyways)
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)