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.
And for balance sakes i think it should be a thing, Only one tattoo in the same space.
Yes, it probably should be that way for balance reasons, but they need to specify that.
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I think these spells are just simplified options. If you or your DM doesn't want to do the work of flipping through the DMB or MM to find the exact creature (or creatures remember the older versions allowed for more than one creature to be summoned) then you can use a newer spell. If you want it to be custom, you can.
I am salty that there is one caster who didn't get a summoning spell... what, we can't have summon Construct Spirit?! there is an entire plane made up of construct spirits! Bard's got to summon, Rangers and Paladins can summon! Why single out the Artificer as the only non-summoner!?
Moving on from that, I think that with the creation of the magical tattoos, they should include a new toolset and proficiency "Tattoo artists tools".
Personal preference. I think the players at my table will enjoy it better that way. I won't just spring it on them, but I'm confident this will be the consensus.
Hey, if you a sorcerer and you summon a creature that can cause a target to make a saving throw, can you Heightened Spell it and impose disadvantage on the save?
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
The attunement isn't permanent.
If we use these, we will be making a house rule to make them permanent.
Why though?
Cause it makes sense for tattoos to be permanent
Tattoos nowadays arn't that permanent anymore, Laser interventions can get rid of the tattoos pretty easely, so imagine how easy it can be if its magical.
also found someone who made an easier to visualise chart:
Malinhion on Reddit did it for his players.
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"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Tattoos nowadays aren't that permanent anymore, Laser interventions can get rid of the tattoos pretty easely, so imagine how easy it can be if its magical.
They aren't permanent nowadays, that is correct, but in the middle ages, they didn't have laser tattoo removal.
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So, I see a lot of comments regarding the Artificers and Tattoos, which is great, but I am curious why they don't get any of the Spells. I mean, I suppose the summoning ones don't need to be included in their list, not being innately tied to the classes theme, but the Acid Stream feels like it would fit in to any of them, especially an Alchemist.
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Yes, it probably should be that way for balance reasons, but they need to specify that.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I think these spells are just simplified options. If you or your DM doesn't want to do the work of flipping through the DMB or MM to find the exact creature (or creatures remember the older versions allowed for more than one creature to be summoned) then you can use a newer spell. If you want it to be custom, you can.
I am salty that there is one caster who didn't get a summoning spell... what, we can't have summon Construct Spirit?! there is an entire plane made up of construct spirits! Bard's got to summon, Rangers and Paladins can summon! Why single out the Artificer as the only non-summoner!?
Moving on from that, I think that with the creation of the magical tattoos, they should include a new toolset and proficiency "Tattoo artists tools".
If we use these, we will be making a house rule to make them permanent.
"Not all those who wander are lost"
Personal preference. I think the players at my table will enjoy it better that way. I won't just spring it on them, but I'm confident this will be the consensus.
"Not all those who wander are lost"
Cause it makes sense for tattoos to be permanent
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Why should warlocks get Summon Fiendish Spirit if they don't get Summon Celestial Spirit?
Either the whole class gets both, or neither, and just the subclasses get them.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I like the idea of tying them to the Subclasses.
She/Her Player and Dungeon Master
Yep, no reason to give the whole class all of those spells, doesn't really make sense. Giving the subclass is a lot better idea.
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So, all these new summon spells... they're DEFINITELY working on some planar sourcebook and I cannot wait!
It has to be Planescape related at least
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I’d take that bet.
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Okay. What does the winner receive? Published source books are more important than UA.
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I’m betting that you’re right!
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Hey, if you a sorcerer and you summon a creature that can cause a target to make a saving throw, can you Heightened Spell it and impose disadvantage on the save?
Also reading through Spirit Shroud, I think they just made Hex and Hunter's Mark mostly obsolete for melee rangers, warlocks, and vengeance paladins.
Too bad they won’t proc a Warlock’s “hex related” invocations.
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I suppose there's gotta be some tradeoff for balance's sake, but still that +3d8 per hit by level 9 sure sounds tempting.
Tattoos nowadays arn't that permanent anymore, Laser interventions can get rid of the tattoos pretty easely, so imagine how easy it can be if its magical.
also found someone who made an easier to visualise chart:
Malinhion on Reddit did it for his players.
"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)
They aren't permanent nowadays, that is correct, but in the middle ages, they didn't have laser tattoo removal.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
So, I see a lot of comments regarding the Artificers and Tattoos, which is great, but I am curious why they don't get any of the Spells. I mean, I suppose the summoning ones don't need to be included in their list, not being innately tied to the classes theme, but the Acid Stream feels like it would fit in to any of them, especially an Alchemist.