I noticed a discrepancy between the parent and child entries for "Absorbing Tattoo":
In the parent entry Absorbing Tattoo (UA) it says corresponding to the UA document, that "you have resistance to a type of damage associated with that color". However, the child entries (e.g. Necrotic) are missing the damage resistance trait. Was this simply forgotten to add to the child entries or do I misunderstand the resistance thing?
Yeah, they have been inching out from the 3 items for a while. I could just see someone trying to get a bunch of common tattoos along with a few larger ones. I see the size of the rarer and more powerful tattoos being the real barrier to getting a too powerful character with these.
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The ability to have multiple tattoos attuned with a single attunement slot seems like they are going against some of the things that will break the game; concentration and increased magic item attunements. They have already done this with the artificer with 6 slots, so this may not be that bad. Could make a feudal Japan game with Yakuza style ninjas very powerful. I myself have changed the number of magic items in my game to be equal to the proficiency bonus. Makes for a little more high-magic game and gives more for advancing.
And Mog_Dracov and V2Blast are right for the armor calculation. The method of calculating armor changes. The 18 would be the same as wearing heavy armor and you would probably lower the AC for the Barbarian. The tattoos appear to use the same DEX bonuses that armor types use. This would be a heavy armor tattoo. Guess the ink has heavy metals in it.
So a 17th level character can only have 6 magic items in your game? Or is it 6 attuned magic items?
So this may sound like a dumb question, but RAW what is considered a "limb" or "half a limb"? Is a limb the whole arm, or half the arm where it connects to the elbow joint? Is it the front and back of the arm, or just one side? Thanks
EDIT: I answered my own question, but for anyone else that is curious......A limb, or extremity, is a jointed, or prehensile, appendige. In the human body, the arms and the legs are commonly called the upper limbs and lower limbs respectively, to include part of the shoulder and hip girdles.
So I guess half a limb would be one side (front) of your upper arm or leg.
The ability to have multiple tattoos attuned with a single attunement slot seems like they are going against some of the things that will break the game; concentration and increased magic item attunements. They have already done this with the artificer with 6 slots, so this may not be that bad. Could make a feudal Japan game with Yakuza style ninjas very powerful. I myself have changed the number of magic items in my game to be equal to the proficiency bonus. Makes for a little more high-magic game and gives more for advancing.
And Mog_Dracov and V2Blast are right for the armor calculation. The method of calculating armor changes. The 18 would be the same as wearing heavy armor and you would probably lower the AC for the Barbarian. The tattoos appear to use the same DEX bonuses that armor types use. This would be a heavy armor tattoo. Guess the ink has heavy metals in it.
So a 17th level character can only have 6 magic items in your game? Or is it 6 attuned magic items?
A Artificer can have 6 attuned items at 17th level, every other class it is 3 attuned items.
So you changed it to 3+ for everyone based on their proficiency bonus? Cool
Like I said only artificers get the expanded attunement slots as it is a class feature they have which starts at 10 level with 4 and goes up to 6 max, fighters wizards all the classes in the players handbook are restricted to 3 attuned items as per 5th edition rules.
But you said "I myself have changed the number of magic items in my game to be equal to the proficiency bonus. Makes for a little more high-magic game and gives more for advancing." So you have it where players in your game can have up to six attuned items if their proficiency level is high enough?
But you said "I myself have changed the number of magic items in my game to be equal to the proficiency bonus. Makes for a little more high-magic game and gives more for advancing." So you have it where players in your game can have up to six attuned items if their proficiency level is high enough?
That I did not state I just said Artificers get more attuned item slots which is as per the Artificer class, All classes other then the Artificer can only have a total of 3 attuned items as per 5th edition rules.
Yes. They are able to attune a number of magic items equal to their proficiency bonus. At 17th level that means a total of 6. Since they would not get 4 until 9th level, I have some time to decide to reign it back to 3. Just seems odd that a starting fighter can have the exact same number of items that a 20th level wizard can have. Since they changed things with the artificer class - which I am not using - I decided to see how it worked.
How would a feature like the Shepherd Druids Mighty Summoner work with the new UA spells like Summon Fey Spirit and Summon Bestial Spirit? The ability gives fey and beasts you summon an extra 2hp per hit dice, but the stat blocks don't list hit dice.
So is a Legendary tattoo impossible to combine with a Very Rare & two Rare, or are Chest & Upper Back distinct from Torso?
If by Torso you mean mid-section, & the Chest & Upper Back can each have a Very Rare, that would allow one Legendary, two Very Rare, & two Rare (or one Legendary & three Very Rare).
If Torso also consumes the Chest & Upper Back, you can only have one Legendary & one Very Rare... In which case it actually seems odd to refer to "Upper Back" as opposed to just "Back". (Let's not get into what powers a Lower Back tattoo might grant...)
Also, I think I recall some feats & spells that mention severing a limb up to a certain width, with some mention of decapitation? Is the neck not technically a limb? (I would certainly call it an appendage...)
Common is "up to" 6 inches, while Uncommon is half a limb or the scalp; would that set a logical requirement for "limb" of 'more than 6 inches', which might exclude most necks?
Similarly, does "Limb" cover an entire hand or foot of the limb it's on, or are we talking something like a sleeve? If the hand/foot are not covered, that's room for eight more 6 inch Common tattoos.
Small & Tiny playable classes will get less benefit from Common tattoos than other size classes, due to the specific "6 inch" set value given for the tattoo's size. "Up to the length of a thumb" or "the width of a palm" would scale better with variation in PC size.
*Please* rephrase or clarify the extent & any overlap of "Torso" & "Chest"\"Upper Back" for me? Same question for Limbs vs hands & feet. Bonus points for sticking your neck out.
On DnD Beyond? The UA from over a year ago was taken down per DDB's ongoing agreement with WotC as far as supporting UA in the DDB toolset (UA aren't official rules, but often become them, they're available here for windows to give players an opportunity to playtest and see what WotC is planning or considering for future products). As for official rules, they have since been superseded by the tattoos in Tasha's (which I believe are largely similar but like a lot of UA not everything made it into the final cut). You can buy Tasha's or the specific magic items in the marketplace.
If you're just looking for the UA doc, WotC maintains an archive which you can homebrew into your game if you want, here you go. The tattoos and rules for them are the latter half of the doc.
I noticed a discrepancy between the parent and child entries for "Absorbing Tattoo":
In the parent entry Absorbing Tattoo (UA) it says corresponding to the UA document, that "you have resistance to a type of damage associated with that color". However, the child entries (e.g. Necrotic) are missing the damage resistance trait. Was this simply forgotten to add to the child entries or do I misunderstand the resistance thing?
Yeah, they have been inching out from the 3 items for a while. I could just see someone trying to get a bunch of common tattoos along with a few larger ones. I see the size of the rarer and more powerful tattoos being the real barrier to getting a too powerful character with these.
the bestial spirit is one tuff customer
Naibs of Dune, I'm the supreme meowster of the cult of cats!, Head lobotomizer of the OIADSB cult, I've got a thieves guild, come join, Warlock main in D2.
Don't forget to love each other!
I play characters at taverns.
[ He/him ] [Shout out to my 11 followers] [ If you think I haven't responded to something check my posts.]
Join Calius & Kothar industries. We have good pay, plus dental! see tavern for details
So a 17th level character can only have 6 magic items in your game? Or is it 6 attuned magic items?
If you want sugar coating, go buy a dessert....
So this may sound like a dumb question, but RAW what is considered a "limb" or "half a limb"? Is a limb the whole arm, or half the arm where it connects to the elbow joint? Is it the front and back of the arm, or just one side? Thanks
EDIT: I answered my own question, but for anyone else that is curious......A limb, or extremity, is a jointed, or prehensile, appendige. In the human body, the arms and the legs are commonly called the upper limbs and lower limbs respectively, to include part of the shoulder and hip girdles.
So I guess half a limb would be one side (front) of your upper arm or leg.
If you want sugar coating, go buy a dessert....
A Artificer can have 6 attuned items at 17th level, every other class it is 3 attuned items.
So you changed it to 3+ for everyone based on their proficiency bonus? Cool
If you want sugar coating, go buy a dessert....
Like I said only artificers get the expanded attunement slots as it is a class feature they have which starts at 10 level with 4 and goes up to 6 max, fighters wizards all the classes in the players handbook are restricted to 3 attuned items as per 5th edition rules.
But you said "I myself have changed the number of magic items in my game to be equal to the proficiency bonus. Makes for a little more high-magic game and gives more for advancing." So you have it where players in your game can have up to six attuned items if their proficiency level is high enough?
If you want sugar coating, go buy a dessert....
That I did not state I just said Artificers get more attuned item slots which is as per the Artificer class, All classes other then the Artificer can only have a total of 3 attuned items as per 5th edition rules.
Yes. They are able to attune a number of magic items equal to their proficiency bonus. At 17th level that means a total of 6. Since they would not get 4 until 9th level, I have some time to decide to reign it back to 3. Just seems odd that a starting fighter can have the exact same number of items that a 20th level wizard can have. Since they changed things with the artificer class - which I am not using - I decided to see how it worked.
How would a feature like the Shepherd Druids Mighty Summoner work with the new UA spells like Summon Fey Spirit and Summon Bestial Spirit? The ability gives fey and beasts you summon an extra 2hp per hit dice, but the stat blocks don't list hit dice.
My suggestion is to treat spell level as Hit Dice
So is a Legendary tattoo impossible to combine with a Very Rare & two Rare, or are Chest & Upper Back distinct from Torso?
If by Torso you mean mid-section, & the Chest & Upper Back can each have a Very Rare, that would allow one Legendary, two Very Rare, & two Rare (or one Legendary & three Very Rare).
If Torso also consumes the Chest & Upper Back, you can only have one Legendary & one Very Rare... In which case it actually seems odd to refer to "Upper Back" as opposed to just "Back". (Let's not get into what powers a Lower Back tattoo might grant...)
Also, I think I recall some feats & spells that mention severing a limb up to a certain width, with some mention of decapitation? Is the neck not technically a limb? (I would certainly call it an appendage...)
Common is "up to" 6 inches, while Uncommon is half a limb or the scalp; would that set a logical requirement for "limb" of 'more than 6 inches', which might exclude most necks?
Similarly, does "Limb" cover an entire hand or foot of the limb it's on, or are we talking something like a sleeve? If the hand/foot are not covered, that's room for eight more 6 inch Common tattoos.
Small & Tiny playable classes will get less benefit from Common tattoos than other size classes, due to the specific "6 inch" set value given for the tattoo's size. "Up to the length of a thumb" or "the width of a palm" would scale better with variation in PC size.
*Please* rephrase or clarify the extent & any overlap of "Torso" & "Chest"\"Upper Back" for me? Same question for Limbs vs hands & feet. Bonus points for sticking your neck out.
How do these Magic Tattoo locations add up?
Scalp: 1 Uncommon
forehead, cheeks: 3 Common (6 inches each)
neck: 3 Common (¿or is it: 2 Uncommon or 1 Rare?)
Arms: 4 Uncommon, or 2 Rare, or 1 Very Rare
hands: covered by Arms (¿or is it: 4 Common?)
Chest: 1 Very Rare (¿covered by Torso?)
Upper Back: 1 Very Rare (¿covered by Torso?)
Torso: 1 Legendary, also covers two Arms or Legs
cheeks: 4-to-10 Common
Legs: 4 Uncommon, or 2 Rare, or 1 Very Rare
feet: covered by Legs (¿or is it: 4 Common?)
... Is that right? Corrections\clarifications, please!
For some reason I cant find the Tattoos
On DnD Beyond? The UA from over a year ago was taken down per DDB's ongoing agreement with WotC as far as supporting UA in the DDB toolset (UA aren't official rules, but often become them, they're available here for windows to give players an opportunity to playtest and see what WotC is planning or considering for future products). As for official rules, they have since been superseded by the tattoos in Tasha's (which I believe are largely similar but like a lot of UA not everything made it into the final cut). You can buy Tasha's or the specific magic items in the marketplace.
If you're just looking for the UA doc, WotC maintains an archive which you can homebrew into your game if you want, here you go. The tattoos and rules for them are the latter half of the doc.
Jander Sunstar is the thinking person's Drizzt, fight me.