Could someone please explain why all the magical UA tattoos added say within the description that the Tattoos are:
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.
But when you add a magical tattoo to your inventory they do not actually take an Attunement space?
This was the quote from the post that came out when the Magic Tattoos UA was released.
“Notes - Attunement - The new mechanics for Tattoos attunement are not something we are currently able to model. For now their attunement requirement has been disabled entirely, to allow you to follow the rules as presented.”
The workaround I used for my campaign was just to make my own homebrew item, so that the actions would appear on my character sheet and would take up an attunement slot.
Alternatively, if you wait a few weeks to a month, it should probably be updated and fixed, since I believe tattoos will be in the next source book coming out.
Does anyone have any ideas about price for the UA magical tattoos?
I haven't decided if I will let magical tattoos into my game at this time. I have one player currently interested in having 4 tattoos and 1 on a pet wolf. Besides the fact I think that's overkill, I could only see letting it happen with a justified price. Any help appreciated!
I needed some costs for the Tattoos, so thanks. Maybe the Tattoo parlor where PCs could get these should be run by some eccentric NPC, for some eerieness and/or comedy.
Location - In the Protector’s Enclave district, near a Mintarn Stronghold, next to Visa’s Marvelous Sparkles
Description - The shop is a single storey stone-walled building, with a gray tile roof. It is dimly lit by a few candles and smells of incense.
Shopkeeper - The shopkeeper is a short female half-elf named Malrika Omaleth. She is suspiciously inquisitive.
Items in shop: The shop consists of chairs, raised bedding, tables, and book shelves filled with various containers full of minerals. For a price and the materials provided, she will magically tattoo various enchantments into the skin.
Found in the city of Alaukik, this parlor is run by the titular Vimak, an LN Female Goliath. The shop is small and cozy with a few employees. Vimak has an interest in the Eldritch Arts and may ask related questions to any PCs in the shop, often acting a bit nosy. She is skilled and can produce almost any type of Magic Tattoo. She will refuse to give tattoos to people she deems "Unworthy."
Also, I would use the Magic Charms from the Dungeon Master's Guide for temporary tattoos.
Does anyone have any ideas about price for the UA magical tattoos?
I haven't decided if I will let magical tattoos into my game at this time. I have one player currently interested in having 4 tattoos and 1 on a pet wolf. Besides the fact I think that's overkill, I could only see letting it happen with a justified price. Any help appreciated!
i'd use the general pricing guide in XGE as there's all rarity of tattoos. i'd also hold off on alllowing any tattoos for another 3 weeks as the official rules will be out then. hopefully they drastically increase the size requirements
Also, I would use the Magic Charms from the Dungeon Master's Guide for temporary tattoos.
There's no reason to stop there. You can turn "scrolls" into "tattoos" pretty easily; I've found that putting scrolls into alternative forms (while maintaining them as single-use magic items) gives them a bit more allure. Same thing for potions.
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Hiya,
Could someone please explain why all the magical UA tattoos added say within the description that the Tattoos are:
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.
But when you add a magical tattoo to your inventory they do not actually take an Attunement space?
This was the quote from the post that came out when the Magic Tattoos UA was released.
“Notes - Attunement - The new mechanics for Tattoos attunement are not something we are currently able to model. For now their attunement requirement has been disabled entirely, to allow you to follow the rules as presented.”
That came from the following post:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/unearthed-arcana/61885-ua-march-2020-spells-and-magic-tattoos
The workaround I used for my campaign was just to make my own homebrew item, so that the actions would appear on my character sheet and would take up an attunement slot.
Alternatively, if you wait a few weeks to a month, it should probably be updated and fixed, since I believe tattoos will be in the next source book coming out.
I think it would probably take more time to re-create them vs just to wait it out. =D
I'll just wait and hopefully that will be fixed. Gives me time to work on other things.
Does anyone have any ideas about price for the UA magical tattoos?
I haven't decided if I will let magical tattoos into my game at this time. I have one player currently interested in having 4 tattoos and 1 on a pet wolf. Besides the fact I think that's overkill, I could only see letting it happen with a justified price. Any help appreciated!
I created a merchant that did magical tattoos. I came up with this. It maybe wrong, but it's what I came up with.
I needed some costs for the Tattoos, so thanks. Maybe the Tattoo parlor where PCs could get these should be run by some eccentric NPC, for some eerieness and/or comedy.
lol I got that too!
Malrika’s Magical Tattoos
Location - In the Protector’s Enclave district, near a Mintarn Stronghold, next to Visa’s Marvelous Sparkles
Description - The shop is a single storey stone-walled building, with a gray tile roof. It is dimly lit by a few candles and smells of incense.
Shopkeeper - The shopkeeper is a short female half-elf named Malrika Omaleth. She is suspiciously inquisitive.
Items in shop: The shop consists of chairs, raised bedding, tables, and book shelves filled with various containers full of minerals. For a price and the materials provided, she will magically tattoo various enchantments into the skin.
I came up with something as well:
Vimak's Ink Parlor
Found in the city of Alaukik, this parlor is run by the titular Vimak, an LN Female Goliath. The shop is small and cozy with a few employees. Vimak has an interest in the Eldritch Arts and may ask related questions to any PCs in the shop, often acting a bit nosy. She is skilled and can produce almost any type of Magic Tattoo. She will refuse to give tattoos to people she deems "Unworthy."
Also, I would use the Magic Charms from the Dungeon Master's Guide for temporary tattoos.
Nice! =D
Thanks!
i'd use the general pricing guide in XGE as there's all rarity of tattoos. i'd also hold off on alllowing any tattoos for another 3 weeks as the official rules will be out then. hopefully they drastically increase the size requirements
Guide to the Five Factions (PWYW)
A rather comprehensive list of free WotC D&D resources
Deck of Decks
There's no reason to stop there. You can turn "scrolls" into "tattoos" pretty easily; I've found that putting scrolls into alternative forms (while maintaining them as single-use magic items) gives them a bit more allure. Same thing for potions.