XGtE, not sure what page, Magic Item Crafting Time and Cost; “*Halved for a consumable item like a potion or scroll.”
TCoE, pg. 13, Magic Item Adept; “If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.”
Assuming an artificer could fulfill your tool and material cost requirements, would their reduced crafting time and cost stack on top of the “consumable item” normal crafting time?
More over, if the above is agreeable and conditions are met, would that mean an artificer could pump out 3rd level and lower Spellwrought Tattoos really fast really cheap….?
What tool proficiency would you require to craft tattoo?
*Internet, if I misread something or missed something entirely, please forgive me. I’m doing the best I can. -Me*
If it were me, I’d probably just homebrew a set of tattoo equipment, since an artificer can pretty much be proficient with whatever tools they want (I think). Otherwise, maybe painter’s tools (for the ink) combined with a healer’s kit (for the needles).
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I live with several severe autoimmune conditions. If I don’t get back to you right away, it’s probably because I’m not feeling well.
The biggest thing is DM buy in. They must allow crafting magic items in the first place. But if it were me, and o was running a campaign that allowed it. Sure, they can, in theory crank them out fast and cheap. But these are magic tattoos, not just regular tattoos. First, in the spellwrought item description, it says the needle dissolves into ink. So you’ll need a new needle every time. And you can bet just some off the shelf needle won’t work, you’ll need, I don’t know, manticore spines or something.
I’d find a way to let you do it, but with some limits.
I'd go with the homebrew tattoo kit idea. Artists are concerned with inks that are permanent, bright, and retain their color properties over time. If I went into a tattoo parlor and the artist pulled out a Bob Ross palette loaded up with Sapp Green, Alizarin Crimson, and Van Dyke Brown, I'd run for the door. :/
I also like the Manticore tail spine for a needle idea.
I could imagine alchemist tools to have some relevance but, for spellwrought tattoos, the focus is on the needle:
Spellwrought Tattoo Wondrous item (tattoo), rarity varies "Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like..."
I'd say do what makes sense for you/any other DM involved. Options tools could be Jeweler's, Smith's and Tinker's,...
Jeweler’s Tools Training with jeweler’s tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones. Components. Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers.
Smith’s Tools Smith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items. Components. Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone.
Tinker’s Tools A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. Components. Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.
Here are some RAW on crafting:
XGtE, not sure what page, Magic Item Crafting Time and Cost; “*Halved for a consumable item like a potion or scroll.”
TCoE, pg. 13, Magic Item Adept; “If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.”
Assuming an artificer could fulfill your tool and material cost requirements, would their reduced crafting time and cost stack on top of the “consumable item” normal crafting time?
More over, if the above is agreeable and conditions are met, would that mean an artificer could pump out 3rd level and lower Spellwrought Tattoos really fast really cheap….?
What tool proficiency would you require to craft tattoo?
*Internet, if I misread something or missed something entirely, please forgive me. I’m doing the best I can. -Me*
If it were me, I’d probably just homebrew a set of tattoo equipment, since an artificer can pretty much be proficient with whatever tools they want (I think). Otherwise, maybe painter’s tools (for the ink) combined with a healer’s kit (for the needles).
I live with several severe autoimmune conditions. If I don’t get back to you right away, it’s probably because I’m not feeling well.
Time bonuses do stack.
For tools, it is all about the ink. Alchemist supplies and painters tools can make that.
The biggest thing is DM buy in. They must allow crafting magic items in the first place.
But if it were me, and o was running a campaign that allowed it. Sure, they can, in theory crank them out fast and cheap. But these are magic tattoos, not just regular tattoos.
First, in the spellwrought item description, it says the needle dissolves into ink. So you’ll need a new needle every time. And you can bet just some off the shelf needle won’t work, you’ll need, I don’t know, manticore spines or something.
I’d find a way to let you do it, but with some limits.
I'd go with the homebrew tattoo kit idea. Artists are concerned with inks that are permanent, bright, and retain their color properties over time. If I went into a tattoo parlor and the artist pulled out a Bob Ross palette loaded up with Sapp Green, Alizarin Crimson, and Van Dyke Brown, I'd run for the door. :/
I also like the Manticore tail spine for a needle idea.
I could imagine alchemist tools to have some relevance but, for spellwrought tattoos, the focus is on the needle:
Spellwrought Tattoo
Wondrous item (tattoo), rarity varies
"Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like..."
I'd say do what makes sense for you/any other DM involved. Options tools could be Jeweler's, Smith's and Tinker's,...
Jeweler’s Tools
Training with jeweler’s tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.
Components. Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers.
Smith’s Tools
Smith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.
Components. Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone.
Tinker’s Tools
A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.
Components. Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.