The Tattoo Of Alignment grants abilities based on your Alignment.
Lawful Good- Once Per day you can use Charm Person (the Save is DC 12+ your Charisma Modifier). On a Failed Save the target becomes charmed by you for three turns and will not use their action(s), on a successful save they are immune to the effect. When used on the eye the effect is always active but as long as it is there you suffer from one level of exhaustion in addition you can only see 3/4 of your normal sight. The Tattoo Shines a Blinding white color.
Neutral Good- Once Per day you can use Charm Person (the Save is DC 10+ your Charisma Modifier). On a Failed Save the target becomes charmed by you for three turns and will not use their action(s), on a successful save they are immune to the effect. When used on the eye the effect is always active but as long as it is there you suffer from one level of exhaustion in addition you can only see 3/4 of your normal sight. The Tattoo Shines a lovely Silver.
Chaotic Good- Once Per day you can use Charm Person (the Save is DC 8+ Your Charisma Modifier). On a Failed Save the target becomes charmed by you for three turns and will not use their action(s), on a successful save they are immune to the effect. When used on the eye the effect is always active but as long as it is there you suffer from one level of exhaustion in addition you can only see 3/4 of your normal sight. The Tattoo glows a light Grey.
Lawful Evil- Once Per day you may use Charm Person (the Save is DC 8+ Your Charisma Modifier). On a Failed Save The target becomes Frightened by you for three turns and will attempt to Flee every turn until the effect ends, on a successful save they are immune to the effect. When used on the eye the effect is always active but as long as it is there you suffer from one level of exhaustion in addition you can only see 3/4 of your normal sight. The Tattoo Glows a sinister dark Grey.
Neutral Evil- Once per day you may use Charm Person (the Save is DC 12+ your Charisma Modifier). On a Failed Save The target becomes Frightened by you for three turns and will attempt to Flee every turn until the effect ends, on a successful save they are immune to the effect. When used on the eye the effect is always active but as long as it is there you suffer from one level of exhaustion in addition you can only see 3/4 of your normal sight. The Tattoo Starts to suck in all Light around it, (while in the eye it starts to drive the user mad), making it appear a dark evil Grey.
Chaotic Evil- Once per day you May use Charm Person (the Save is DC 16+ your Charisma Modifier). On a Failed Save The target becomes Frightened by you for three turns and will attempt to Flee every turn until the effect ends, on a successful save they are immune to the effect. When used on the eye the effect is always active but as long as it is there you suffer from one level of exhaustion in addition you can only see 3/4 of your normal sight. The Tattoo Absorbs all light [(if in the eye) (you can not be affected by Radiant damage, in return you are Driven mad you must kill one creature per day or take 1d8 Mental damage)].
Notes: Place the needle somewhere on your body and the Rune will appear.
Previous Versions
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9/29/2020 4:24:30 AM
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