Wondrous Item, artifact (requires attunement)

Once held by a powerfull rogue who was able to split himself into 6 bodys, this is but one of the powers he bestowed upon them, this rogue did many things with this power, but the highest feat of power he acomplished was crushing his home city, killing everyone inside, had it not been for a couragous Paladin, he might have succeeded in much more.

This tattoo's design is that of swirls of air on both hands and in the center of each palm is an arrow, one pointing forward the other pointing back 


Once attuned to this tattoo you are able to utilize it's abilitys, this tattoo gains 10+1d5 charges (which it regains on a long rest), the user can expend one of these charges to use one of the following effects 

Allmighty Push
The first of the abilitys granted by this tattoo, that of an irrisitable repelling force that could knock even a giant off it's feat

as an action the user can create a wave of force in either a 50ft long 10ft wide line, 20ft cone or a 15ft Radius
any creatures within this area of effect must make either a Strength of Dexterity saving throw of 15 plus the users spell casting/intelligence Modifier, if failled they are sent flying back untill they hit a surface of have travled 50ft (whichever is shortist), and take 5d10+the distance travled bludgeoning damage, if the creature fails the throw by 5 or more the damage is doubled as if by a critical.

Allmighty Pull
the second ability granted by this tattoo, this is the ability to create an irrisitable pulling force, one so strong it is said even a Dragon wouldn't be able to resist
As an action the user can target an item, person or object within a 50ft radius, and cause it to fly towards them at high speeds (slowing before it reaches thier hand) if this object is tied down, is an unwilling person, or is being worn by someone make an apposed grapple check adding your spellcasting/intelligence modifer to the roll in addtion to your strength modifier (alternitivly your DM can set a DC for the check if none of the above aplications are applicable)

Allmighty Flight
The third abilty is more of a combination of the first two, by using controlled bursts of both the user achives flight
As an action the user can cast a non concentration version of the spell Fly

Allmighty Crush
The Final ability granted by this tattoo, one that creates a force of gravity so strong it can force even a God to Kneel
As an action the user can exert a force of graviry around themselves up to a 50ft radius, anyone within that radius must make a DC15+INT/SPELL or be forced prone and take 3d10 bludgeoning damage, the user can expend adtional charges to increse the radius of this effect by 20ft and 2d10 for every charge spent, however once the effect has been used this tattoo can not be used again for 1d2 hours + the number of charges expended

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.

CaffeeNated

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