Wondrous Item, artifact (requires attunement by a Amanodel Clan Inheritor (3 Attunement Slots))

The Amanodel clan has practiced the art of magical tattoos for generations, with a tradition eventually being established of a tattoo being passed along to the inheritor of the practice each generation and slowly being built upon with each new holder, much like the slow growth of the Moonblades of elven martial clans. 

Pseudosentience: While not strictly sentient in the way that other ancestral items may be, a vestige of the wills and spirits of the holder's ancestors linger on their skin and do their best to help in times of need. 

Knowledge of the Ancients: The traces of past holders' memories can be drawn upon for assistance. At the end of each long rest, choose a skill or tool you are not proficient with, you gain proficiency in that skill or tool until the end of your next long rest. Alternatively, you can cast the Legend Lore spell requiring no material components, but its knowledge is restricted to that of your ancestors. 

Familial Protection: If you would take damage, you can use your reaction to instead gain immunity to that instance of damage. This feature cannot be used again until the next dawn. 

Runic Conduit: You can activate the effects of runestones affixed to items you are wearing or carrying.

Amanodel Legacy: The artisans who contributed to this magical tattoo built it from various simpler tattoos into an eventual masterwork of artistry and magic. This full-body tattoo has the following pieces and properties. 

Face: Discerning Tattoo, while this tattoo is applied on your skin, you have advantage on all Wisdom (Perception) checks relying on sight and can see invisible creatures and objects out to a range of 30 feet. 

Neck: Natural Gift Tattoo, as an action, you can speak the tattoo's command word to comprehend and verbally communicate with beasts and plants as if you shared a common language for 1 minute, but gain no magical ability to influence them. For the same duration, you also emit harmless magical waves in a 10-foot radius that imbue plants with limited sentience and animation of potential speaking orifices, granting them the ability to speak. Once this property is used, it cannot be used again until the next dawn. 

Chest: Renewing Flames Tattoo, while this tattoo is applied on your skin, you regain 1d10 hit points every 10 minutes, provided that you have at least 1 hit point. Once this tattoo has restored 150 hit points since you last finished a long rest, it can't restore any more hit points until after you finish a long rest. Additionally, whenever you are reduced to 0 hit points, each creature within a 10-foot radius of you must make a DC 17 Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much on a success. You also instantly regain all of your hit points and expend all of your remaining hit die. Once this property of the tattoo is used, this portion of the tattoo loses its effects until 7 days have passed. 

Back: Dark Fairy's Tattoo, as an action you can speak the tattoo's command word and touch one magic item within 5 feet of you that you can see, temporarily nullifying its magical properties. If the magic item is being worn or carried by a creature, you must make a Dexterity (Acrobatics) check contested by the creature's Dexterity (Acrobatics) check. On a success, you touch the magic item nullifying its effects as described. On a failure, the creature moves the item out of reach. The item's magic is suppressed up to 1 minute as long as you concentrate (as if you were concentrating on a spell).

Arms: Weathering Tattoo, as an action, you can speak the tattoo's command word and empower your attacks for the next minute. For the duration, whenever you hit a creature with a weapon attack, it gains a cumulative -1 penalty to its AC. You can reduce the same creature's AC up to 5 times. When the tattoo's effect ends, so too does any penalty to AC it created. Once used, this property of the tattoo can't be used again until you finish a short or long rest. 

Legs: Portal Tattoo, as an action, you can speak the tattoo's command word to conjure a portal within 5 feet of your location for the next hour. The portal has a circular opening which can be up to 10 feet in diameter and can be oriented in any direction you choose. The portal cannot be conjured in a space occupied by a creature. 

As an action while you already have one portal conjured using this tattoo, you can speak the command word again to conjure an identical second portal within 5 feet of your location and 200 feet of the first portal. The second portal also has a circular opening which can be up to 10 feet in diameter and can be oriented in any direction you choose. The portal cannot be conjured in a space occupied by a creature. The second portal vanishes when the first one does. 

Once the second portal is conjured, any creature or object entering either portal exists from the other portal as if the two were adjacent to each other. Passing through a portal from behind, or passing through a solitary portal has no effect. Once used to successfully create two portals that exist at the same time, this property cannot be used again until the next dawn. 

 

 

Notes: Amanodel Clan Inheritor (3 Attunement Slots)

Previous Versions

Name Date Modified Views Adds Version Actions
3/7/2023 7:29:41 AM
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