TEXT: A Guide to Magical Tattoos (v 1.0)
  T
  attoo magic, most commonly known as being
  used by the elves, are a form of art utilized by
  many different cultures across the multiverse.
  The designs and function of these tattoos
  varies wildly between peoples, races, species,
  countries, continents, and planes, from a lucky
  charm for sailors, to a mark for slaves.
  A New Tool Proficiency
  In order to create a tattoo, mundane or magical, one must
  have proficiency in Tattooist's Tools, which is a type of
  Artisan's Tools. To ink a magical tattoo, one must have at least
  1 level in a spellcasting class and have proficiency with these
  tools. In order to gain proficiency in Tattooist's Tools, you may
  either practice with it long enough to gain proficiency, or gain
  it from the following Backgrounds.
  Criminal: You may choose to forgo your proficiency in
  either one type of gaming set, or Thieves' Tools, choosing
  instead to be proficient with Tattooist's Tools.
  Guild Artisan: You may choose Tattooist's Tools as your
  one artisan tool proficiency.
  Sage: You may choose to forgo one of your additional
  language proficiencies, choosing instead to be proficient
  with Tattooist's Tools.
  Sailor: You may choose to forgo your proficiency with
  Navigator's Tools, choosing instead to be proficient with
  Tattooist's Tools.
  Additionally, your DM may choose to award you proficiency
  with these tools for some other reason, which remains up to
  their discretion.
  Learning a New Proficiency
  First, you must find an instructor willing to teach
  you. The DM determines how long it takes, and
  whether one or more ability checks are required. The
  training lasts for a number of days determined by
  the DM and costs 1 gp per day. After you spend the
  requisite amount of time and money, you learn the
  new language or gain proficiency with the new tool.
  Tattooist's Tools
  This kit comes in a sturdy briefcase of some description and
  contains a variety of various colored inks, needles, and
  medical supplies needed for sterilization. The kit may also
  include a sketchbook filled with original tattoo designs, or
  magical templates that the artist may find on their journeys.
  Tattooist's Tools are needed to create any tattoos, whether
  they have magical properties or not. Each set initially
  contains a variety of ink colors, but does not include any
  specialty inks from the specialty inks table.
  As you create tattoos, you will use up the supplies in your
  tool kit, which will need to be replaced every so often. Every
  small tattoo it takes 1 ounce of ink to make. Medium tattoos
  take 2 ounces and large tattoos take 4 ounces.
  Each color of ink costs more or less depending on the dye
  used to make the color. Purple, for example, is the most
  expensive color as minerals and plants that produce
  appropriately colored dyes are harder to find and aquire than
  other dyes.
  Creating Tattoos
  Magical tattoo templates are often crafted by masters of their
  arts, which are few and far between. Finding drawings and
  schematics for magical tattoos can be a difficult task, as such
  pieces of art are exceedingly rare. When a character wishes
  to draw a tattoo onto either themselves or another creature,
  they must follow the following rules.
  Tattoo Application
  There are many variables that go into applying a tattoo which
  must be taken into account before choosing to apply one to
  the skin. Such variables include the size of the tattoo, the
  intricacy of the tattoo, the cleanliness of the procedure, and
  the time that the procedure takes
  Tattoo Size
  In order to apply a tattoo of any type, there must first be room
  to draw it into the skin. Every tattoo has a size and location.
  Every creature only has so much space on their bodies which
  to draw tattoos and so are limited in the number that they can
  possess. The scale of a tattoo adjusts depending on the size
  of the creature it is being applied to. Because of this a Large
  chest tattoo would take up the same space on a human, a
  halfling, or a giant, as the size of the tattoo stays proportional
  to the size of the creature it is applied to.
  The amount of tattoos allowed on a creature are as follows.
  Body
  Part
  Number of Tattoos
  Head
  1 medium tattoo, or 2 small tattoos
  Chest 1 large tattoo, or 2 medium tattoos, or 4 small
  tattoos
  Back
  1 large tattoo, or 2 medium tattoos, or 4 small
  tattoos
  Arm
  1 medium tattoo, or 2 small tattoos
  Leg
  1 medium tattoo, or 2 small tattoos
  If your DM allows, tails and wings may also be tattooed,
  given that they are not covered in feathers, fur, or scales and
  are a sufficient size. They count as an arm or leg-sized body
  part.
  
  Tattooing the Subject
  In order to tattoo a creature, the artist must make a
  Tattooist's Tools check. The skill for this role is either
  Dexterity or Charisma, plus the artist's proficiency bonus
  from using the Tattooist's Tools. Every tattoo (along with size
  and location) has a DC target depending on the power and
  intricacy of the tattoo.
  If the artist fails this roll and the tattoo was intended to be
  magical, the tattoo holds no magical properties but still takes
  up space on the creature's body. Based on how severely the
  artist fails the roll, the tattoo can be anything from minorly
  flawed (1-3 points under target) to a horrible mess ( 10-20
  points under target or a natural 1). Rolling a 20 always results
  in a success, with the tattoo being a perfect and awe-inspiring
  display of artistic skill.
  Intricacy
  Tattoo DC
  Simple
  10
  Average
  15
  Ornate
  20
  Time to Apply
  Tattoos take time to apply based on their size and intricacy. A
  large but simple tattoo may take the same amount of time to
  ink as it would to create a small but detailed one. Sessions
  may be broken into chunks of 4 hours per short rest. Use the
  following table to determine how long the procedure will
  take.
  Size (intricacy)
  Time
  Small (simple)
  2d4 hours
  Small (average), Medium (simple)
  4d4 hours
  Small (ornate), Medium (average), Large
  (simple)
  8d4 hours
  Medium (ornate), Large (average)
  16d4 hours
  Large (ornate)
  32d4 hours
  Risk of Disease
  Even with sterile tools, there is still a slight chance of picking
  up a disease from being tattooed. The creature recieving a
  tattoo must make a Constitution save, the DC of which
  depends on how sterile the procedure was.
  Cleanliness
  Con save DC
  Appropriate medical supplies used
  5
  Improvised medical supplies used
  10
  Poorly improvised medical supplies used 12
  No sterilization
  15
  Actively Unsanitary
  20
  If a disease is contracted, the DM decides what disease it
  is, either by choosing one from pages 256-257 of the
  Dungeon Master's Guide, or by making one up.
  Once the Tattoo is applied successfully, the tattooed
  creature may utilize the effects of their new tattoo after their
  next long rest.
  Discovering New Templates
  Magical tattoo templates work much like a wizard's written
  spells or spell scrolls. Most examples of tattoo templates are
  exceedingly rare and either well hidden or carefully guarded,
  as existing tattoos are either culturally significant or highly
  prized by its current owners. In rare cases, ancient tattoo
  templates may be found in such areas as ancient temple walls
  or found carved into totems.
  There is, of course, another way to aquire knowledge of a
  magical tattoo design. This is to have a tattooed person in
  your presence. Copying the design of a tattoo from a body in
  order to make a template requires you make an Intelligence
  check. Depending on the condition of the body you are
  copying the design from, the DC of this check changes
  according to the following table.
  Body Condition
  Int check
  DC
  Willing or unconscious, living subject
  5
  Subject which has been dead for less than a week5
  Unwilling or restrained, living subject
  10
  Subject which has been dead for between one to
  3 weeks
  15
  Subject which has been dead for over 3 weeks 20
  Subject which died violently in such a way that
  the tattoo was damaged
  25
  Specialty Inks
  In very large cities, it may be possible to aquire rare and
  unique inks with which one may create tattoos. These inks
  may have special cosmetic or inherent magical properties
  and are generally very expensive.
  Detection Ink
  This ink is specially mixed and imbued with the ability to
  detect the presence of certain creatures. The ink may come in
  a variety of colors, and begins to faintly glow when within 100
  feet of the creature in question. For example, an ink may be
  mixed in order to detect members of the goblinoid family, in
  which case it would be refered to as ink of goblinkind
  detection. Another ink may be imbued with the ability to
  detect the presence of undead, or even a specific type of
  undead (zombies, liches, vampires).
  Elemental Ink
  This ink is purely cosmetic in most circumstances, coming in
  a variety of elemental styles. Some may make the lines of a
  tattoo appear to burn like molten lava, while others may
  cause it to appear as if cool water flows through the lines of
  the subject's skin. Certain earth aligned inks will cause the
  lines of a tattoo to appear as if they were filled with
  glimmering gemstones. While this is normally cosmetic, if the
  appropriate elemental ink is alligned with a specific tattoo, it
  may amplify the effects of such a tattoo. For example, a tattoo
  of the frozen fist would become much stronger if drawn using
  ice aligned ink.
  
  Glamor Ink
  This ink causes lines drawn with it to glitter like a thousand
  stars. These inks come in a variety of colors.
  Glow-Ink
  Tattoos inked with this concoction are pale versions of their
  colors while in the light, but in dim or dark conditions glow
  vibrantly with their appropriate color.
  Metallic Ink
  Tattoos made with this ink make it appear as though the
  subject has organically-flexible metal inlays imbedded in their
  skin. These inks come in a variety of flavors, from gold to
  silver to rusty iron.
  Mood Ink
  While appearing as plain gray ink in a bottle, once applied to
  the subject, this ink changes color depending on the subject's
  mood.
  Mood
  Color
  Anger, Irritation
  Red
  Nervous, Fearful
  Orange
  Surprised, Shocked
  Yellow
  Disgusted, Repulsed
  Green
  Sad, Depressed
  Blue
  Happy, Infatuated
  Purple
  Prismatic Ink
  Appearing to be a swirling mass of rainbow colors while in a
  bottle, this ink causes lines tattooed with it to become
  beautiful and iridescent in apperance.
  Shifting Ink
  One of the rarest and most prized inks among tattooists,
  shifting ink allows the subject possessing the tattoo to switch
  between two different tattoos. Artists will often take this ink
  whenever they can find it, regardless of whatever color they
  happen to find it in.
  In order for this ink to display its true power, they must first
  have one tattoo made with shifting ink. Then, they must use
  the ink's power to shift the ink through their skin, leaving the
  spot bare once more. A second tattoo is then made in the
  same spot and of the same size. Once this is done the subject
  has the ability to switch between two different tattoos every
  short rest and therefore change their given magical effects.
  Temporary Ink
  This ink appears as normal black ink, only it is applied on top
  of the skin with a thin brush. Tattoos made with this ink last
  up to one week or until they are washed away with water.
  Three-Dimensional Ink
  This ink comes in the same standard variety of colors as
  normal ink. When applied to a subject the ink appears
  normal. However, the one who wears a tattoo made with this
  ink may take one bonus action in order to create a stunning
  cosmetic effect in which the design of the tattoo appears to
  float off of their skin and hover above it. While this effect is
  active the tattoo may also animate slightly, spinning or curling
  around the body part on which it is printed.
  Additional Information
  Magical tattoos as well as non-magical tattoos should be
  recorded for future reference in order to quickly check
  whether a character has room for a new tattoo.
  Unless specifically noted under the tattoo description, a
  given tattoo can only be taken once. Any additional
  applications of the same tattoo will not apply any magical
  effects.
  Magical tattoos radiate magic dimly undear a detect magic
  spell. A successful DC 20 Arcana check may be made in order
  to discern the nature of a magical tattoo. If the person trying
  to identify the tattoo already has proficiency in Tattooist's
  Tools, they gain a +2 bonus to identification.
  Dispel magic will render magical tattoos useless for 1d4
  rounds.
  If the body part which a magic tattoo is on is lost, so are its
  magical effects. Limbs regrown with regenerate do not grow
  back their tattoos. Spells such as raise dead generally keep
  the tattoos intact, given that the limb is still present.
  Reincarnation will not bring back the subject with their
  tattoos intact. Clones made with the clone spell do not have
  tattoos.
  Supply Tables
  (Note that all inks listed come in 1 ounce battles).
  Tattooist Supplies
  Item
  Cost
  Weight
  Tattooist's Tools
  70 gp
  5 lb.
  Purple Ink
  15 gp
  —
  Blue Ink
  6 gp
  —
  Green Ink
  1 gp
  —
  Yellow Ink
  3 gp
  —
  Orange Ink
  3 gp
  —
  Red Ink
  7 gp
  —
  Black Ink
  10 gp
  —
  White Ink
  10 gp
  —
  Full Ink Set
  50 gp
  1 lb.
  Needle Set
  5 gp
  2 lb.
  Medical Supplies
  15 gp
  2 lb.
  Specialty Inks
  Item
  Cost
  Weight
  Detection Ink
  1,000 gp
  —
  Elemental Ink
  100 gp
  —
  Glamor Ink
  100 gp
  —
  Glow-Ink
  100 gp
  —
  Metalic Ink
  100 gp
  —
  Mood Ink
  150 gp
  —
  Prismatic Ink
  150 gp
  —
  Shifting Ink
  5,000 gp
  —
  Temporary Ink
  50 gp
  —
  Three-Dimensional Ink
  200 gp
  —
  
  Tattoo Compendium
  T
  he following is a list of magical tattoos. Please
  note that the following are only a few examples
  of what can be done with magic tattoos. Feel
  free to homebrew your own tattoos and add
  them to your own adventures as you see fit.
  DMs should keep in mind that finding a new
  tattoo template is extremely rare and should be
  treated much like giving your group a magic item in need of
  attunement. Once a spellcaster reaches their 15th-level in a
  spellcasting class, they may invent their own tattoos (given
  that they have proficiency in Tattooist's Tools. The final say in
  whether a tattoo they crafted is fair to be used or not lies with
  the DM. Be sure to collaborate to make the most of this
  system.
  Eye of Darkvision
  Tattooing Time: 8d4 hours
  Size: Small
  Location: Head
  Intricacy: Ornate
  A complex tattoo of an eye with a slit pupil is made on the
  subject. This tattoo gives the wearer 60 feet darkvision. If the
  wearer already has darkvision up to 60 feet, their darkvision
  expands to 120 feet. If the wearer already has up to 120 feet
  darkvision, this tattoo applies no magical effect.
  Eye of Truesight
  Tattooing Time: 8d4 hours
  Size: Small
  Location: Head
  Intricacy: Ornate
  A complex tattoo of an open eye to be placed an the
  forehead is inked onto the subject. This tattoo gives the
  wearer the ability to activate truesight up to 60 feet once per
  long rest for 10 minutes.
  Mark of the Archer (or Crossbowman)
  Tattooing Time: 4d4 hours
  Size: Medium
  Location: Arm
  Intricacy: Average
  This tattoo gives the wearer +1 on attack rolls with any bow
  (or crossbow) they are proficient in.
  Mark of the Bladesman (Maceman,
  Knifeman, etc.)
  Tattooing Time: 4d4 hours
  Size: Medium
  Location: Dominant arm
  Intricacy: Simple
  This tattoo gives the wearer +1 to damage with any specific
  melee weapon they are proficient in and that is weilded in the
  tattooed arm. The weapon in question is pictured somewhere
  in the art of the tattoo.
  Mark of the Bull
  Tattooing Time: 8d4 hours
  Size: Large
  Location: Chest
  Intricacy: Simple
  This tattoo gives the wearer 5 additional hit points.
  Mark of the Dryad
  Tattooing Time: 16d4 hours
  Size: Medium
  Location: Arm
  Intricacy: Ornate
  This tattoo looks like some form of plant life (roses, ivy,
  etc.) and spirals all the way along its wearer's arm. As an
  action, the wearer of this tattoo may activate its effect. Upon
  activation the plant life comes to life on the wearer's arm,
  coiling around it and responding to the wearer's mental
  commands.
  The plant life growing from the wearer count as a weapon
  with a 15 foot reach which does 3d6 bludgeoning damage. As
  a bonus action, the wearer may choose to entangle the target
  in their plants.
  The target makes a Dexterity saving throw against the
  user's Constitution bonus + proficiency bonus + 8. On a
  failure, the target is grappled by the plant matter. They may
  make an Acrobatics or Athletics skill check each round
  against the user's Athletics skill in an attempt to break free.
  This tattoo must be drawn with either plant-aligned
  elemental ink or three-dimensional ink.
  Mark of Elvenkind
  Tattooing Time: 8d4 hours
  Size: Medium
  Location: Anywhere
  Intricacy: Average This mark imbues its wearer with the
  benefits of Fey blood, granting them immunity magical
  sleep and advantage on saving throws against being
  charmed.
  Mark of the Flock
  Tattooing Time: 32d4 hours
  Size: Large
  Location: Anywhere
  Intricacy: Ornate
  This tattoo resembles an unkindness (flock) of ravens
  taking flight as one. The wearer may activate this tattoo as an
  action, causing an unkindness of ink ravens (which are the
  same color as the ones depicted in the tattoo) to unleash from
  the wearer's tattooed area, causing the tattoo to vanish until
  the ravens are killed. The ravens follow the wearer's every
  mental command.
  Any article of clothing which covers the tattoo upon
  activation is destroyed in the process as the ravens fly
  through the cloth. If the tattoo is covered by armor, the tattoo
  will not activate.
  
  Mark of the Ghast
  Tattooing Time: 8d4 hours
  Size: Medium
  Location: Arm
  Intricacy: Average
  This tattoo resembles swirling mist which wraps around
  the arm of the wearer. The wearer may activate this tattoo as
  a bonus action, causing the lines of this tattoo to glow slightly
  and their arm to change shape. The wearer's arm pales in
  color and grows into that of a ghoul, fingers sharpening and
  elongating into a terrible clawed hand.
  Any article of clothing not meant to accomidate the change
  in limb size is destroyed in the process. If the arm is covered
  in armor not meant to accomidate the change in limb size,
  the limb grows anyways and begins to crush the wearer's arm
  for 1d6 bludgeoning damage per round.
  A melee attack with this arm does 2d6+3 slashing damage.
  If the target is a creature other than an undead, it must
  succeed on a DC 10 Constitution saving throw or be
  paralyzed for 1 minute. The target can repeat the saving
  throw at the end of each of its turns, ending the effect on itself
  on a success.
  Mark of the Hummingbird
  Tattooing Time: 8d4 hours
  Size: Large
  Location: Chest
  Intricacy: Simple
  This tattoo gives the wearer +1 to initiative rolls.
  Mark of the Pit Fiend
  Tattooing Time: 16d4 hours
  Size: Medium
  Location: Arm
  Intricacy: Ornate
  This tattoo resembles hellish imagery mixed with infernal
  runes which cover an entire arm. The wearer may activate
  this tattoo as a bonus action, causing the runes to glow and
  their arm to change shape. The wearer's arm grows
  disproportionately larger and becomes scaley and red, their
  hand tipped with razor sharp, black claws.
  Any article of clothing not meant to accomidate the change
  in limb size is destroyed in the process. If the arm is covered
  in armor not meant to accomidate the change in limb size,
  the limb grows anyways and begins to crush the wearer's arm
  for 1d6 bludgeoning damage per round.
  A melee attack with this arm does 4d6+8 bludgeoning
  damage. If fire-aligned elemental ink is used to draw this
  tattoo, the attack also does 1d6 fire damage.
  Mark of Telepathy
  Tattooing Time: 16d4 hours
  Size: Medium
  Location: Head
  Intricacy: Ornate
  This tattoo gives the wearer the ability to open two-way,
  telepathic conversations with intelligent creatures within 200
  feet of them. The two must still share a language in order to
  communicate.
  Maw of the Dragon
  Tattooing Time: 16d4 hours
  Size: Medium
  Location: Head
  Intricacy: Ornate
  This tattoo imbues the wearer with the primal elemental
  power of a dragon's breath attack, allowing them to make
  such an attack a number of times per long rest equal to their
  Constitution modifier. The attack does 3d6 damage on a
  failed save and half as much on a successful one.
  Choose one of the following elements. Your tattoo must be
  drawn in an appropriate color which determines the
  elemental type you use. Your saving throw DC for this attack
  is your Constitution modifier + your proficiency bonus + 8.
  Dragon Damage Type
  Breath Weapon
  Black
  Acid
  5 by 30 ft. line (Dex save)
  Blue
  Lightning
  5 by 30 ft. line (Dex save)
  Green Poison
  15 ft. cone (Con save)
  Red
  Fire
  15 ft. cone (Dex save)
  White Cold
  15 ft. cone (Dex save)
  If drawn in elemental ink corresponding to the desired
  element instead, the attack does +3 damage.
  Packmaster's Mark
  Tattooing Time: 16d4 hours
  Size: Medium
  Location: Chest
  Intricacy: Ornate
  This tattoo features a wolf motif of some desctiption. The
  wearer may use an action to activate the tattoo's power,
  causing a pack of 1d4+1 ink wolves (of the same color as
  depicted in the tattoo) to leap from the wearer's chest. These
  wolves follow the wearer's mental commands and last until
  they are killed.
  Any article of clothing which covers the tattoo upon
  activation is destroyed in the process as the wolves leap
  through the cloth. If the tattoo is covered by armor, the tattoo
  will not activate.
  Prisoner's Mark
  Tattooing Time: 4d4 hours
  Size: Small
  Location: Anywhere
  Intricacy: Simple
  This tattoo is meant to be applied to a prisoner or slave in
  order to prevent them from escaping. The small tattoo is a
  sort of brand. When the bearer moves more than 150 feet
  away from the tattoo artist, the mark begins to glow like a
  burning coal and begins to inflict 1d4 fire damage per round
  onto its bearer.
  If drawn in fire-alligned elemental ink the mark instead
  inflicts 1d6 fire damage per round.
  
  Snakecharmer's Mark
  Tattooing Time: 8d4 hours
  Size: Medium
  Location: Arm
  Intricacy: Average
  This tattoo takes the form of a snake which curls around
  the arm of its wearer. As an action, the bearer may activate
  the tattoo, bringing 1d6 ink vipers ( of the same color as
  depicted in the tattoo) into being which curl around the
  wearer's arm. These vipers follow the mental commands of
  the tattoo wearer and last until they are killed. Once all ink
  vipers are killed, the tattooed snake reappears on the
  wearer's arm.
  Tattoo of Charisma
  Tattooing Time: 16d4 hours
  Size: Large
  Location: Chest
  Intricacy: Average
  This tattoo gives the wearer +1 to Charisma. It will not
  raise the wearer's Charisma score above 20.
  Tattoo of Constitution
  Tattooing Time: 16d4 hours
  Size: Large
  Location: Chest
  Intricacy: Average
  This tattoo gives the wearer +1 to Constitution. It will not
  raise the wearer's Constitution score above 20.
  Tattoo of Dexterity
  Tattooing Time: 16d4 hours
  Size: Large
  Location: Chest
  Intricacy: Average
  This tattoo gives the wearer +1 to Dexterity. It will not raise
  the wearer's Dexterity score above 20.
  Tattoo of Intelligence
  Tattooing Time: 16d4 hours
  Size: Large
  Location: Chest
  Intricacy: Average
  This tattoo gives the wearer +1 to Intelligenve. It will not
  raise the wearer's Intelligence score above 20.
  Tattoo of Leaping
  Tattooing Time: 32d4 hours
  Size: Medium
  Location: Both Legs
  Intricacy: Ornate
  This tattoo is to be placed identically on both legs and
  doubles the distance that the wearer is able to jump.
  Tattoo of Major Protection
  Tattooing Time: 16d4 hours
  Size: Large
  Location: Chest or Back
  Intricacy: Average
  This tattoo gives the wearer +2 to Armor Class and to all
  Saving Throws.
  Tattoo of Protection
  Tattooing Time: 8d4 hours
  Size: Large
  Location: Chest or Back
  Intricacy: Simple
  This tattoo gives the wearer +1 to Armor Class and to all
  Saving Throws.
  Tattoo of Strength
  Tattooing Time: 16d4 hours
  Size: Large
  Location: Chest
  Intricacy: Average
  This tattoo gives the wearer +1 to Strength. It will not raise
  the wearer's Strength score above 20.
  Tattoo of Striding
  Tattooing Time: 16d4 hours
  Size: Medium
  Location: Leg
  Intricacy: Average
  This tattoo gives the wearer +5 to normal movement. This
  tattoo can be taken a second time on the other leg for an
  additional +5 to movement speed.
  Tattoo of the Spiritmaster
  Tattooing Time: 16d4 hours
  Size: Medium
  Location: Anywhere
  Intricacy: Ornate
  This tattoo resembles ghostly forms of some description.
  As an action the wearer may choose any incorporeal undead
  (such as a shadow, specter, ghost, or will-o'-wisp) that they can
  see within 60 feet. Using the power within the tattoo, the
  subject attempts to wrest control of the undead.
  The save DC for this effect is 8 + the wearer's proficiency
  bonus + Wisdom modifier. The undead must make a Wisdom
  saving throw or fall under the wearer's control for 1 hour.
  Intelligent (8 or more Int) undead get advantage on their
  saving throws.
  Tattoo of the Flaming Fist
  Tattooing Time: 8d4 hours
  Size: Small
  Location: Arm
  Intricacy: Ornate
  This tattoo allows its bearer to set their fist alight with a
  magical fire. While alight, their unarmed attacks strike for
  1d6+1 hit points of fire damage. Your fist also counts as a
  magic weapon. Your hand remains alight with fire for one
  hour or until dispelled, in which case it extinguishes into a
  puff of smoke. You can use this ability a number of times per
  day equal to your Constitution modifier (minimum of 1).
  Against plant-based creatures such as shambling mounds
  or treants, your firey stikes do an additional +2 damage.
  When inked in fire-alligned elemental ink, your strike's
  base attack becomes 1d8+1.
  
  Tattoo of the Frozen Fist
  Tattooing Time: 8d4 hours
  Size: Small
  Location: Arm
  Intricacy: Ornate
  This tattoo allows its bearer to encase their fist in a hard
  shell of ice. While encased, their unarmed attacks strike for
  1d6+1 hit points of cold damage. Your fist also counts as a
  magic weapon. Your hand remains encased in ice for one
  hour or until dispelled, in which case the ice melts instantly.
  You can use this ability a number of times per day equal to
  your Constitution modifier (minimum of 1).
  Against fire-based creatures such as fire elementals or
  salamanders, your ice encased stikes do an additional +2
  damage.
  When inked in ice-alligned elemental ink, your strike's base
  attack becomes 1d8+1.
  Tattoo of Wisdom
  Tattooing Time: 16d4 hours
  Size: Large
  Location: Chest
  Intricacy: Average
  This tattoo gives the wearer +1 to Wisdom. It will not raise
  the wearer's Wisdom score above 20.
  Venom Ward
  Tattooing Time: 4d4 hours
  Size: Small
  Location: Anywhere
  Intricacy: Average
  This tattoo gives the wearer advantage on Constitution
  saving throws against poison.
  Wings of Ink
  Tattooing Time: 32d4 hours
  Size: Large
  Location: Back
  Intricacy: Ornate
  This exceedingly detailed and lifelike wing tattoo
  resembles the wings of a Bat, Bird, Dragon, or Fairy. This
  tattoo must be inked with air-aligned elemental ink, or three
  dimensional ink. As a bonus action, the wearer may sprout
  wings resembling those of the tattoo from their back, gaining
  a flying speed equal to their current speed. These wings last
  until they are dismissed by using another bonus action.
  Armor that is not specially designed to accomodate these
  wings will not allow you to manifest them, and clothing not
  made to accomadate these wings may be ruined upon
  manifesting them.
  
  Ink Monsters
  T
  he following are a list of original monsters
  which are mentioned in this guide. These are
  monsters summoned forth from magical
  tattoos of one kind or another. In the same way
  as DMs are encouraged to design their own
  tattoos for their players to find, it is encouraged
  that you add to and modify this list as you wish.
  Ink Viper
  Tiny beast, unaligned
  Armor Class 13
  Hit Points 9(1d4 + 5)
  Speed 30ft., swim speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 16 (+3)
  11 (+0) 1 (-5) 10 (+0)
  3 (-4)
  Condition Immunities None
  Senses blindsight 10 ft., passive Perception 10
  Languages None
  Challenge 1/8 (25 XP)
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit 1 piercing damage, and the target must
  make a DC 12 Constitution saving throw, or be
  poisoned by the toxic ink which constitutes their
  venom, taking 7 (3d4) poison damage on a failed
  save, or half as much damage on a successful one.
  Ink Wolf
  Medium beast, unaligned
  Armor Class 14
  Hit Points 15 (3d8+2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
  Condition Immunities None
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages None
  Challenge 1/2 (100 XP)
  Keen Hearing and Smell. The wolf has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Pack Tactics. The wolf has advantage on attack rolls
  against a creature if at least one of the wolf's allies is
  within 5 feet of the creature and the ally isn't
  incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
  target. Hit 7 (2d4+2) piercing damage. If the target
  is a creature, it must succeed on a DC 11
  Constitution saving throw or be poisoned by the
  toxic ink which constitutes their fangs for 5(2d4)
  poison damage on a failed save, or half damage on a
  successful one.
  Unkindness of Ink
  Ravens
  Large swarm of Tiny beasts, unaligned
  Armor Class 14
  Hit Points 36 (8d8)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  14 (+2)
  8 (-1)
  3 (-4)
  12 (+1)
  6 (-2)
  Skills Perception +5
  Condition Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, paralyzed,
  petrified, prone, restrained, stunned
  Senses passive Perception 15
  Languages None
  Challenge 1/2 (100 XP)
  Languages None
  Challenge 1/2 (100 XP)
  Swarm. The unkindness can occupy another creature's
  space and vice versa, and the unkindness can move
  through any opening large enough for a Tiny raven. The
  unkindness can't regain hit points or gain temporary hit
  points.
  Actions
  Beaks. Melee Weapon Attack: +4 to hit, reach 5ft., one
  target in the swarm's space. Hit 16 (4d6 + 2).
  Targets hit by this attack are left with tiny inkspots of
  the ravens' color imbedded in their skin and must
  succeed on a DC 12 Constitution saving throw, or be
  poisoned by the toxic ink which constitutes the ravens'
  beaks for 5 (2d4) poison damage on a failed save, or half
  damage on a successful one.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/A Guide to Magical Tattoos v1.0.pdf