Tattoo Adept

Loremasters claim that the practice of ritual tattooing among the ancestors of the dark elves arose to enforce law and stability in their rigid caste system, marking people as belonging to one caste or another. It is uncertain when and by what means tattoo adepts learned their skills, but tattoos are a long and well-honored tradition. Today, members of all major cultures can be found wearing tattoos and using tattoo magic.

Prerequisite(s): To gain levels as a tattoo adept, you must meet the following requirements (in addition to the multiclassing prerequisites for any classes you have):

  • Dexterity 13. Tattoo adepts must have nimble hands.
  • Intelligence 13 or Charisma 13. Tattoo adepts must have an aptitude for arcane magic.
  • Proficiency in the Arcana skill. A tattoo adept must be knowledgeable regarding arcane lore.
  • Proficiency with tattooist’s supplies. A tattoo adept must be skilled in the tattooist’s art.
  • Spellcasting class feature (bard, sorcerer, warlock, or wizard). To become a tattoo adept, you must have the ability to cast spells from the bard, sorcerer, warlock, or wizard spell list.
  • Character level 5th. You must already be a 5th-level character before you can gain tattoo adept levels.
  • Tattoo Artist Notoriety. In order to be accepted as a pupil by an established tattoo adept, you must have demonstrated that you are a skilled magician and tattoo artist in your own right. You must maintain a tattoo parlor for a period of at least one year, and you must have produced exceptional tattoos, at least one of them magical, for a handful of noteworthy individuals who can spread the word of your talent.
Table: The Tattoo Adept
Level Features Cantrips Known Spells Known 1st Level Spell Slots
1st Dancing Ink, Spellcasting, Tattoo Focus 1 2 2
2nd Quick Ink, Tattoo Mastery 1 3 3


Class Features

As a tattoo adept, you gain the following class features.

Hit Points

Hit Dice: 1d6 per tattoo adept level
Hit Points per Level: 1d6 (or 6) + your Constitution modifier per tattoo adept level

Dancing Ink

At 1st level, you learn how to store magical energy in a tattoo to be released at a later time. At the end of a long rest, you may store any spell you know within a nonmagical tattoo on your person. To do so, you must expend a spell slot of a sufficient level to cast the spell. The stored spell can be no higher than one spell level below the highest you can cast (minimum 1st level), and no higher than 5th level in any case.

You can have only one spell stored in this way at a time. You can cast the stored spell a number of times equal to your Intelligence or Charisma modifier, at its usual level, without expending any spell slots. Once you have done so, your Dancing Ink tattoo fades away.


The following rules apply to your spellcasting.

Cantrips. At 1st level, you know one cantrip of your choice from the wizard spell list.

Spell Slots. The Tattoo Adept table shows how many spell slots you have to cast your 1st-level spells. To cast one of these spells, you must expend a slot of the spell’s level (or higher). You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level. You know two 1st-level spells of your choice from the wizard spell list. You gain a third 1st-level spell when you reach 2nd level.

Spellcasting Ability. Choose Intelligence or Charisma. That attribute is always your spellcasting ability for your tattoo adept spells. You use that attribute whenever a spell refers to your spellcasting ability. You also use it when setting the saving throw DC for a tattoo adept spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your chosen spellcasting ability modifier

Spell attack modifier = your proficiency bonus + your chosen spellcasting ability modifier

Multiclassing. You add all of your levels in the tattoo adept class when determining your total spell slots.

Tattoo Focus

Also at 1st level, you can use your tattoos as a spellcasting focus to cast arcane spells.

Quick Ink

At 2nd level, you can inscribe a Dancing Ink spell at the end of a short or long rest.

Tattoo Mastery

Also starting at 2nd level, your proficiency bonus is doubled when you make an ability check that uses tattooist’s supplies. When you create magic tattoos (see Chapter 7), you require only half the usual downtime.

Finally, when you activate a one of your Dancing Ink tattoos or another magic tattoo that normally grants you some bonus or benefit for a duration, you can grant the effects to one willing creature you touch instead of yourself. You can’t transfer the ability to cast a spell (like from mark of the Earth Mother) or any permanent benefit (such as that from an eye of night sigil).

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb

scroll to top