Ferrus Carat: The Tattoo Artisans Guild

Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous effects and abilities. Magic tattoos are initially bound to magic needles, which transfer their magic to a creature. The designs of magic tattoos vary greatly in appearance depending on who created it, but they share general characteristics that hint at the effect of the tattoo.

Once inscribed on a creature’s skin, damage or injury doesn’t impair the tattoo’s function, even if the tattoo is defaced.

The rarer a magic tattoo is, the more space it occupies on a creature’s skin. The Magic Tattoo Coverage table offers guidelines for how large a given tattoo is.

GMBinder: https://www.gmbinder.com/share/-MZNjURGl3Y3UQQzcU0p

Availing of a Tattoo
When a mission starts, your character can tell the DM that they plan to get a tattoo. During this time, your character will venture to Ferrus Carat and get a up to a maximum of two tattoos. This can also be done once more at the end of a session.

Magic Tattoo Coverage
Tattoo Attunement. A tattoo is applied and attuned to you through the artisan of Ferrus Carat. During this process, you will consciously attune to it if you need to. A visit to the artisan to remove the tattoo for 50gp will also remove attunement.

Upon removal, you will receive a coupon to reapply the tattoo for 50gp. This can be freely traded with other members of the guild.

List of Tattoos
All tatoos are wondrous items and require attunement except Spellwrought tattoos and Armament tattoos.

Spellwrought Tattoo Table
The following spells are removed from availability for Spellwrought Tattoos


 * Revivify Tattoo
 * Gentle Repose Tattoo
 * Raise Dead Tattoo
 * Reincarnate Tattoo