Bewitching Body Ink

Tattoos
Name 	Cost 	Description
Normal Tatto 	10 GP 	
Branding 	20 GP 	
Illuminator’s tattoo 	500 GP 	write with finger as if ink pen, Ink never runs out
Masquerade tattoo 	500 GP 	can cast disguise self, Once per day
Absorbing Tattoo 	24000 GP 	Grants resistance 1 Green Acid 2 Blue Cold 3 Red Fire 4 White Force 5 Yellow Lightning 6 Black Necrotic 7 Violet Poison 8 Silver Psychic 9	 Gold Radiant 10 Orange Thunder
Ghost Step Tattoo 	3000 GP 	Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can't be grappled or restrained. You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Barrier Tattoo (Large) 	24000 GP	Protection. While you aren't wearing armor, the tattoo grants you an Armor Class of 18. You can use a shield and still gain this benefit.
Barrier Tattoo (Medium) 	12000 GP 	Protection. While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit.
Barrier Tattoo (Small) 	6000 GP 	Protection. While you aren't wearing armor, the tattoo grants you an Armor Class of 12 + your dexterity bonus. You can use a shield and still gain this benefit
Blood Fury Tattoo 	3000 GP 	The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
1 When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. 2 When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Coiling Grasp Tattoo 	3000 GP 	Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for 
a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be
 grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) 
check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo 
on a different creature.
Lifewell Tattoo 	2000 GP 	Necrotic Resistance. You have resistance to necrotic damage. Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point
 instead. Once used, this property can't be used again until the next dawn.
Eldritch Claw Tattoo 	500 GP 	Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Shadowfell Brand Tattoo 	2000 GP 	Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks. Shadowy Defense. 
When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.
Aberrant dragonmark 	3000 GP 	As Feat
Spellwrought tattoo, cantrip 	400 GP 	Permanent
Spellwrought tattoo, 1st level	300 GP 	Permanent, Once per day
Spellwrought tattoo, 2nd level 	600 GP 	Permanent, Once per day
Spellwrought tattoo, 3rd level	1000 GP 	Permanent, Once per day
Spellwrought tattoo, 4th level 	1600 GP 	Permanent, Once per day
Spellwrought tattoo, 5th level	3200 GP 	Permanent, Once per day