Valence Compass Tattoo | Item | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Valence Compass Tattoo

Wondrous Item

Varies Holy

The Valence Compass Tattoo is a holy sigil that has been magically inscribed to an individual's body. The location of this Tattoo can be changed at the end of a Long Rest.

 

Uses

 

As a bonus action, a creature can call on Valence through the Tattoo, requesting guidance. The creature can ask for the way to a creature, location, or object, regardless of how well they know the subject. A response is not guaranteed, nor is one guaranteed to be helpful, and if Valence does oblige, they may ask something in return, or may provide you with the path that will be the most entertaining to them- not necessarily the quickest, shortest, or safest path.   The path appears as a glowing trail of golden light, snaking through the air in front of the creature. The path is invisible to all creatures except those with a Valence Tattoo, a connection to Valence, or Truesight.   Valence Tattoos are a type of {Name needed}, and they level up as characters use them or level up themselves. The Tattoo comes with charges, and when the tattoo has no remaining charges, it fades to be a few shades darker than the creature's skintone and can no longer be used to commune with Valence. The Tattoo regains all expended charges each day as sunlight first touches the character. Radiant light can mimic this.   Any Concentration spells cast with the Tattoo rely on Valence maintaining concentration, not the caster, and spells do not require Material components. Furthermore, all spells have a casting time of 1 Bonus Action.   Commonplace - The Tattoo comes with 2 Charges, which can be expended at any time to cast one of the following spells, so long as the Tattoo has the available charges to spend: Shield(2 Charges), Shield of Faith(1 Charge). A creature casting Shield of Faith cannot target themself.  

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Enchanted - The Tattoo now has 5 Charges, and in addition to the previous Spells, a creature can now cast Word of Radiance at will, and can cast the following at the cost of a number of charges: Thunder Step(3 Charges), Life Transference(2 Charges), or Mold Earth(1 Charge)
 
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Bestowed - The Tattoo now has 8 Charges, and in addition to all previous effects, the creature can now cast the following: Wall of Light(4 Charges) or Dawn(4 Charges).
 
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Deific - The Tattoo now has 12 Charges, and in addition to all other effects, the creature can now cast the following: Druid Grove(8 Charges), Tasha's Otherworldly Guise(5 Charges), Holy Weapon(5 Charges) or Ceremony(2 Charges). When Tasha's Otherworldly Guise is cast this way, the creature gains the benefit of the Upper Planes variant. When Druid Grove is cast this way, the fog created has pink light instead of green, the weeds and vines are outlined in a pink light, and the guardians are rock guardians instead of trees, using either the Awakened Tree or Awakened Shrub statblock, though immune from fire damage, and the guardians are covered in holy symbols and Valence Compasses.

Description



The Tattoo appears as a Valence Compass- a circle with six lines spaced around it. The tattoo appears wherever dictated by the creature it is on, in whatever color the creature chooses- so long as the color is easily distinguished from the surrounding skin or scales.



Created by

fizzypopsoduhhh.

Statblock Type

Item

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