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Tattooed Monk

The document outlines features of a monastic tradition focused on magical tattoos, starting with the 'Armor of Ink' ability at 6th level, providing damage resistance. By 11th level, monks can create temporary tattoos for allies, and at 17th level, they can mark enemies to prevent healing and increase damage taken. Various tattoos grant different abilities, enhancing the monk's skills and attributes as they progress in levels.

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Mr. Guak
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0% found this document useful (0 votes)
90 views2 pages

Tattooed Monk

The document outlines features of a monastic tradition focused on magical tattoos, starting with the 'Armor of Ink' ability at 6th level, providing damage resistance. By 11th level, monks can create temporary tattoos for allies, and at 17th level, they can mark enemies to prevent healing and increase damage taken. Various tattoos grant different abilities, enhancing the monk's skills and attributes as they progress in levels.

Uploaded by

Mr. Guak
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Armor of Ink

Starting at 6th level, you can use your bonus action to twist
your tattoos into arcane wards. Until the beginning of your
next turn, you have resistance to bludgeoning, piercing, and
slashing damage. Once you use this ability, you must
complete a short or long rest before you can use it again.

Monastic Traditions Temporary Tattoo


By 11th level, you have learned to inscribe your tattoos
Three traditions of monastic pursuit are common in the
using temporary ink. You can tattoo a willing creature with
monasteries scattered across the multiverse. Most
a temporary version of a tattoo you have, in a process that
monasteries practice one tradition exclusively, but a few
takes 10 minutes. This creature gains the benefits of this
honor the many traditions and instruct each monk
tattoo for 24 hours. Only one creature can gain the effects
according to his or her aptitude and interest. All traditions
of a temporary tattoo at a time.
rely on the same basic techniques, diverging as the student
grows more adept. Thus, a monk need choose a tradition Marked for Death
only upon reaching 3rd level. At 17th level, you can use your action create a special
mark, a tattoo that beckons death, on a creature within your
Way of the Tattoo reach. Make an attack roll against this creature. On a hit,
Certain monastic orders practice the art of heightening ki you have marked the creature for the next minute. A
flow through the body by inscribing magic tattoos on their marked creature cannot regain lost hit points, and has
skin. Each tattoo is a permanent mark of wisdom, and a vulnerability to any damage you deal to it, provided it is not
reminder of the serenity to be found in life. These tattooed immune to this damage.
monks shave their heads, speak in cryptic riddles and Once you use this ability, you must complete a long rest
maxims, and—in many cases—travel the countryside before you can use it again.
furthering their quest for enlightenment.
Tattoos
Ki Tattoos The tattoos listed below are in alphabetical order. Unless
Beginning when you choose this monastic tradition at 3rd
otherwise noted, you can only gain the effects of each
level, you learn to craft magical tattoos that focus the
tattoo once.
bearer's ki into specific forms. You begin with two tattoos,
Bamboo. Your Constitution score increases by 1, to a
and gain additional tattoos as you gain levels in this class,
maximum of 20.
as shown in the Tattoos table.
Bull. You gain proficiency in Strength (Athletics), if
Tattoos you did not have it before. You can add twice your
Monk Level Tattoos proficiency bonus when you make an ability check using
3rd 2 this skill.
6th 3 Chameleon. If no creature can see you, you can use
11th 5 your action to become invisible for up to 10 minutes. This
17th 6 effect ends if you move, attack, or cast a spell.
Cobra. You gain proficiency in Dexterity (Stealth), if
you did not have it before. You can add twice your
proficiency bonus when you make an ability check using
this skill.
Crab. You can use your reaction when you take
bludgeoning, piercing, or slashing damage to reduce the
damage taken by 1d8.
Crane. You and allies within 10 feet of you have
advantage on saving throws against being poisoned.
Crescent Moon. You can spend 1 ki point to run across
the winds. Until the end of your turn, you gain a flight
speed equal to your movement speed. Your movement
must begin and end on solid ground, otherwise you fall.
Donkey. You and allies within 10 feet of you have
advantage on saving throws against being charmed.
Dragon. You can spend 1 to 3 ki points as an action to
project a cone of flame from your mouth. Each creature in a
30-foot cone must make a Dexterity save. The DC for this
saving throw equals 8 + your Wisdom modifier + your
proficiency bonus. A creature takes 2d6 fire damage for
each ki point expended on a failed save, or half as much on
a successful one.
Full Moon. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades
of gray.
Lion. You and allies within 10 feet of you have
advantage on saving throws against being frightened.
Monkey. You gain proficiency in Dexterity
(Acrobatics), if you did not have it before. You can add
twice your proficiency bonus when you make an ability
check using this skill.
Mountain. Your Strength score increases by 1, to a
maximum of 20.
Turtle. You gain proficiency in using shields and gain
the benefits of your monk class features while holding one.
Rabbit's Foot. When you spend your last ki point, roll
any die. On an even roll, you regain that point immediately.
Sunrise. You have resistance to fire damage. Also,
whenever you deal damage with an unarmed strike, you can
change the damage type to fire damage.
Third Eye. You can use your action to detect the
presence of living things within 100 feet. When you do so,
you learn the number of creatures in the area, but not their
type or locations.
Wind. Your Dexterity score increases by 1, to a
maximum of 20.
Wolf. Your movement speed increases by 5 feet.

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