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D&D 5E Monk Way of the Tatoos

peterka9

Explorer
Monk Way of the Tatoos

Your opinion ? Loosely based on rune knight. The basic powers are passive, activated by a trigger like half-orc relentless endurance without using ressource (action, bonus action, reaction).
Tattooed monks improve their defense by using the power of ki stored in tattoos. Master tattooists know how to capture the power of magic as well as ki, but the energy of ki is much faster to produce and a tattoo can be soaked with power in just an hour.
Extra Skills
When you choose this archetype at level 3, you are proficient in tattoo artist tools.
Ki tattoos
At 3rd level, the tattooed man gains the use of mystical symbols, which he has engraved directly on his flesh in the form of scarifications or tattoos.
These tattoos pulsate with a light, clearly identifiable ki energy from the moment they are activated until the effect they produce ends. You learn how to use the power of 2 tattoos of your choice, from those described below, and each time you level up in this class you can replace a tattoo you know with another. When you reach certain levels in this class, you learn additional tattoos as shown in the table of known tattoos.
These symbols contain a ki effect that is activated passively in response to an event that you determine at the time of the tattoo. You also learn to harness their power willfully at higher levels.
Known Tattoos
Monk level Number of tatoos
3rd 2
6th 3
11th 4
17th 5
The following tattoos are available to you when learning a tattoo. If a tattoo requires a saving throw, your saving DC is 8 + your proficiency bonus + your wisdom modifier.
Force tattoo. The ki in this tattoo emits a shock wave in response to an armed attack. When you are first hit by a creature within 60 feet of you with a weapon attack, your tattoo sends out a shock wave in response. The creature must make a Dexterity saving throw. It takes 2d10 force damage on a failed save, or half as much damage on a successful one. Once this tattoo is used, you cannot do it again until you have completed a short or long rest or if you spend a ki point to activate this ability.
Rock tattoo. The ki in this tattoo imparts resistance reminiscent of a block of stone. When you are hit with a weapon attack, you gain normal bludgeoning, piercing, and slashing damage immunity, and magical weapon resistance until the end of your next round. Once this tattoo is used, you cannot do it again until you have completed a short or long rest or you if you spend a ki point to activate this ability.
Elemental tattoo. The ki in this tattoo grants a primal creature-like resistance to elemental damage. When you are hit with an attack that deals fire, cold, or electricity damage, you gain resistance to that damage until the end of your next round. Once this tattoo is used, you cannot do it again until you have completed a short or long rest or if you spend a ki point to activate this ability.
Thousand eyes tattoo. The ki of this tattoo confers a vigilance reminiscent of that of Argus, the giant with a thousand eyes. When you are surprised by an attack, your tattoo allows you not to be surprised by this attack and thereafter while you are conscious for the next minute. Once this tattoo is used, you cannot do it again until you have completed a short or long rest or if you spend a ki point to activate this ability.
Regenerative tattoo. The ki in this tattoo gives you a troll-like regeneration ability. When you first drop below half your health, but are not reduced to 0 hit point, your tattoo allows you to recover a number of health points equal to your wisdom modifier (minimum 1) at the start of each of your turns for a duration of 2 rounds. Once this tattoo is used, you cannot do it again until you have completed a short or long rest or if you spend a ki point to activate this ability.
Resilience tattoo. The ki in this tattoo gives you a resilience reminiscent of half-orcs. When you drop to 0 hit points, but aren't killed instantly, your tattoo drops you to 1 hit point instead. Once this tattoo is used, you cannot do it again until you have completed a short or long rest or if you spend a ki point to activate this ability.

Shield
At 6th level, you learn to summon the ki from your tattoos to protect your allies. When another creature you can see within 60 feet of you is affected by a trigger that activates a ki tattoo, you can use your reaction to summon the tattoo's power at the cost of one ki point.
Increased defense
At 11th level, the ki of your tattoos alters you permanently. When you gain this ability, you gain 1 additional AC point.
Master of Tattoos
At 17th level, you can summon the power of each tattoo you know twice, rather than once without using ki points.
 
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The "unless you use a ki point." wording probably needs to change to "or you spend a ki point to activate this ability". - As written they would all become available if you spent a ki point to flurry of blows.

The Rock, Elemental and Thousand Eyes tattoos should probably be reactions in order to use the rules that they take place before the triggering action. Otherwise for example, the Rock tattoo will only kick in after you have taken the crit, rather than protecting you from the crit. - However this may be the intended functionality.

I would suggest reducing the power of the Rock and definitely Elemental tattoos, but having them activate on a reaction from taking damage rather than requiring a crit. Crits are rare, and a player picking the Rock tattoo may feel that they aren't getting any use out of it most of the time. Likewise as written, Elemental Tattoo cannot protect you from Dragon breath or a fireball, since those cannot critically hit.
 

peterka9

Explorer
I created the archetype with passive powers in mind at 3rd level and as an active response to a trigger at 6th level...
But, yes, I forgot breath or fireball do not crit. Edited. And, yes, the resistance will kick in after the first hit. It is active till the end of the next ROUND, not turn, so it may be active for 6 to 12 seconds...
 
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peterka9

Explorer
New version. All abilities have a self range, and affect the monk or her opponent. Like monks of the 4 elements, for better because some features work without ki.

Monk Way of the Tatoos

Your opinion ? Loosely based on rune knight. The basic powers are passive, activated by a trigger like half-orc relentless endurance without using ressource (action, bonus action, reaction).

Tattooed monks improve their defense by using the power of ki stored in tattoos. Master tattooists know how to capture the power of magic as well as ki, but the energy of ki is much faster to produce and a tattoo can be soaked with power in just an hour.

Extra Skills
When you choose this archetype at level 3, you are proficient in tattoo artist tools.

Ki tattoos

At 3rd level, the tattooed man gains the use of mystical symbols, which he has engraved directly on his flesh in the form of scarifications or tattoos.

These tattoos pulsate with a light, clearly identifiable ki energy from the moment they are activated until the effect they produce ends. You learn how to use the power of 2 tattoos of your choice, from those described below, and each time you level up in this class you can replace a tattoo you know with another. When you reach certain levels in this class, you learn additional tattoos as shown in the table of known tattoos.

These symbols contain a ki effect that is activated passively in response to an event that you determine at the time of the tattoo. You also learn to harness their power willfully at higher levels.

Known Tattoos
Monk level Number of tatoos
3rd 2
6th 3
11th 4
17th 5

The following tattoos are available to you when learning a tattoo. If a tattoo requires a saving throw, your saving DC is 8 + your proficiency bonus + your wisdom modifier.

The maximum number of ki points you can spend to cast a spell or activate an effect in this way (including the initial cost in ki points) is determined by your monk level, as shown in the table below.

Levels
monk Maximum ki points per spell or effect
5-8 3
9-12 4
13-16 5
17-20 6

The following tattoos are available to you when learning a tattoo. If a tattoo requires a saving throw, your saving DC is 8 + your proficiency bonus + your wisdom modifier.

Thousand Eyes Tattoo (Passive)

The tattoo will glow red and blue in color, in an involuntary reaction to the danger. When you are surprised by an attack, your tattoo allows you to gain a combat turn as if you are not surprised.

Resilience Tattoo (Passive)
The ki in this tattoo gives you a resilience reminiscent of half-orcs. When you drop to 0 hit points, but aren't killed instantly, you can drop to 1 hit point instead. You must complete a short or long rest before you can use this ability again.

Empathetic tattoo (reaction)

The ki in this tattoo helps to share the pain felt in response to an attack. Using your reaction to a melee attack, the creature that damaged you is negatively impacted by its attack. It must make a Constitution saving throw. The damage from the triggering attack is then also taken by the creature on a failed save. One ki point is required for each 10 points of damage caused (eg 2 points for 11 points of damage).

Element absorption tattoo (reaction)

The ki of this tattoo confers resistance to the elements reminiscent of a native of the primordial plane. It allows you to cast the equivalent of the absorp elements spell (1st level only) at the cost of 2 ki points.

Roc tattoo (reaction)

The ki in this tattoo imparts resistance reminiscent of a block of stone.
Using a reaction, which you take when taking bludgeoning, piercing, or slashing damage (including damage, the tattoo captures some of the incoming energy, reducing its effect on you and storing it for your next attack. melee. The cost is 2 ki You gain resistance to this type of damage until the start of your next turn. Additionally, the first time you hit with a melee attack on your next turn , the target takes an additional 1d6 damage of the target damage type, and the effect ends.

Critical Protection Tattoo (Reaction, 7th level prerequisite)

The ki of this tattoo is used to prevent the additional damage obtained by a critical attack roll. Using your reaction to a critical attack and using 2 ki points, the attack does not benefit from rolling extra dice for damage.

Ironbreaker Tattoo (Bonus Action)
The ki in this tattoo allows you to channel your strength into a devastating explosion. As a bonus action combined with an attack on a object or paralyzed or unconscious creature, you can double your damage (in combination with a possible critical hit). The cost is 2ki. Each round of Concentration multiplies the damage by 2 at a cost of 2 additional ki.

Tattoo of vulnerability (bonus action, 7th level prerequisite)

The ki in this tattoo grants vulnerability to an affected creature. As a bonus action, at the cost of 4 ki points, you try to make a creature you touch vulnerable to a type of damage you have inflicted on it. The creature must make a Constitution saving throw to resist this effect. Creatures resistant to this type of damage are immune to this ability. The vulnerability is active for a number of rounds equal to your wisdom modifier (minimum 1).


Patient force

At 6th level, whenever you consciously activate a tattoo (requiring a bonus action or reaction), a patient defense can also be activated at a cost of 1 ki.

Increased defense

At 11th level, the ki of your tattoos alters you permanently. When you gain this ability, you gain 1 additional AC point.

Supreme Ki

At 17th level, whenever you activate a flurry of blows or an wind step as a bonus action, you can also activate a tattoo.
 
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jgsugden

Legend
I don't believe the Unearthed Arcana tag is intended for homebrew materials. It is intended for the Unearthed Arcana articles WotC occasionally releases. I wouldn't have mentioned it, but you've released a few of these.
 

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