Base Class: Monk
For aeons, inks of varying descriptions have been used to record the history of the world and the lessons we have learned from it. Monks of the Way of The Living Ink carry those lessons and teachings with them everywhere they travel in the form of ornate tattoos. Studious in history, religion, and even the arcane, Living Ink monks use their Ki to bring their tattoos to life so that they may teach of the wonders of history, and bring swift pain to those who do not learn from it.
bonus proficiency
When you choose this tradition at 3rd level, you gain proficiency in sleight of hand if you do not already have it. your hands are both steady and swift, a trait nessicary for both your combat and the application of your tattoos. You also gain proficiency with the tattooist's kit.
Manifest Tattoo
At 3rd level, you learn to channel your ki into the ink of your tattoos and bring them to life. When you gain this feature, you choose one tattoo of your choice from the tattoo Options below.
you gain two aditional two tattoos of your choice when you reach level 6, 11, and 17.
MANIFEST TATTOO OPTIONS:
Beguiling Ink:
On your turn, you can spend 1 ki point to gain advantage on a persuasion check as the tattoos on your body weave in a hypnotic pattern. the target must make an intelligence saving throw or become charmed until the end of your next turn.
Beholder's Eyes:
On your turn, you can spend 2 Ki points to gain immunity to being surprised and being Blinded for 1 minute as 10 ink black eyes add to your vision. You also double the range of your Darkvision or gain Darkvision out to 60 feet if you do not already have it.
Couatl's Vision:
On your turn, you can spend 2 Ki points to gain Truesight out to a range of 30 feet as ink like the iris of a Couatl envelopes your eyes.
Dragon's Breath:
As an action on your turn, you can spend 2 Ki points to cast a variation of the burning hands spell at 1st level. Instead of fire, a black cloud of ink sprays forth from your fingertips that deals necrotic damage instead of fire damage. You can cast this spell at a higher level by spending an additional Ki point per level.
Eladrin's Grace:
On your turn, you can spend 2 Ki points to gain advantage on dexterity saving throws for 1 minute, as your tattoos guide your body to move with swift grace.
Empyrean's Might:
On your turn, you can spend 2 Ki points to gain advantage on strength saving throws for 1 minute as your tattoos bind themselves to your muscles, enhancing your strength.
Hydra's Heads:
As part of your Flurry of blows, you can spend 1 Ki point to make an extra unarmed strike as the black head of a hydra lashes out against your target.
Kraken's Tentacle:
On your turn, you can spend 1 Ki point to give your unarmed strikes a reach of 30 feet for the duration of your turn as long black tentacles extend from your arms. Additionally, when you hit with a tentacle you can spend an extra Ki point to force your target to make a strength saving throw. On a failed save, you pull the target 30 feet towards you in a straight line. the grapple ends when your turn does, unless the target is within your reach.
Lycan's Fangs:
when you hit with an unarmed strike, you can spend 1 Ki point to deal an additional 1d10 piercing damage as ink dripping fangs extend from your body and bite down on your target. you can spend more Ki points to deal more damage by an additional 1d10 per Ki point.
Solar's Wings:
On your turn, you can spend 1 Ki point to gain flying speed equal to your walking speed, as black feathered wings unfurl from your back. At the end of your turn the wings return to their tattooed form.
Sphynx's Roar:
As an action on your turn, you can spend 2 Ki points to cast a variation of the Thunderwave at 1st level. instead of thunder, you emit the roar of a sphynx as your tattoos amplify your voice. A creature is not pushed when it fails the saving throw but instead becomes Deafened. You can cast the spell at higher levels by spending an additional Ki point per level.
Tarrasque's Carapace:
As a bonus action on your turn, you can spend 2 key points to increase your AC by +2 for 1 minute as the tattoos on your body turn rock hard. you can spend additional Ki points to increase you AC by +1 per Ki point.
Unicorn's Horn:
As an action on your turn, you can spend 2 Ki points to touch a creature and heal them a number of hit points equal to 1d10 + half your monk level , as a glowing black horn extends from your hand and drips ink into the wounds and binds them together
Writhing Ink:
On your turn, you can spend 1 Ki point to gain advantage on an intimidation check as the tattoos on your body crawl and writhe in a terrifying fashion.
Iconography's Eye
Starting at 6th level, your keen eye and knowledge of icons makes you excellent at spotting them . On your turn you can spend 1 Ki point to gain advantage on perception and investigation checks to spot symbols or other iconography. Additionally your proficency bonus is doubled for all arcana, history, and religion checks you make to identify a symbol or piece of iconography.
Illusory Instinct
Starting at 11th level, your endless study of iconography, hidden imagery, and mind-bending patterns have begun to make you immune to the effects of the most powerful illusions. whilst you are conscious, you automatically succeed on saving throws against illusion spells of a level equal to half of your monk level rounded down.
Manifest Tattoo (3 Tattoos)
You gain an additional 2 tattoos from the prior list of options.
Manifest Tattoo (5 Tattoos)
You gain an additional 2 tattoos from the prior list of options.
Manifest Tattoos (7 Tattoos)
You gain an additional 2 tattoos from the prior list of options.
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