Base Class: Monk
Those that follow the Way of the Mark channel and focus their ki through magical tattoos - or Marks - that allow them to achieve feats far greater than a regular person. The tattoos are far too potent to receive all at the same time, and the body of the Marked must use and practise with these tattoos to gain accustomed to them before receiving the next. These Marks may come from an ancient and rare plant with a unique toxin contained within, or new experimental arcane techniques. Whatever the means, these Marks are said to drive the Marked insane from the prolonged exposure.
- This subclass is based on the game Mark of the Ninja by Klei Entertainment. I do not own the game or any associated trademarks. Avatar from www.pinterest.com. -
Change log
1.1
- Mark of Agility: Reduced range of grappling hook from base movement speed to 30ft
- Severed Path: Specified inability to change path once committed to one
- Severed Path - Path of Balance: gain full proficiency in two of four skills rather than half proficiency in all four
- Severed Path - Path of Might: spend 1 ki point to spend 1 hit die (or gain 1 exhaustion) to heal 1d8 + Monk level upon reducing a creature to 0 HP instead of gain advantage on next attack, changed to reaction from special action
- Severed Path - Path of the Hunter: spend 1 ki point to gain advantage on undamaged creature rather than 2 ki points to deal max damage
- Mark of Focus - Horrifying Rebuke: ability is triggered when an attack roll is made and deals martial arts die + monk level damage instead of on hit dealing damage equal to monk level, ability shares name with subclass option
- Mark of Focus - Eye for Weakness: Insight against creatures Deception rather than CR + 5
- Mark of Farsight: Aura is visible through walls
- Mark of Farsight - Blinding Fury: deal 1d12 damage + monk level rather than 1d10 + monk level
- Mark of Farsight - Greater Farsight: constructs, undead, and dead creatures are surrounded by a purple aura
- Mark of Serenity - Forceful Serenity: deal 1d12 damage rather than 1d10
- Grammar and phrasing
Mark of Agility
The first mark has endowed you with acrobatic skill beyond that of a normal humanoid.
At 3rd level, you may use your Dexterity score and modifier to determine your jump distance and height.
Gain the use of a grappling hook. Instead of moving conventionally, you may choose any point within 30ft that you can see. You throw your grappling hook at this spot and rapidly pull yourself towards it. However far you travel is counted as movement for this turn. You may choose a point even if it is above you, on a wall, or on a ceiling, but if you have nothing to hold on to when you reach your destination, you will fall and take fall damage as normal. Additionally, you provoke attacks of opportunity as normal, and taking damage while moving with the grappling hook causes you to lose your grip on the target surface and begin falling.
At Higher Levels: At 9th level, you are strong enough to bring another creature with you when using your grappling hook, but you travel at half your movement speed as normal.
The Severed Path
Choose a path to walk as you continue to gain strength.
At 3rd level, you may choose one of the Severed Paths to hone your skills with the Mark. Once you have chosen a path, you may not choose another.
Path of Balance
You choose the path of balance.
Gain proficiency in two of the following skills: Athletics, Intimidation, Perception, and Stealth
Path of Might
You choose power and strength over stealth and shadows.
Gain proficiency with martial weapons, which count as monk weapons for you.
Whenever you reduce another creature to 0 HP, as a reaction, you may spend 1 ki point to spend 1 Hit Die to heal 1d8 + Monk level. If you have no Hit Dice left, you may instead gain a point of exhaustion to heal.
Path of Nightmares
You become the embodiment of your enemies' fears, striking terror into their hearts as you end their lives.
Gain proficiency in Intimidation checks.
When you reduce a creature to 0 HP, as a reaction, you may spend 1 ki point to cause one creature of your choice within 30ft that can see you to become make a Wisdom saving throw or Frightened of you until the end of your next turn.
Path of Silence
Become a whisper in the shadows, and your enemies will not see a thing.
Gain proficiency in Stealth checks.
As an action, spend 1 ki point to add 1d6 to the next DEX ability check you make.
Path of the Hunter
You are slow and methodical, stalking your prey and waiting for the perfect time to strike.
Gain proficiency in Perception.
Whenever you attack a creature with full hit points, as a reaction, you may spend 1 ki point to gain advantage on your attack roll.
Mark of Focus
The ink from your second tattoo has sharpened your mind, allowing you to process information so impossibly fast, it is as if time has stood still for you.
At 6th level, as a bonus action, you may spend 1 ki point to Focus. While you are Focusing, you may do one of the following.
- Make up to three simultaneous ranged attacks with a thrown monk weapon (e.g. darts, shuriken, kunai)
- Take the Ready action
- Make a Perception check
Assist
You have learned how to support others as well as yourself.
While Focusing, you may take the Help action.
Eye for Weakness
Your hunter's instincts allow you to determine the remaining strength of your enemies.
While Focusing, you may choose a creature within 60ft that you can see and make an Insight check contested by the creature's Deception check. Upon success, you learn the current hit points and the hit point maximum of the target creature.
You may use this ability once per short rest.
Horrifying Rebuke
Your training on the Path of Nightmares has taught you to take advantage of your enemies' fear and turn their attacks into regrets.
While Focusing, you may choose to prepare a Horrifying Rebuke. While prepared, the next enemy to make an attack roll against you before the start of your next turn takes psychic damage equal to your Martial Arts damage die + your monk level.
Mighty Throw
Your aptitude for physical force allows you to throw weapons not usually throwable.
While Focusing, you may make a ranged attack with any weapon, regardless of whether it has the thrown property. If it does not have the thrown property, treat the range as (15/40) if it does not have the heavy property, and (10/20) if it does have the heavy property. You are proficient with the weapon while throwing it this way.
Silent Presence
Your path of shadow allows you to focus your ki and make yourself hidden at a moment's notice.
You may take the Hide action while Focusing. When hidden in this way, your location is not revealed if you make an attack and miss.
Mark of Farsight
You have gained the third mark, opening your mind and allowing you to see beyond the limits of your eyes.
At 11th level, as a bonus action, you may spend 2 ki points to activate Farsight for 1 minute. While Farsight is active, you have darkvision to 60ft, and you will see a blue aura surrounding any living creature within 30ft that is not a construct or undead. This aura is visible through walls.
You may spend additional ki points after a minute has passed to maintain Farsight for longer.
At Higher Levels: At 15th level, magical items and runes will appear surrounded in a green aura while Farsight is active.
Blinding Fury
Channel the ki from your Farsight into a devastating strike.
While Farsight is active and you hit a creature with an attack, you may use a reaction to end Farsight and inflict an additional 1d12 + your monk level of the same damage type of the weapon you are wielding.
Once you have ended Farsight in this way, you may not use it again until you finish a short or long rest.
Disconcerting Aura
Your Farsight radiates an aura of fear, giving other creatures the feeling like you're staring into their soul. Which, to an extent, you are.
While Farsight is active, you have advantage on Intimidation checks.
Greater Farsight
You have honed your Farsight to detect a wider range of beings.
While Farsight is active, constructs, undead, and bodies of dead creatures are also surrounded by a purple aura. Additionally, you are able to determine a creature's creature type by looking at it with Farsight.
Sense Prey
You are able to hone in on the weakest creature within your Farsight.
While Farsight is active, the creature with the lowest hit point maximum within the radius of your Farsight will have a dark red aura surrounding it.
Shroud of Shadow
Your ki flows through the shadows that surround you.
While Farsight is active and you are within dim light or darkness, you are invisible. You may move and remain invisible, but taking any action will cause you to become visible until the action is completed.
Mark of Serenity
The fourth and final mark allows you to move so fast that you appear to disappear from one place and appear in another.
At 17th level, as an action, spend 3 ki points and choose any surface within your movement speed. You vanish from your current location and almost instantaneously appear in the specified destination. While moving, you are invisible to all creatures who do not have blindsight or tremorsense, you do not trigger non-magical traps such as tripwires or pressure plates, and you do not provoke attacks of opportunity. This movement does not count towards your movement this turn. If the surface you appear on is not the floor and has no places to grip on to, you will fall as normal.
After using this ability, you must wait 1 minute before using it again.
Forceful Serenity
Your dash becomes an embodiment of power rather than stealth.
After using the Mark of Serenity, all creatures within a 10ft radius of where you reappear take 2d12 force damage.
Frightful Presence
Your mere presence is enough to unnerve your enemies.
After using the Mark of Serenity, all attacks against you are made as if the attacking creature is under the effect of the Bane spell until the end of your next turn.
Hunter's Strike
You strike your enemy before they even realise you are there.
After using the Mark of Serenity, if you appear within melee range of another creature, you may use your reaction to make a melee attack against that creature.
Shadow Form
Your attunement with the silence has reached its apex.
After you use the Mark of Serenity, you are invisible until the end of your next turn. Movement, taking an action, or taking damage do not cause this invisibility to end.
Superior Serenity
Your skill with the Mark of Serenity is greater, since you have not divided your efforts into more divergent paths.
While using the Mark of Serenity, you are invisible to creatures who have blindsight and tremorsense, and you do not trigger magical traps.
Previous Versions
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3/19/2021 4:17:31 AM
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