At first glance, I think its really cool. Gives the monk a very modular subclass that lets you customize their abilities. I like that alot of tattoo options provide bonuses to base Monk focus point abilities like Step of the Wind. My only complaints are as follows
1) Comet Tattoo - Wizards has got to either errata and improve Find Traps or give this tattoo a different spell tied to it. Heck, Find Traps isn't even "arcane" in nature, as it is tied to Clerics Druids and Rangers. For 2nd level arcane spells, I would prefer Darkvision, Locate Object, or See Invisibility to keep with the "revealing" theme. Otherwise, if you wanted to go with a fiery celestial object theme, they could get Continual Flame, Flaming Sphere, or Scorching Ray.
2) Nature Tattoos - At level 11, I feel like the damage resistances granted should be passive and not require focus points to activate. I also feel that 3 focus points is a steep cost for a 1 minute advantage on 1 type of saving throw and damage resistance. Either the focus point cost should be reduced, or the activated ability should be buffed. Just as an idea, maybe each one could grant some bonus to your base Monk focus point abilities: Mountain (Patient Defense), Storm (Step of the Wind), Volcano (Flurry of Blows), Wave (Deflect Attack)
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At first glance, I think its really cool. Gives the monk a very modular subclass that lets you customize their abilities. I like that alot of tattoo options provide bonuses to base Monk focus point abilities like Step of the Wind. My only complaints are as follows
1) Comet Tattoo - Wizards has got to either errata and improve Find Traps or give this tattoo a different spell tied to it. Heck, Find Traps isn't even "arcane" in nature, as it is tied to Clerics Druids and Rangers. For 2nd level arcane spells, I would prefer Darkvision, Locate Object, or See Invisibility to keep with the "revealing" theme. Otherwise, if you wanted to go with a fiery celestial object theme, they could get Continual Flame, Flaming Sphere, or Scorching Ray.
2) Nature Tattoos - At level 11, I feel like the damage resistances granted should be passive and not require focus points to activate. I also feel that 3 focus points is a steep cost for a 1 minute advantage on 1 type of saving throw and damage resistance. Either the focus point cost should be reduced, or the activated ability should be buffed. Just as an idea, maybe each one could grant some bonus to your base Monk focus point abilities: Mountain (Patient Defense), Storm (Step of the Wind), Volcano (Flurry of Blows), Wave (Deflect Attack)
I don't have anything on Comet, the spell should actually come from an arcane spell list (Bard, Sorcerer, Warlock, or Wizard).
That typed, it's pretty clear that Nature Tattoos is inspired by Protection from Energy. I agree the 1 minute duration is far too short for the spell, but the advantage to a saving throw is an added wrinkle. I think 10 minutes might suffice. That's enough for potentially several encounters. My gut says 30 minutes would be ideal, but I can't think of anything with that duration. I don't want it to be an odd feature out.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I also have this feeling. I'm not saying it's terrible, in fact, there are some good ideas. This subclass is meant to be defensive, the 3rd level features are interesting, but the ones that follow have no connection to the basic monk features and are just spells that take up a monk action. I think if one tries to make a semi-magical subclass one should take an example from Bladesinging. Defense is an ambiguous choice because the monk already has many features that increase their survivability.
Apart from the choice of spells, it is important that they tie in well in the flow of combat (see Bladesinging). If I wanted some defensive stuff I would want it to at least also be supportive to the group, like being able to spell the group or being able to use Deflect Attacks /Deflect Energy , Slow Fall, Disciplined Survivor and Superior Defense for the group. The monk is already too self-centered, it would be nice to have a subclass that is more open to group and support strategies.
The flavor is interesting but the spell selection not the best. 3 focus points for resistances for one minute is too expensive. the monk has evasion and some of those damage types will be reduced to zero anyways. The chassis reminds me of the 2014 elements monk that drained all your ki points casting spells leaving you with nothing left to use FOB or SS. Those tattoos should provide a certain number of castings per day before any focus points are spent, otherwise this will be a very frustrating class to play. Find traps is a bad spell. 10 foot fly speed at 17th level? Did someone put that in there as a joke?
The flavor is interesting but the spell selection not the best. 3 focus points for resistances for one minute is too expensive. the monk has evasion and some of those damage types will be reduced to zero anyways. The chassis reminds me of the 2014 elements monk that drained all your ki points casting spells leaving you with nothing left to use FOB or SS. Those tattoos should provide a certain number of castings per day before any focus points are spent, otherwise this will be a very frustrating class to play. Find traps is a bad spell. 10 foot fly speed at 17th level? Did someone put that in there as a joke?
It has potential but it will need some work.
Although it is indeed similar to the 2014 D&D 4-element monk, I don't think it will have the same problems being the mostly defensive spells and also because of the “Uncanny Metabolism” feature. But also I think the choice of spells, such as their cost and function time is not good.
I really like having options to choose from at each of the levels. I just don’t care for the choices. I do think it could have similar problems of 4 Elements monk, with FO cost, even with the ability to regain FP faster. Not as bad but similar.
I like getting a cantrip, nice flavor, but don’t like “spend X Focus Points to cast a spell” most of these spells are handled better and cheaper by other monk subclasses. 2 FP for Misty step? While Shadow monk teleports all over unlimited times for free. Only restriction is dim or darkness. And they get the Darkness spell and it only costs 1 FP. And they can see in it.
With Deflect Energy and Evasion, most of the resistance tattoos just become about the advantage on ST. It should be always on and you can swap with FP as a Bonus action or Reaction. Waiting to change out the tattoo several levels later when you get a new one is just too long. Swapping tattoos on long rest would be good for some other tattoos.
Would it really be that difficult to come with options that are not “cast a spell”? Something unique or flavorful that synergizes with the monk class. I liked the Bat tattoo as blindsight is relatively unique among the classes. And it’s ties to a class feature you are probably using already.
Overall, having options at each subclass feature level is great. otherwise I wasn’t impressed
It's just a rough draft but it's already being dragged through the coals by Treamonk and his side kick Kobe (sp). Look, I think it's a decent rough draft. You basically have a multiclass Monk: Spell caster/Monk. Everything looks mostly meant for survivability and utility.
I am presuming they started off with the heavy Focus Point usage, especially for "Find Traps", because the Monk was the most successfully modified in the final version thanks from everyone's input. 👍
Lol I saw that video earlier this week and unfortunately I agree with them. Before they even mentioned it, I got old Elemental Monk feel. Burning through Ki points for subpar abilities.
Personally, they just need to toss this whole UA in the trash and start over from scratch. You're not getting anything better than going another monk subclass.
Tattoo Armor: For each tattoo the Monk has he gets 1 Point of Damage Reduction to B/P/S damage
Level 3 = 2
Level 6 = 3
Level 11 = 4
Level 17 = 5
Tattooed warrior. As a reaction or as a magic action the monk can activate and use a tattoo.
Pick Two: Cost 1 Focus point to activate
Image of the weapon the Monk uses: The monk can summon a non-magical Monk Weapon. The weapon lasts for one minute. The monk treats this as free drawing of a weapon. The weapon vanishes at end of duration or if disarmed or weapon dropped.
Shield with different elements icons on it: As a reaction to taking elemental damage the monk can half the damage and add the damage he took to the next Unarmed attack he makes.
Dragon Breathing elemental energy: The monk picks one element when getting this tattoo and can breathe a 15’ cone (vs Dex Save) or take 3 times Monk MA damage die in damage. Half on a save.
A Heart: Touch a target (including self) to heal 2D8 HP
A silhouette of a monk sitting inside a circle: For one minute, if monk takes no offensive action anyone targeting the monk must make a Wis save or loose the attack. Attacker makes a roll for each attack.
Level 6
Pick One: Cost 2 focus points to activate
Displacer beast: For 1 minute All creatures have disadvantage to attack rolls against the monk.
Fist or Weapon with an aura: For one minute the monk’s unarmed attacks OR Monk Weapon attacks gain a +1 to Damage and To-Hit scores
A silhouette of a monk at two locations on his body with a faint tether: The Monk can teleport to a safe location up to his movement that he can see and can support his weight.
A single glowing Eye: For one minute the monk can see creatures and objects with the invisible condition.
A heart inside a heart: By touching a creature you can see (Including self) End one condition: Blinded, Deafened, Paralyzed, Poisoned.
Level 11
Pick One Cost 3 Focus points.
A fish: For one minute the monk can breathe under water and has a swim speed equal to its movement.
A Bolt of Lightning: A bolt of lightning forms from monk in a straight line for 60 feet for 8D6 Lightning damage (Dex Save for half)
A sphere of fire: A thin line of embers travels from the monk in a straight line for 60 feet and explodes in a 10’ radius sphere doing 8D6 Fire damage (Dex Save for half)
Silhouette of a monk and two people standing in a circle: For one minute a 10-foot radius circle forms around the monk. Creatures have disadvantages against targets in the circle, Targets in the circle cannot be possessed, charmed, Frightened and if they have the condition, it ends while in the circle.
Snail: one target within 30 feet makes a WIS save. Save = Disadvantage on next attack and effect ends. Fail = Half Speed, -2 AC and Dex Saves/Skills and cannot take reactions. Can only take an action OR bonus action and if takes the attack action can only make one attack.
Level 17
Pick one: Costs 4 Focus Points
A shield with a heart icon in the center: For one minute, if an attack would take the monk to 0 HP he drops to 1 HP instead and effect ends.
A leaping Gazelle: For one minute the monk is unaffected by natural difficult terrain, Spells and magic cannot Paralyze or Restrain the monk. The monk can spend 5’ of movement to escape non-magical restraints.
A humanoid shape made up of an element (Air, Earth, Fire, Water): For one minute the monk can summon an elemental spirit (in the shape of the monk) – Treat this like the Summon Elemental Spell
Three Eyes in a triangle: For 1 minute the monk can cast out their vision 30 feet and every bonus action can move the vision 30 feet. (The remote vision has dark vision in natural and magical darkness)
Here’s the link for the subclass:
https://media.dndbeyond.com/compendium-images/ua/arcane-subclasses/zepvK7DBkeSt6dqv/UA2025-ArcaneSubclasses.pdf
Just checking what the monk community thinks about the subclass features?
looking forward to reading opinions about the features.
At first glance, I think its really cool. Gives the monk a very modular subclass that lets you customize their abilities. I like that alot of tattoo options provide bonuses to base Monk focus point abilities like Step of the Wind. My only complaints are as follows
1) Comet Tattoo - Wizards has got to either errata and improve Find Traps or give this tattoo a different spell tied to it. Heck, Find Traps isn't even "arcane" in nature, as it is tied to Clerics Druids and Rangers. For 2nd level arcane spells, I would prefer Darkvision, Locate Object, or See Invisibility to keep with the "revealing" theme. Otherwise, if you wanted to go with a fiery celestial object theme, they could get Continual Flame, Flaming Sphere, or Scorching Ray.
2) Nature Tattoos - At level 11, I feel like the damage resistances granted should be passive and not require focus points to activate. I also feel that 3 focus points is a steep cost for a 1 minute advantage on 1 type of saving throw and damage resistance. Either the focus point cost should be reduced, or the activated ability should be buffed. Just as an idea, maybe each one could grant some bonus to your base Monk focus point abilities: Mountain (Patient Defense), Storm (Step of the Wind), Volcano (Flurry of Blows), Wave (Deflect Attack)
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I don't have anything on Comet, the spell should actually come from an arcane spell list (Bard, Sorcerer, Warlock, or Wizard).
That typed, it's pretty clear that Nature Tattoos is inspired by Protection from Energy. I agree the 1 minute duration is far too short for the spell, but the advantage to a saving throw is an added wrinkle. I think 10 minutes might suffice. That's enough for potentially several encounters. My gut says 30 minutes would be ideal, but I can't think of anything with that duration. I don't want it to be an odd feature out.
This isn't going to make me try a monk.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I also have this feeling. I'm not saying it's terrible, in fact, there are some good ideas. This subclass is meant to be defensive, the 3rd level features are interesting, but the ones that follow have no connection to the basic monk features and are just spells that take up a monk action. I think if one tries to make a semi-magical subclass one should take an example from Bladesinging. Defense is an ambiguous choice because the monk already has many features that increase their survivability.
Apart from the choice of spells, it is important that they tie in well in the flow of combat (see Bladesinging). If I wanted some defensive stuff I would want it to at least also be supportive to the group, like being able to spell the group or being able to use Deflect Attacks /Deflect Energy , Slow Fall, Disciplined Survivor and Superior Defense for the group. The monk is already too self-centered, it would be nice to have a subclass that is more open to group and support strategies.
The flavor is interesting but the spell selection not the best. 3 focus points for resistances for one minute is too expensive. the monk has evasion and some of those damage types will be reduced to zero anyways. The chassis reminds me of the 2014 elements monk that drained all your ki points casting spells leaving you with nothing left to use FOB or SS. Those tattoos should provide a certain number of castings per day before any focus points are spent, otherwise this will be a very frustrating class to play. Find traps is a bad spell. 10 foot fly speed at 17th level? Did someone put that in there as a joke?
It has potential but it will need some work.
Although it is indeed similar to the 2014 D&D 4-element monk, I don't think it will have the same problems being the mostly defensive spells and also because of the “Uncanny Metabolism” feature. But also I think the choice of spells, such as their cost and function time is not good.
I really like having options to choose from at each of the levels. I just don’t care for the choices. I do think it could have similar problems of 4 Elements monk, with FO cost, even with the ability to regain FP faster. Not as bad but similar.
I like getting a cantrip, nice flavor, but don’t like “spend X Focus Points to cast a spell” most of these spells are handled better and cheaper by other monk subclasses. 2 FP for Misty step? While Shadow monk teleports all over unlimited times for free. Only restriction is dim or darkness. And they get the Darkness spell and it only costs 1 FP. And they can see in it.
With Deflect Energy and Evasion, most of the resistance tattoos just become about the advantage on ST. It should be always on and you can swap with FP as a Bonus action or Reaction. Waiting to change out the tattoo several levels later when you get a new one is just too long. Swapping tattoos on long rest would be good for some other tattoos.
Would it really be that difficult to come with options that are not “cast a spell”? Something unique or flavorful that synergizes with the monk class. I liked the Bat tattoo as blindsight is relatively unique among the classes. And it’s ties to a class feature you are probably using already.
Overall, having options at each subclass feature level is great. otherwise I wasn’t impressed
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
1) Let the Monk gain a tattoo on each subclass level
2) For each tattoo the Monk gains he gets a +1 Resistance to B/P/S damage.
3) Tattoo ideas (Bonus action / Touch Tattoo / Cost focus points)
A) Tattoo of a weapon =summon a Monk weapon for 5-10 minutes
B) Tattoo of Wings/Winged Creature = Have fly speed equal to movement speed that ends and start/end of next turn
C) Tattoo of a lightning bolt = Teleport = to movement speed.
D) Tattoo eyes blacked out or Blindfolded = Blind Target (Monk ability DC vs WIS)
E) Tattoo of a heart = Heal effect (Number of D? = number of Focus Points)
F) Tattoo of book or Scroll = Proficiency in a skill you do not have or expertise in a skill you have for 5-10 minutes)
G) Tattoo of brick being broken or a boulder lifted with one Hand = Str 20 for 5-10 minutes or lift/drag/athletics as if you have STR 20
H) Tattoo of a fish = Breath water and swim speed for 5-10 minutes.
my 2 copper
It's just a rough draft but it's already being dragged through the coals by Treamonk and his side kick Kobe (sp). Look, I think it's a decent rough draft. You basically have a multiclass Monk: Spell caster/Monk. Everything looks mostly meant for survivability and utility.
I am presuming they started off with the heavy Focus Point usage, especially for "Find Traps", because the Monk was the most successfully modified in the final version thanks from everyone's input. 👍
The tattoo shtick makes me want to create a character that’s a member of The Middle.
Lol I saw that video earlier this week and unfortunately I agree with them. Before they even mentioned it, I got old Elemental Monk feel. Burning through Ki points for subpar abilities.
Personally, they just need to toss this whole UA in the trash and start over from scratch. You're not getting anything better than going another monk subclass.
Tattoo Monk
Level 3
Tattoo Armor: For each tattoo the Monk has he gets 1 Point of Damage Reduction to B/P/S damage
Level 3 = 2
Level 6 = 3
Level 11 = 4
Level 17 = 5
Tattooed warrior. As a reaction or as a magic action the monk can activate and use a tattoo.
Pick Two: Cost 1 Focus point to activate
Image of the weapon the Monk uses: The monk can summon a non-magical Monk Weapon. The weapon lasts for one minute. The monk treats this as free drawing of a weapon. The weapon vanishes at end of duration or if disarmed or weapon dropped.
Shield with different elements icons on it: As a reaction to taking elemental damage the monk can half the damage and add the damage he took to the next Unarmed attack he makes.
Dragon Breathing elemental energy: The monk picks one element when getting this tattoo and can breathe a 15’ cone (vs Dex Save) or take 3 times Monk MA damage die in damage. Half on a save.
A Heart: Touch a target (including self) to heal 2D8 HP
A silhouette of a monk sitting inside a circle: For one minute, if monk takes no offensive action anyone targeting the monk must make a Wis save or loose the attack. Attacker makes a roll for each attack.
Level 6
Pick One: Cost 2 focus points to activate
Displacer beast: For 1 minute All creatures have disadvantage to attack rolls against the monk.
Fist or Weapon with an aura: For one minute the monk’s unarmed attacks OR Monk Weapon attacks gain a +1 to Damage and To-Hit scores
A silhouette of a monk at two locations on his body with a faint tether: The Monk can teleport to a safe location up to his movement that he can see and can support his weight.
A single glowing Eye: For one minute the monk can see creatures and objects with the invisible condition.
A heart inside a heart: By touching a creature you can see (Including self) End one condition: Blinded, Deafened, Paralyzed, Poisoned.
Level 11
Pick One Cost 3 Focus points.
A fish: For one minute the monk can breathe under water and has a swim speed equal to its movement.
A Bolt of Lightning: A bolt of lightning forms from monk in a straight line for 60 feet for 8D6 Lightning damage (Dex Save for half)
A sphere of fire: A thin line of embers travels from the monk in a straight line for 60 feet and explodes in a 10’ radius sphere doing 8D6 Fire damage (Dex Save for half)
Silhouette of a monk and two people standing in a circle: For one minute a 10-foot radius circle forms around the monk. Creatures have disadvantages against targets in the circle, Targets in the circle cannot be possessed, charmed, Frightened and if they have the condition, it ends while in the circle.
Snail: one target within 30 feet makes a WIS save. Save = Disadvantage on next attack and effect ends. Fail = Half Speed, -2 AC and Dex Saves/Skills and cannot take reactions. Can only take an action OR bonus action and if takes the attack action can only make one attack.
Level 17
Pick one: Costs 4 Focus Points
A shield with a heart icon in the center: For one minute, if an attack would take the monk to 0 HP he drops to 1 HP instead and effect ends.
A leaping Gazelle: For one minute the monk is unaffected by natural difficult terrain, Spells and magic cannot Paralyze or Restrain the monk. The monk can spend 5’ of movement to escape non-magical restraints.
A humanoid shape made up of an element (Air, Earth, Fire, Water): For one minute the monk can summon an elemental spirit (in the shape of the monk) – Treat this like the Summon Elemental Spell
Three Eyes in a triangle: For 1 minute the monk can cast out their vision 30 feet and every bonus action can move the vision 30 feet. (The remote vision has dark vision in natural and magical darkness)
Mechanically I like where you're headed with this. The activation mechanic reminded me of the Elemental Monk