The Barrier Tattoo won't stack with the wisdom mod for armor so I don't see that being worth the attunement slot.
The Eldritch Claw seems fairly good although requiring a bonus action to activate is a bit of a bummer. Monks are super bonus action starved. Would this stack with Insignia of Claws? If it does, than it's pretty good. If it does not I do not think it's worth the attunement slot if you could instead just use the Insignia. I think it would though?
Ghost tattoo seems ok. Another thing to do with the bonus action though.
Monks now have the Ki-Fueled Attack option now giving them an attack on their bonus action. Also, Step of the Wind, Patient Defense and Furry of Blows is quite useful for a monk. Specially Fury of Blows which gives you two unarmed strikes if you used the Attack action, effectively giving you 4 attacks , add that with the Mobile feat and you can be the proverbial little prick by coming in with a dagger to attack twice with that, followed with the Furry of Blows, then move back after attacking all in the same movement frame. If you combine that with the Eldritch Claw tattoo, those two dagger attacks add the additional 1d6 of force damage on a hit, on the first round, then the 2nd round and after all hits, remembering that your unarmed attacks are the exemption to the melee rule, not to mention the tattoo also states you can use unarmed attacks at range with it. The tattoo also uses the wording "Melee weapon attack" to help clarify.
Even for less than 1 minute, 9 rounds unless you get the chance to activate your tattoo before combat officially starts, you become a much greater force so I wouldnt exactly be calling them starved in the bonus action side.
Anything stick out for monks?
I got excited when they said there would be magic items for every class but I didn't see anything dedicated to monks.
Barrier Tattoo, Eldritch Claw Tattoo and Ghost Step Tattoo all seem really strong for Monks.
The Barrier Tattoo won't stack with the wisdom mod for armor so I don't see that being worth the attunement slot.
The Eldritch Claw seems fairly good although requiring a bonus action to activate is a bit of a bummer. Monks are super bonus action starved. Would this stack with Insignia of Claws? If it does, than it's pretty good. If it does not I do not think it's worth the attunement slot if you could instead just use the Insignia. I think it would though?
Ghost tattoo seems ok. Another thing to do with the bonus action though.
Monks now have the Ki-Fueled Attack option now giving them an attack on their bonus action. Also, Step of the Wind, Patient Defense and Furry of Blows is quite useful for a monk. Specially Fury of Blows which gives you two unarmed strikes if you used the Attack action, effectively giving you 4 attacks , add that with the Mobile feat and you can be the proverbial little prick by coming in with a dagger to attack twice with that, followed with the Furry of Blows, then move back after attacking all in the same movement frame. If you combine that with the Eldritch Claw tattoo, those two dagger attacks add the additional 1d6 of force damage on a hit, on the first round, then the 2nd round and after all hits, remembering that your unarmed attacks are the exemption to the melee rule, not to mention the tattoo also states you can use unarmed attacks at range with it. The tattoo also uses the wording "Melee weapon attack" to help clarify.
Even for less than 1 minute, 9 rounds unless you get the chance to activate your tattoo before combat officially starts, you become a much greater force so I wouldnt exactly be calling them starved in the bonus action side.