The themeing seems all over the place, the abilities are mostly not inspiring, some features dont match well, and the focus costs seem expensive for what you are getting.
Im like the monk guy, i was looking foward to a new monk subclass, and this was a total dissapointment. I get that its mostly just trying to be a monk with some weak spells, but maaaan this is not working for me in almost any respect.
And it feels sad that the flavor of a monk with magic tattoos is this lame. (some of the magic tatoo monk items are pretty solid thiugh, or were)
anyone who plays monk think this is a good design? Or is it just that lackluster
If they want to give monks spells they need to give them spell slots or they need to give them once a day spells. There is too much fear of them casting too many spells with focus points. The best options in this UA were the ones that didn’t give a level 1+ spell.
Easiest way to make this work is to have all the 1+ spell tattoos work once per long rest. Then allow them to have a number of tattoos equal to 1/3 caster spell slot progression. At some level allow them to use focus points to cast some spells at higher levels than the tattoo would normally allow. With this they could let them have the spells that would be fun on a monk. Honestly you might be able to open wizard, cleric, and Druid spell list and let the player pick the spells themself and what tattoo represents it.
casting 1/3rd spells without spell slots at these levels is a pretty pointless fear. Fact is most features at these levels confer more utility or power than these spells even if i cast them a bunch of times.
i really think the 1/3rd casters doesnt seem to fit monk well, as almost all of these spells are too late to be good when you get them, or are semi redundant/too costly.
not to mention most 'arcane' subclasses arent depending just on spells to be a subclass, they have features which fit the class fantasy and usually improve these would be too weak spells.
few of these features are appealing, especially within the monk fantasy, or even the tattoo user fantasy.
you gain 5 'spells'
of all the options i would say displacer beast, eclipse, sunburst(maybe?) and maybe half the beast tattoos have use. Thats a really bad subclass. they could give all these things for no ki, and it would still not be that impressive,
feels like really needs a deep rework, they 'll probably drop it, because it doesnt seem close to a workable design to me, and they want it to be spell themed.
I uhhh, don't like this at all. Looking over the list of tattoos and abilities, nothing felt cool, like something I want. As printed, this looks like a waste of pages in a book.
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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 uhhh, don't like this at all. Looking over the list of tattoos and abilities, nothing felt cool, like something I want. As printed, this looks like a waste of pages in a book.
yup thats a biig issue, nothing about this subclass feels cool or inspiring
i mean its mechanically bad, both theres not even 1 or 2 things that make you want to try to play, or fix the subclass. And infeel like insaw a tatoo monk sometime in the past that was more interesting than this, maybe it was 3.5 or a randomsupplement
the most inspiring is the idea of a monk, whose magical tattos enhance their powers, maybe come to life.
but the class itself fails miserably at realizing that fantasy.
boring AF is probably the worst thing a subclass can be.
This is how I would do it if the goal is for it to use spells.
Tattooed Monk
Level 3
Magic Tattoos Everything the UA says but then also reads:
You gain two of the following Beast Tattoos.
Bat same as UA
Butterfly minor illusion cantrip and you can expend a spell slot to cast silent image with no components.
Crane same as UA
Crow spare the dying cantrip and you can expend a spell slot to cast false life with no components
Firefly light cantrip and you can expend a spell slot to cast faerie fire
Horse message cantrip and you have an additional 10ft of movement when you dash.
Snake Poison Spray cantrip and you can expend a spell slot to cast snare with no components
Spider thorn whip cantrip and you can expend a spell slot to cast entangle with no components
Swarm same as UA spider
Tortoise blade ward cantrip and you can expend a spell slot to cast shield
At 11th level you gain an addition Beast Tattoo of your choice.
Spellcasting
Many of your magical tattoos simply grant you the ability to cast spells. Each spell you prepare with this feature appears as a separate Spell Tattoo. When you cast a spell using a Spell Tattoo you ignore Material component requirements, except if the spell states a gold cost or it is consumed by the spell. You determine the look, location and size of each of these tattoos.
Spell Slots The Tattooed Monk Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st-Level and Higher You prepare three 1st-level spells of your choice each represented by a tattoo that appears on your body. You must choose from the spells on the cleric, druid, or wizard spell list that have a casting time of one action, don’t require concentration, and are not rituals.
The Spells prepared column of the Tattooed Monk Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from the cleric, druid, or wizard spell list and have a casting time of one action, not require concentration, and can not be a ritual. The spell must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can prepare one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you prepared with another spell of your choice. The new spell must be of a level for which you have spell slots, and it must meet all requirements listed previously.
Spellcasting Ability Wisdom
⅓ spell progression like Eldritch Knight or Arcane Trickster, but with no cantrips.
Level 6
Celestial Tattoo
Comet You can expend 2 Focus Points to cast Augury as an Action.
Crescent Moon You can expend 2 Focus Points to cast Misty Step, the distance you can teleport is up to 30ft or your movement speed whichever is greater.
Eclipse Same as UA
Galaxy You can expend 2 Focus Points to cast Blur
Sunburst Same as UA
Focused Magic
You can regain some of your spell slots by expending an equal amount of Focus Points. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than ⅓ your Monk level (round down). For example, if you’re a level 6 Monk, you can recover up to two levels’ worth of spell slots, regaining two level 1 spell slots by expending 2 focus points.
Once you use this feature, you can’t do so again until you finish a Long Rest.
Level 11
Nature Tattoo
Same as UA except you choose 2, but can only have one active at anytime.
Level 17
Monster Tattoo
Beholder Same as UA, but add you can use a bonus action to spend 1 Focus point to Fly your full movement speed for 1 minute.
Blink Dog Same as UA, but add while the spell is active if you roll a 1-3 you can spend a Focus point to vanish to the Ethereal Plane.
Guardian Naga Same as UA
I would add more mosters but don’t feel like figuring out what right now
Mechanically, this is very similar to the wild heart / totem barbarian in that you pick and mix from a list of options granted at different levels. This is a nice concept and I'm glad they're doing it for another class. The problem, as has been pointed out several times, is that the options aren't strong enough.
One thing that might make this both more interesting and more powerful would be to let the player select their spells (with class list and/or magic school restrictions) rather than giving them a specific one.
Base monk is so good that most subclasses abilities are better off as passive. If they want to add magic to the Monk they need to read and choose one of these to actually make the monk magical without ruining the base class.
Wuxia (武俠 wǔxiá) – literally means “Martial Heroes”. Fictional stories about regular humans who can achieve supernatural fighting ability through Chinese martial arts training and internal energy cultivation. Themes of chivalry, tragedy, revenge & romance are common.
Xianxia (仙侠 xiānxiá) – literally means “Immortal Heroes”. Fictional stories featuring magic, demons, ghosts, immortals, and a great deal of Chinese folklore/mythology. Protagonists (usually) attempt to cultivate to Immortality, seeking eternal life and the pinnacle of strength. Heavily inspired by Daoism.
Comparison: If Wuxia is “low fantasy”, then Xianxia is “high fantasy”.
Xuanhuan (玄幻 xuánhuàn) – literally means “Mysterious Fantasy”. A broad genre of fictional stories which remixes Chinese folklore/mythology with foreign elements & settings.
Xuanhuan and Xianxia novels may sometimes seem similar on the surface. Look for the presence of Daoist elements (the Dao, Yin and Yang, Immortals, etc…) in the novel to easily distinguish the two – if they aren’t present, then it’s probably a Xuanhuan novel.
At first glance I was happy to see spells, but it’s crappy with the amount of FP you spend for them. Easy to dip a level or take the magic initiative feat then playing this subclass. It should be taken to the side of the barn and blasted with infinite fireballs to really make sure it’s scorched.
Base monk is so good that most subclasses abilities are better off as passive. If they want to add magic to the Monk they need to read and choose one of these to actually make the monk magical without ruining the base class.
Wuxia (武俠 wǔxiá) – literally means “Martial Heroes”. Fictional stories about regular humans who can achieve supernatural fighting ability through Chinese martial arts training and internal energy cultivation. Themes of chivalry, tragedy, revenge & romance are common.
Xianxia (仙侠 xiānxiá) – literally means “Immortal Heroes”. Fictional stories featuring magic, demons, ghosts, immortals, and a great deal of Chinese folklore/mythology. Protagonists (usually) attempt to cultivate to Immortality, seeking eternal life and the pinnacle of strength. Heavily inspired by Daoism.
Comparison: If Wuxia is “low fantasy”, then Xianxia is “high fantasy”.
Xuanhuan (玄幻 xuánhuàn) – literally means “Mysterious Fantasy”. A broad genre of fictional stories which remixes Chinese folklore/mythology with foreign elements & settings.
Xuanhuan and Xianxia novels may sometimes seem similar on the surface. Look for the presence of Daoist elements (the Dao, Yin and Yang, Immortals, etc…) in the novel to easily distinguish the two – if they aren’t present, then it’s probably a Xuanhuan novel.
while i wouldnt say this is the only way to consdier this, i definely agree the way they chose these features and the overall theme of what available is all over the place and tells no story/fulfills no fantasy. It really just seems like a random collection of somewhat arcane things
Spellcasters use the spell slots granted by their class to cast spells from their subclass.
I don't think using focus points to cast spells is a problem as such. And one point per spell level is actually pretty close to what warlocks get. The main problem is the selection of spells available. Another potential problem is that this sounds exactly like the kind of feature that would never be properly implemented on dndbeyond even if made official.
Spellcasters use the spell slots granted by their class to cast spells from their subclass.
I don't think using focus points to cast spells is a problem as such. And one point per spell level is actually pretty close to what warlocks get. The main problem is the selection of spells available. Another potential problem is that this sounds exactly like the kind of feature that would never be properly implemented on dndbeyond even if made official.
its not inherently bad for spells to cost ki points
however the type of math they try to use in wrong because of two factors.
1) monks are designed to use focus to = normal. Most halfcasters/warlocks arent substandard when not using spells, it improves baseline, it isnt used to meet baseline. Monks unarmed attack is basically just the light weapon property, in order to equal gwm/pam/fighting styles/masteries they need to basically spend at least 1 ki a round.
2) ki/focus is not priced like spell slots, at least not anymore. 1 ki is more valuable than 1 spell slot. and this becomes more the case as you level up. 1 stun is more valuable than ice spike. 2 unarmed attacks at 10 is 21 damage. thats also a part of a BA attack, which basically makes it the value of a level 3 spell. (say a level 3 smite). When you look at say the monk feature to gain resitence at level 18, its 3 ki to get resistence to all damage except force, and its action cost is start of your turn, aka no action cost.
shadow monk can spend 1 ki, to cast a level 2 spell, with powerful extra effects, (able to see through it and move it each round at no action cost)
so basically monk ki is worth more than 1 spell slot, and a monk not using his focus/ki is sub par. So basically casting spells as a monk for the cost they are talking about is generally a sub par use of ki. And if any feature of monks does something similar it will be better and probably cheaper.
so if they want to make it worthwhile on monk, they either have to pick spells that do very useful, monk fantasy things that they cant do in any other way/subclass, or they need to make them cheaper (focus/action cost)
they improved the action economy of some features, but the ki cost is still questionable.
But on top of that , the vast majority of these abilities is too situational for a feature that you can only choose one option for, and you have to choose it in the morning after a long rest.
lesser restoration for example isnt horrible, but having to choose it over anything else in the morning is probably a bad bet.
blind sight for a minute, that could be useful, but nothing in the class synergizes, so its basically random luck whether you will need that any given day. Wow fey creatures are invisible, if only i selected bat this morning.
So basically its a bunch of low power ki inefficent situational features that you have to guess the right 5 spells per day to make useful.
and if you choose the broadly useful ones, its basically a substandar subclass. lets say, crane+spider+eciplse+storm+dispacler beast. Thats a really bad subclass.
lvl 3: if you miss with FOB you have advantage on the remaining FOB (about a value of .5 dp) + sap mastery on Flurry of blows basically a worse version of openhand FOB modifiers
level 6 you can spend 2 ki to be invisible one of the better ones, but shadow monk does it better
level 11 you can spend 3 ki to for 1 elemental resistance and advantage on a spsecific save. that you decided in the morning. unless the combat is highly telegraphed, you wont be able to make use of this feature very often, and its kind of unneeded by 14
at 17 you get an ok ability thats generally weaker than other subclasses, but not the worst. but since your first 3 features were so bad, there is no way this subclass holds up as designed.
Having thought about this subclass some more, I think the core of the problem is that they are trying to do two incompatible concepts at the same time. One is the customizable "pick an option from the list" thing and the other is the monk that can cast spells. Both are worthwhile subclass ideas, but I just don't think they work together well at all.
Since this is the arcane subclasses UA, I'm going to assume that the spellcasting aspect is the one that matters more. For it to work, I think you need to have a lot of spells available and not just a handful. For comparison, the eldritch knight and arcane trickster always have a number of spells prepared that is more than half their class level. So for a spellcasting monk, I'd do something like this:
Leveled spells cost a number of focus points equal to their level
You can learn any spells from the wizard, cleric, or druid lists that have a range of self or touch
You start with three spells at third level. Whenever you gain a level in monk, you can learn one new spell and replace one currently on your list
At third level, you can learn cantrips and first level spells, at 6th level add second level spells, at 11th third level, and at 17th fourth level spells
You also get some other minor features at those levels to keep things interesting
Now I'm sure there's issues with this proposal as well (I'm no game designer after all), but I think it's much more in line with what a monk with spells could look like.
Having thought about this subclass some more, I think the core of the problem is that they are trying to do two incompatible concepts at the same time. One is the customizable "pick an option from the list" thing and the other is the monk that can cast spells. Both are worthwhile subclass ideas, but I just don't think they work together well at all.
Since this is the arcane subclasses UA, I'm going to assume that the spellcasting aspect is the one that matters more. For it to work, I think you need to have a lot of spells available and not just a handful. For comparison, the eldritch knight and arcane trickster always have a number of spells prepared that is more than half their class level. So for a spellcasting monk, I'd do something like this:
Leveled spells cost a number of focus points equal to their level
You can learn any spells from the wizard, cleric, or druid lists that have a range of self or touch
You start with three spells at third level. Whenever you gain a level in monk, you can learn one new spell and replace one currently on your list
At third level, you can learn cantrips and first level spells, at 6th level add second level spells, at 11th third level, and at 17th fourth level spells
You also get some other minor features at those levels to keep things interesting
Now I'm sure there's issues with this proposal as well (I'm no game designer after all), but I think it's much more in line with what a monk with spells could look like.
the specifics you come to, i dont neccesarily feel are the solution, but i definitely agree that the concept of having very few 'spells' doesnt work well with the way most spells are designed, and the spell structure overall.
I also think, they want them to be arcane, though i think the best execution of the pick 5 things, and even a tatoo concept is probably not well executed by spells.
I think any system thats going to try to try to use the base spells/system is going to have to give you either a decently sized selection, or one thats very clearly themed.
i think you need to have a system where you have more options per resource.
i dont think you shoukd try to come up with a consistent ki conversion of spell value, because that type of thing leads to issues they have here, where monk gets things free, or cheaply with ki that dont gollow that paradigm. like misty step is not a 2 ki feature for a monk, no matter what it is for a wizard. (they have a 1 ki use that mostly does it better) At level 3, very few monks would want to spend 1 ki on longstrider (ki is a rare resource and movmemt is not for a monk at this level)
so the price needs to be custom, or the resource needs to be seperate/unique.
i wouldnt neccesarily go for the regular spell slot per day thing though its tried and true, because people who play monks tend to prefer per fight management, and things they can use as needed, over per day management, and things you can only use rarely. But i think it would be better than the current if thats all they can come up with.
And the spell pool needs to be way better, it looks like they did two types of spell selection, things a monk probably dont care about or dont fit into monk fantasy that well, and things that are monk like, but also kinda too close to what monk already does or can do. (which created a lot of redundancy problems)
you probably want to directly improve thiings monks can do, and/or pick things monks may have always wanted to do but cant.
they interesting chose a design that gives almost zero DPR benefit, so i assume that must be part of their internal limits, but that means this monk needs to really give some great non offensive things. it cant just be doing ribbon stuff. It has to feel like you are making a difference in some other way.
I thought Unearthed Arcana was the place for experimentation. This seems either timid or lazy. I wish they'd stay away from spells as class or subclass features (free casting/preparation/concentration....doesnt matter). Come up with something new and interesting, both mechanically and thematically. Or, if they must use spells, make them at least good spells with an appropriate cost/action cost. Look at the Rogue's Cunning Strikes or the Barbarian's Brutal Strike. Or Weapon Masteries. The Sorcerer's Innate Sorcery. These are some examples of new mechanics they introduced for 2024 that have been generally well-liked.
At Level 3, Tattooed Monk should get one permanent lesser feature and one limited use greater feature with each tattoo. Which is what they did... but with cantrips and spells... which we've seen a hundred times. AND most of them cost Focus points. Making players sacrifice base class features for subclass features (or vice versa) has not worked out well so far (see The 2024 Ranger). Find a way to make the subclass features ENHANCE or EXPAND UPON the base class features. And yes, some of these tattoos do that... but not in very exciting or interesting ways. And the higher level Tattoos should just be.... better. Many of them have features that wouldn't really be that awesome at level 3.
So here are my suggestions:
LEVEL 3. Bat: 10 ft Blindsight as long as you have the tattoo. Once per short rest, Echolocation- for one minute, you know the dimensions of any room or area to a radius of 30 ft, including any objects or creatures in that area. Echolocation negates total or partial cover as well as the Invisible condition, as the sound echos off objects and walls.
Butterfly: As long as you have this tattoo, add your Wisdom modifier to any Charisma skill checks. Once per short rest you can Charm or Frighten a creature (your choice) for one minute. Charisma saving throws apply, repeated at the end of each of the creature's turns.
Chameleon: Your have advantage on all Dexterity Stealth checks. Wisdom modifier times per short rest, you can attempt a grapple from 30 feet.
Crane: Your balance is enhanced. You have advantage on saves or ability checks to avoid the prone condition, and getting up from prone costs only 5 ft of movement. "If do right, no can defense." Once per short rest, you have advantage on all attacks for one turn.
Horse: Your ability to carry burdens is enhanced. You are considered to be Large as it pertains to your carrying capacity. Once per short rest, for one minute, you can act as an independent mount, carrying a willing creature of your size or smaller.
Spider: Your speed is not affected by Difficult Terrain, and you have advantage on rolls to avoid or escape webs of any kind. Once per short rest, for one minute, you can climb vertical and upside down surfaces as though affected by the Spider Climb spell.
Tortoise: Your skin hardens like a shell. Your Armor Class increases by +2. Slow and Steady: once per short rest, for one minute, you can reduce your movement speed to gain Armor. For every 10 feet of movement speed you reduce, add +1 to your Armor Class.
LEVEL 6. Comet. Your tattoo is your portent, turning your Focus into Luck. Wisdom modifier times per long rest, roll any d20 test with Advantage, or force an attack roll against you to have disadvantage. If your uses of your Comet tattoo are expended, you can use a Focus Point to roll with Luck.
Crescent Moon. Your Unarmed Attacks cut through enemies. You can add the Cleave or the Graze weapon mastery to your Unarmed Attacks. You can change this choice after each long rest.
Eclipse. Once per short rest, for one minute, you are enveloped in magical darkness. You have advantage on all attacks, and all attacks against you have disadvantage, unless an enemy has some means of seeing through your dark shroud (truesight, tremorsense, or can see through magical darkness.)
Sunburst. Once per short rest, for one minute, your Unarmed Strikes do an additional d6 of Radiant damage.
LEVEL 11. Mountain. You have advantage on Constitution Saving Throws. As a magic action, you can spend 3 Focus Points to cast either Stone Shape or Wall of Stone.
Storm: You have advantage on Dexterity Saving Throws. As a magic action, you can spend 3 Focus Points to cast either Lightning Bolt or Wind Wall
Volcano: You have advantage on Strength Saving Thtows. As a magic action, you can spend 3 Focus Point to cast either Fireshield or a 5th level Aganazzer's Scorcher.
Wave. You have advantage on Wisdom Saving Throws. As a magic action, you can expend 3 Focus Points to cast Watery Sphere or Control Water.
LEVEL 17. Beholder. You gain a fly speed equal to your speed, with hover. As a magic action, you can expend 3 Focus Points to cast a 30 foot Anti- Magic Cone, emanating from you in a direction you choose, that lasts until the start of your next turn.
Blink Dog. When you spend a Focus Point to cast Flurry of Blows, immediately after, and as part of the same Bonus Action, you cast Blink on yourself. When you cast Blink in this way, the d6 roll for the spell is automatically considered as a 6. In addition, as a magic action, you can spend 3 Focus Points to cast Banishment.
Displacer Beast. When you use a Focus Point for either Patient Defense or Step of the Wind, you cast Mirror Image on yourself as part of that same Bonus Action. Additionally, as a magic action, you can spend 3 Focus Points to cast Seeming.
Guardian Naga: You can expend 3 Focus Points replace one of your attacks made as part of the attack action to spray poisonous spittle at an enemy within 60 feet that you can see. The creature makes a Constitution Saving Throw. On a failure, they take 8d8 Poison Damage and are Blinded until the start of your next turn. On a success, the creature takes half damage only. Additionally, you can spend 3 Focus Points to cast Greater Restoration or Cure Wounds (at 5th level).
Now, idk if any of this is balanced. Idk if it's interesting. Maybe it's wildly too powerful. Idk. But isn't that the sort of thing an Unearthed Arcana is for? Swing for the fences. Try things. I tried to keep my ideas within the scope of the subclass already printed. However, there could be other tattoos. Other Beasts, Celestials, Nature's, and Monsters. Maybe a T Rex or Giant Toad tattoo that gives you a swallow attack? A Dragon Tattoo that gives you a breath weapon? Or, maybe there could be tattoos test are like the patches on the Robe of Useful Items (need a boat? I have a tat for that! Need a tent? I have a tat for that! Why not even food tats for when they're hungry?)
I wish they'd just try stuff. It can always be modified or tossed aside, if it doesn't work.
The themeing seems all over the place, the abilities are mostly not inspiring, some features dont match well, and the focus costs seem expensive for what you are getting.
Im like the monk guy, i was looking foward to a new monk subclass, and this was a total dissapointment. I get that its mostly just trying to be a monk with some weak spells, but maaaan this is not working for me in almost any respect.
And it feels sad that the flavor of a monk with magic tattoos is this lame. (some of the magic tatoo monk items are pretty solid thiugh, or were)
anyone who plays monk think this is a good design? Or is it just that lackluster
If they want to give monks spells they need to give them spell slots or they need to give them once a day spells. There is too much fear of them casting too many spells with focus points. The best options in this UA were the ones that didn’t give a level 1+ spell.
Easiest way to make this work is to have all the 1+ spell tattoos work once per long rest. Then allow them to have a number of tattoos equal to 1/3 caster spell slot progression. At some level allow them to use focus points to cast some spells at higher levels than the tattoo would normally allow. With this they could let them have the spells that would be fun on a monk. Honestly you might be able to open wizard, cleric, and Druid spell list and let the player pick the spells themself and what tattoo represents it.
casting 1/3rd spells without spell slots at these levels is a pretty pointless fear. Fact is most features at these levels confer more utility or power than these spells even if i cast them a bunch of times.
i really think the 1/3rd casters doesnt seem to fit monk well, as almost all of these spells are too late to be good when you get them, or are semi redundant/too costly.
not to mention most 'arcane' subclasses arent depending just on spells to be a subclass, they have features which fit the class fantasy and usually improve these would be too weak spells.
few of these features are appealing, especially within the monk fantasy, or even the tattoo user fantasy.
you gain 5 'spells'
of all the options i would say displacer beast, eclipse, sunburst(maybe?) and maybe half the beast tattoos have use. Thats a really bad subclass. they could give all these things for no ki, and it would still not be that impressive,
feels like really needs a deep rework, they 'll probably drop it, because it doesnt seem close to a workable design to me, and they want it to be spell themed.
I'm not a monk guy, so your mileage may vary.
I uhhh, don't like this at all. Looking over the list of tattoos and abilities, nothing felt cool, like something I want. As printed, this looks like a waste of pages in a book.
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
yup thats a biig issue, nothing about this subclass feels cool or inspiring
i mean its mechanically bad, both theres not even 1 or 2 things that make you want to try to play, or fix the subclass. And infeel like insaw a tatoo monk sometime in the past that was more interesting than this, maybe it was 3.5 or a randomsupplement
the most inspiring is the idea of a monk, whose magical tattos enhance their powers, maybe come to life.
but the class itself fails miserably at realizing that fantasy.
boring AF is probably the worst thing a subclass can be.
I literally burst out loud when I saw one of the choices is you can cast Find Traps
Monk with a spiritual/elemental pet would be more interesting.
This is how I would do it if the goal is for it to use spells.
Tattooed Monk
Level 3
Magic Tattoos Everything the UA says but then also reads:
You gain two of the following Beast Tattoos.
Bat same as UA
Butterfly minor illusion cantrip and you can expend a spell slot to cast silent image with no components.
Crane same as UA
Crow spare the dying cantrip and you can expend a spell slot to cast false life with no components
Firefly light cantrip and you can expend a spell slot to cast faerie fire
Horse message cantrip and you have an additional 10ft of movement when you dash.
Snake Poison Spray cantrip and you can expend a spell slot to cast snare with no components
Spider thorn whip cantrip and you can expend a spell slot to cast entangle with no components
Swarm same as UA spider
Tortoise blade ward cantrip and you can expend a spell slot to cast shield
At 11th level you gain an addition Beast Tattoo of your choice.
Spellcasting
Many of your magical tattoos simply grant you the ability to cast spells. Each spell you prepare with this feature appears as a separate Spell Tattoo. When you cast a spell using a Spell Tattoo you ignore Material component requirements, except if the spell states a gold cost or it is consumed by the spell. You determine the look, location and size of each of these tattoos.
Spell Slots The Tattooed Monk Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st-Level and Higher You prepare three 1st-level spells of your choice each represented by a tattoo that appears on your body. You must choose from the spells on the cleric, druid, or wizard spell list that have a casting time of one action, don’t require concentration, and are not rituals.
The Spells prepared column of the Tattooed Monk Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from the cleric, druid, or wizard spell list and have a casting time of one action, not require concentration, and can not be a ritual. The spell must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can prepare one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you prepared with another spell of your choice. The new spell must be of a level for which you have spell slots, and it must meet all requirements listed previously.
Spellcasting Ability Wisdom
⅓ spell progression like Eldritch Knight or Arcane Trickster, but with no cantrips.
Level 6
Celestial Tattoo
Comet You can expend 2 Focus Points to cast Augury as an Action.
Crescent Moon You can expend 2 Focus Points to cast Misty Step, the distance you can teleport is up to 30ft or your movement speed whichever is greater.
Eclipse Same as UA
Galaxy You can expend 2 Focus Points to cast Blur
Sunburst Same as UA
Focused Magic
You can regain some of your spell slots by expending an equal amount of Focus Points. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than ⅓ your Monk level (round down). For example, if you’re a level 6 Monk, you can recover up to two levels’ worth of spell slots, regaining two level 1 spell slots by expending 2 focus points.
Once you use this feature, you can’t do so again until you finish a Long Rest.
Level 11
Nature Tattoo
Same as UA except you choose 2, but can only have one active at anytime.
Level 17
Monster Tattoo
Beholder Same as UA, but add you can use a bonus action to spend 1 Focus point to Fly your full movement speed for 1 minute.
Blink Dog Same as UA, but add while the spell is active if you roll a 1-3 you can spend a Focus point to vanish to the Ethereal Plane.
Guardian Naga Same as UA
I would add more mosters but don’t feel like figuring out what right now
Mechanically, this is very similar to the wild heart / totem barbarian in that you pick and mix from a list of options granted at different levels. This is a nice concept and I'm glad they're doing it for another class. The problem, as has been pointed out several times, is that the options aren't strong enough.
One thing that might make this both more interesting and more powerful would be to let the player select their spells (with class list and/or magic school restrictions) rather than giving them a specific one.
Base monk is so good that most subclasses abilities are better off as passive. If they want to add magic to the Monk they need to read and choose one of these to actually make the monk magical without ruining the base class.
Wuxia (武俠 wǔxiá) – literally means “Martial Heroes”. Fictional stories about regular humans who can achieve supernatural fighting ability through Chinese martial arts training and internal energy cultivation. Themes of chivalry, tragedy, revenge & romance are common.
Xianxia (仙侠 xiānxiá) – literally means “Immortal Heroes”. Fictional stories featuring magic, demons, ghosts, immortals, and a great deal of Chinese folklore/mythology. Protagonists (usually) attempt to cultivate to Immortality, seeking eternal life and the pinnacle of strength. Heavily inspired by Daoism.
Xuanhuan (玄幻 xuánhuàn) – literally means “Mysterious Fantasy”. A broad genre of fictional stories which remixes Chinese folklore/mythology with foreign elements & settings.
At first glance I was happy to see spells, but it’s crappy with the amount of FP you spend for them. Easy to dip a level or take the magic initiative feat then playing this subclass. It should be taken to the side of the barn and blasted with infinite fireballs to really make sure it’s scorched.
while i wouldnt say this is the only way to consdier this, i definely agree the way they chose these features and the overall theme of what available is all over the place and tells no story/fulfills no fantasy. It really just seems like a random collection of somewhat arcane things
They should just give up and provide KamehameHa, Ki Blast barrage, kaioken, Solar Flare, final flash and spirit bombs and everyone will be happy lol
Joke aside a special move with steel wind strike will feel monk like and magical at the same time.
Can they just stop it with the ki/focus points for spells already?
Do barbarians give up uses of Rage for their subclass features? Of course not, they get Rage plus additional effects.
Do Fighters ever give up uses of Action Surge or Second Wind to use their subclass features. Nope!
Stop making monks have to choose between using base class features and subclass features! No other class is forced to do this!
How have they not figured this out by now?
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Spellcasters use the spell slots granted by their class to cast spells from their subclass.
I don't think using focus points to cast spells is a problem as such. And one point per spell level is actually pretty close to what warlocks get. The main problem is the selection of spells available. Another potential problem is that this sounds exactly like the kind of feature that would never be properly implemented on dndbeyond even if made official.
its not inherently bad for spells to cost ki points
however the type of math they try to use in wrong because of two factors.
1) monks are designed to use focus to = normal. Most halfcasters/warlocks arent substandard when not using spells, it improves baseline, it isnt used to meet baseline. Monks unarmed attack is basically just the light weapon property, in order to equal gwm/pam/fighting styles/masteries they need to basically spend at least 1 ki a round.
2) ki/focus is not priced like spell slots, at least not anymore. 1 ki is more valuable than 1 spell slot. and this becomes more the case as you level up. 1 stun is more valuable than ice spike. 2 unarmed attacks at 10 is 21 damage. thats also a part of a BA attack, which basically makes it the value of a level 3 spell. (say a level 3 smite). When you look at say the monk feature to gain resitence at level 18, its 3 ki to get resistence to all damage except force, and its action cost is start of your turn, aka no action cost.
shadow monk can spend 1 ki, to cast a level 2 spell, with powerful extra effects, (able to see through it and move it each round at no action cost)
so basically monk ki is worth more than 1 spell slot, and a monk not using his focus/ki is sub par. So basically casting spells as a monk for the cost they are talking about is generally a sub par use of ki. And if any feature of monks does something similar it will be better and probably cheaper.
so if they want to make it worthwhile on monk, they either have to pick spells that do very useful, monk fantasy things that they cant do in any other way/subclass, or they need to make them cheaper (focus/action cost)
they improved the action economy of some features, but the ki cost is still questionable.
But on top of that , the vast majority of these abilities is too situational for a feature that you can only choose one option for, and you have to choose it in the morning after a long rest.
lesser restoration for example isnt horrible, but having to choose it over anything else in the morning is probably a bad bet.
blind sight for a minute, that could be useful, but nothing in the class synergizes, so its basically random luck whether you will need that any given day. Wow fey creatures are invisible, if only i selected bat this morning.
So basically its a bunch of low power ki inefficent situational features that you have to guess the right 5 spells per day to make useful.
and if you choose the broadly useful ones, its basically a substandar subclass. lets say, crane+spider+eciplse+storm+dispacler beast. Thats a really bad subclass.
lvl 3: if you miss with FOB you have advantage on the remaining FOB (about a value of .5 dp) + sap mastery on Flurry of blows basically a worse version of openhand FOB modifiers
level 6 you can spend 2 ki to be invisible one of the better ones, but shadow monk does it better
level 11 you can spend 3 ki to for 1 elemental resistance and advantage on a spsecific save. that you decided in the morning. unless the combat is highly telegraphed, you wont be able to make use of this feature very often, and its kind of unneeded by 14
at 17 you get an ok ability thats generally weaker than other subclasses, but not the worst. but since your first 3 features were so bad, there is no way this subclass holds up as designed.
Its poorly designed on many levels.
Having thought about this subclass some more, I think the core of the problem is that they are trying to do two incompatible concepts at the same time. One is the customizable "pick an option from the list" thing and the other is the monk that can cast spells. Both are worthwhile subclass ideas, but I just don't think they work together well at all.
Since this is the arcane subclasses UA, I'm going to assume that the spellcasting aspect is the one that matters more. For it to work, I think you need to have a lot of spells available and not just a handful. For comparison, the eldritch knight and arcane trickster always have a number of spells prepared that is more than half their class level. So for a spellcasting monk, I'd do something like this:
Now I'm sure there's issues with this proposal as well (I'm no game designer after all), but I think it's much more in line with what a monk with spells could look like.
the specifics you come to, i dont neccesarily feel are the solution, but i definitely agree that the concept of having very few 'spells' doesnt work well with the way most spells are designed, and the spell structure overall.
I also think, they want them to be arcane, though i think the best execution of the pick 5 things, and even a tatoo concept is probably not well executed by spells.
I think any system thats going to try to try to use the base spells/system is going to have to give you either a decently sized selection, or one thats very clearly themed.
i think you need to have a system where you have more options per resource.
i dont think you shoukd try to come up with a consistent ki conversion of spell value, because that type of thing leads to issues they have here, where monk gets things free, or cheaply with ki that dont gollow that paradigm. like misty step is not a 2 ki feature for a monk, no matter what it is for a wizard. (they have a 1 ki use that mostly does it better) At level 3, very few monks would want to spend 1 ki on longstrider (ki is a rare resource and movmemt is not for a monk at this level)
so the price needs to be custom, or the resource needs to be seperate/unique.
i wouldnt neccesarily go for the regular spell slot per day thing though its tried and true, because people who play monks tend to prefer per fight management, and things they can use as needed, over per day management, and things you can only use rarely. But i think it would be better than the current if thats all they can come up with.
And the spell pool needs to be way better, it looks like they did two types of spell selection, things a monk probably dont care about or dont fit into monk fantasy that well, and things that are monk like, but also kinda too close to what monk already does or can do. (which created a lot of redundancy problems)
you probably want to directly improve thiings monks can do, and/or pick things monks may have always wanted to do but cant.
they interesting chose a design that gives almost zero DPR benefit, so i assume that must be part of their internal limits, but that means this monk needs to really give some great non offensive things. it cant just be doing ribbon stuff. It has to feel like you are making a difference in some other way.
I thought Unearthed Arcana was the place for experimentation. This seems either timid or lazy. I wish they'd stay away from spells as class or subclass features (free casting/preparation/concentration....doesnt matter). Come up with something new and interesting, both mechanically and thematically. Or, if they must use spells, make them at least good spells with an appropriate cost/action cost. Look at the Rogue's Cunning Strikes or the Barbarian's Brutal Strike. Or Weapon Masteries. The Sorcerer's Innate Sorcery. These are some examples of new mechanics they introduced for 2024 that have been generally well-liked.
At Level 3, Tattooed Monk should get one permanent lesser feature and one limited use greater feature with each tattoo. Which is what they did... but with cantrips and spells... which we've seen a hundred times. AND most of them cost Focus points. Making players sacrifice base class features for subclass features (or vice versa) has not worked out well so far (see The 2024 Ranger). Find a way to make the subclass features ENHANCE or EXPAND UPON the base class features. And yes, some of these tattoos do that... but not in very exciting or interesting ways. And the higher level Tattoos should just be.... better. Many of them have features that wouldn't really be that awesome at level 3.
So here are my suggestions:
LEVEL 3. Bat: 10 ft Blindsight as long as you have the tattoo. Once per short rest, Echolocation- for one minute, you know the dimensions of any room or area to a radius of 30 ft, including any objects or creatures in that area. Echolocation negates total or partial cover as well as the Invisible condition, as the sound echos off objects and walls.
Butterfly: As long as you have this tattoo, add your Wisdom modifier to any Charisma skill checks. Once per short rest you can Charm or Frighten a creature (your choice) for one minute. Charisma saving throws apply, repeated at the end of each of the creature's turns.
Chameleon: Your have advantage on all Dexterity Stealth checks. Wisdom modifier times per short rest, you can attempt a grapple from 30 feet.
Crane: Your balance is enhanced. You have advantage on saves or ability checks to avoid the prone condition, and getting up from prone costs only 5 ft of movement. "If do right, no can defense." Once per short rest, you have advantage on all attacks for one turn.
Horse: Your ability to carry burdens is enhanced. You are considered to be Large as it pertains to your carrying capacity. Once per short rest, for one minute, you can act as an independent mount, carrying a willing creature of your size or smaller.
Spider: Your speed is not affected by Difficult Terrain, and you have advantage on rolls to avoid or escape webs of any kind. Once per short rest, for one minute, you can climb vertical and upside down surfaces as though affected by the Spider Climb spell.
Tortoise: Your skin hardens like a shell. Your Armor Class increases by +2. Slow and Steady: once per short rest, for one minute, you can reduce your movement speed to gain Armor. For every 10 feet of movement speed you reduce, add +1 to your Armor Class.
LEVEL 6. Comet. Your tattoo is your portent, turning your Focus into Luck. Wisdom modifier times per long rest, roll any d20 test with Advantage, or force an attack roll against you to have disadvantage. If your uses of your Comet tattoo are expended, you can use a Focus Point to roll with Luck.
Crescent Moon. Your Unarmed Attacks cut through enemies. You can add the Cleave or the Graze weapon mastery to your Unarmed Attacks. You can change this choice after each long rest.
Eclipse. Once per short rest, for one minute, you are enveloped in magical darkness. You have advantage on all attacks, and all attacks against you have disadvantage, unless an enemy has some means of seeing through your dark shroud (truesight, tremorsense, or can see through magical darkness.)
Sunburst. Once per short rest, for one minute, your Unarmed Strikes do an additional d6 of Radiant damage.
LEVEL 11. Mountain. You have advantage on Constitution Saving Throws. As a magic action, you can spend 3 Focus Points to cast either Stone Shape or Wall of Stone.
Storm: You have advantage on Dexterity Saving Throws. As a magic action, you can spend 3 Focus Points to cast either Lightning Bolt or Wind Wall
Volcano: You have advantage on Strength Saving Thtows. As a magic action, you can spend 3 Focus Point to cast either Fireshield or a 5th level Aganazzer's Scorcher.
Wave. You have advantage on Wisdom Saving Throws. As a magic action, you can expend 3 Focus Points to cast Watery Sphere or Control Water.
LEVEL 17. Beholder. You gain a fly speed equal to your speed, with hover. As a magic action, you can expend 3 Focus Points to cast a 30 foot Anti- Magic Cone, emanating from you in a direction you choose, that lasts until the start of your next turn.
Blink Dog. When you spend a Focus Point to cast Flurry of Blows, immediately after, and as part of the same Bonus Action, you cast Blink on yourself. When you cast Blink in this way, the d6 roll for the spell is automatically considered as a 6. In addition, as a magic action, you can spend 3 Focus Points to cast Banishment.
Displacer Beast. When you use a Focus Point for either Patient Defense or Step of the Wind, you cast Mirror Image on yourself as part of that same Bonus Action. Additionally, as a magic action, you can spend 3 Focus Points to cast Seeming.
Guardian Naga: You can expend 3 Focus Points replace one of your attacks made as part of the attack action to spray poisonous spittle at an enemy within 60 feet that you can see. The creature makes a Constitution Saving Throw. On a failure, they take 8d8 Poison Damage and are Blinded until the start of your next turn. On a success, the creature takes half damage only. Additionally, you can spend 3 Focus Points to cast Greater Restoration or Cure Wounds (at 5th level).
Now, idk if any of this is balanced. Idk if it's interesting. Maybe it's wildly too powerful. Idk. But isn't that the sort of thing an Unearthed Arcana is for? Swing for the fences. Try things. I tried to keep my ideas within the scope of the subclass already printed. However, there could be other tattoos. Other Beasts, Celestials, Nature's, and Monsters. Maybe a T Rex or Giant Toad tattoo that gives you a swallow attack? A Dragon Tattoo that gives you a breath weapon? Or, maybe there could be tattoos test are like the patches on the Robe of Useful Items (need a boat? I have a tat for that! Need a tent? I have a tat for that! Why not even food tats for when they're hungry?)
I wish they'd just try stuff. It can always be modified or tossed aside, if it doesn't work.
i dont think its fully balanced, but its definitely more interesting,
the darkness one definitely is probably imbalanced, essentially taking most of shadow subclass for itself. but theres some good ones.