Base Class: Monk
Monk practice themselves in the artistry of calligraphy and painting. For each stroke and each etch on paper leaves something true to the monk. Those who follow this way are those who honed their artistic skills onto the world.
These Monk practice Techniques, abilities which improve the effects their tool. Allowing to control ink in a way unseen before.
Artistic Method's
The methods used in the Way of Arts are unlike the normal painter. Your strokes are powerful and distinct, and the materials used for your paintings are unorthodox.
- You gain proficiency with Painter's Supplies and Calligrapher's Supplies.
You must have a writing/drawing tool from one of these tool kits such as a pen, quill, brush, or charcoal.
When using the effects of Techniques, you display inky blots that form around you and is created in the air from which the tool was created. (Things like charcoal can show up as particles of dust rather than ink blots.)
Technique Arts
When you reach 3rd level, you learn 2 Techniques from either or 1 Technique type (Man or Beast). Certain techniques were honed further into the tradition.
TECHNIQUES OF MAN:
- Fighter: You strike your opponent with a weapon of ink. You are able to create a weapon of ink that resembles a melee monk weapon. You can use the wielded weapon in your painter's tool hand and do damage in tandem with it. For 1 Ki Point, you can pick a weapon with any properties except the ammunition/range property and use it according to its properties. You do not gain proficiency with the ink weapon (weapons with reach or special weapons will not be able to use the 1d4 extra damage).
This weapon will appear as ink in the shape of the chosen weapon. If you let go of your painter's tool, wait 1 minute, or have done an instance of damage with it, then the weapon disappears. The weapon will react as normal with another weapon unless it deals fire or cold damage where it the weapon will dissipate.
If striking things such as paper, parchment, or a canvas, your weapon is ineffective but leaves ink on the item. - Vagrant: You surround yourself with a veil of ink. You create a veil of ink that surrounds you and defends you, giving you +1 AC for 1 hour. For 1 Ki Point, you can increase the AC or radius of the veil by 5 ft. (You can only use this effect 3 times). When a range-weapon attack hits the veil, you may roll advantage on your Deflect Missile Feature as the projectile is slowed in the veil and use the highest dice.
The ink will not leave ink marks unless it is paper. If a hostile creature is in the veil radius, fighting is normal with no AC bonus. The veil will not be able to block if the effects are Cold or Fire. The ink is unable to block or use its effects if faced with water (Ex. If in knee-high waters, the ink will only protect the top portion of the radius.) - Mage: You cast magical arts. You create imitations of spells: You are able to cast inkball, ink missile, and ink well. For 1 Ki point, you may cast one of these abilities. The ability can be used 120 feet.
- Inkball: You conjure a massive ball of ink that deals 2d4 cold damage within a 10-foot radius. (You can increase the damage by 2d4 for every 1 Ki point spent up to 3 times.)
- Ink Missile: You conjure 3 spikes of hardened ink, the ink spikes deal 1d4 + 1 Piercing damage.(You can increase the spiked ink amount by 1 for every 1 Ki point spent.)
- Ink Well: You shroud yourself in ink, the ink surrounds you with sharp ink dealing 1d4 + 1 Piercing damage. (You can increase the radius by 5 ft. for every 1 Ki point spent.
- Noble: You paint yourself in the light. The perception of others are changed to perceive you differently. For 1 Ki point, You can give yourself or others advantage on charisma skill checks. If walking into paper, parchment, or a canvas, you can instantly make a 1:1 copy of the part or whole of the body with whoever was affected.
- Artisan: Your arts come to fruition. When you are painting, you can recreate any item that isn't living. The item is a 1:1 copy of what the painter believed to look like. Depending on the item, it may still be used as it was functionally designed for such as pens, watches, or lanterns. Item must be whole and cannot be separated. The item will last for the entire day. The item does not contain it's unique or magical properties such as it being silver or a bag of holding, but it will look and feel like the item.
TECHNIQUE OF BEAST:
- Bird: You are able to attain flight by ink-made wings. You gain a fly speed of half your current speed. For 1 Ki Point, you may do a disengage action or do a dodge action. This technique is active for 1 day and only requires a long rest.
- Fish: You are cover in ink-made scales. You gain a swimming speed equal to normal and can breathe underwater for 1 hour. For 1 Ki Point, you may add +1 AC to yourself. This technique is active for 1 day and only requires a long rest.
- Feral: You have ink-made fur surrounding your neck, arms, and legs. You gain ferocity in every punch you make, increasing the first punch in a turn by 1 more dice of your martial arts dice. For 1 Ki Point, you may do another series of punches that you have done previously in the turn. You can only do this once per round and only have charges up to your dexterity modifier and recharges after a long rest.
- Reptilian: You have an ink-made patterns across your body. You gain a advantage on stealth checks. For 1 Ki Point, you may turn invisible as your ink covers your body turning to the splitting image of whatever perspectives others are looking for. This technique is active for 1 day and only requires a long rest.
Technique Art: Summoning
At 6th level, You are attuned to painting that you are able to summon creatures to life from your works. In order to summon, you must have prepared a summonable creature on canvas. The creature shares mostly from the homunculus stat block, but has 8 hit points with a (2d8) and shares the techniques of man or techniques of beast abilities. It's summoned for only 10 minutes unless under the effects of the Vagrant's Veil or in Technique: Ink Realm. The Drawlings are vulnerable to Fire and Cold damage.
The shape of the Drawling can range from Tiny to Medium. It can have claws, sharp teeth, or can wield a weapon. The creature can be drawn with legs or can float.
Advance Summoning
You can prepare up to 2 more Drawlings. Their health increases to 16 rather than 8 with an AC of 13. Their summoning comes with 1 ki point that you can expend without having to spend a ki point from your pool.
Technique: Ink Realm
Your power exudes your body and mind. You no longer need to use a tool from painter's supply or calligrapher's supply to use Techniques, rather you can use a weapon with the finesse property.
At 17th level, you can use your powers to alter the world around you, in a 600 ft radius of a chosen area or yourself and cover it in ink. Your Drawlings will be able to live so long as they are in the field. Drawings from yourself come to life and live their lives as they should (I.E portraits of humans would act as human, wolves would hunt prey). You are aware if you enter a realm similar to this and others who would enter this realm will alert your senses. This will last until unsummoned or until death which will last until wisdom modifier amount of days. Depending on the drawings made and the place it was made in, its space can became a breathing town until the user has forgone it.
In the ink realm, you can create as many drawlings. You can also create a Large Drawling acting as a defender for the realm. Drawlings who leave have their timer reset and can act for a hour than 10 minutes. If you face an enemy in the ink realm, they are treated as outsiders and you can change the terrain to become difficult.







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