Monk
Base Class: Monk

Tattoos have been a popular method of body modification for centuries. Holding high significance for many cultures, tattoos are a way of self-expression. Some who have an understanding of ki and control over their own bodies have been able to manipulate their tattoos as an extension of themselves, with the ink and their skin becoming one and the same. 

Binding Ink

Starting when you choose this tradition at 3rd level, you gain the ability to manipulate your tattoos to bind your enemies. As an action, you can spend 2 Ki points and make a ranged melee attack against a target within 30 ft. of you, the target must succeed on a Strength saving throw or take 2d6 necrotic damage and be restrained. On a successful save, the creature takes half damage and is not restrained. 

Inked Up

Starting when you choose this tradition at 3rd level, your animal tattoos can spring forth from you to assist you in battle, choose one animal tattoo option.

Rabbit: When an enemy targets you with a melee attack, spend 1 Ki point to use your reaction to grant yourself the disengage action and 30 feet of additional movement, as rabbits surround you, distracting your opponent. 

Snake: A tattoo of a viper on your body springs forth to attack an enemy. Spend 1 Ki point as an action to send your viper streaming towards one target within 15 ft of you. Make a ranged weapon attack, on a hit the target takes 4d4 poison damage and 2d4 poison damage at the end of its next turn. 

Rat: Your tattoos of rats scurry off your body and out to become your scurrying scavengers. Spend 1 Ki point as an action to summon 1d4 rats that each act as the find familiar and can be used for surveillance or to complete small tasks. The rats remain manifested for 1 hour before hopping back onto your body for a nap. 

Rabbit

When an enemy targets you with a melee attack, spend 1 Ki point to use your reaction to grant yourself the disengage action and 30 feet of additional movement, as rabbits surround you, distracting your opponent. 

Rat

Your tattoos of rats scurry off your body and out to become your scurrying scavengers. Spend 1 Ki point as an action to summon 1d4 rats that each act as the find familiar and can be used for surveillance or to complete small tasks. The rats remain manifested for 1 hour before hopping back onto your body for a nap. 

Snake

A tattoo of a viper on your body springs forth to attack an enemy. Spend 1 Ki point as an action to send your viper streaming towards one target within 15 ft of you. Make a ranged weapon attack, on a hit the target takes 4d4 poison damage and 2d4 poison damage at the end of its next turn. 

Ink Jet

When you use your Step of the Wind, you can unfurl inky spectral wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Concealed Carry

Starting at 11th level, you can bind a weapon onto your body through a tattoo. Spend 30 minutes holding a weapon while its likeness is tattooed on your body, the weapon can henceforth be stored in the tattoo. This can be any weapon of your choice, you gain proficiency with the weapon and can use your martial arts die instead of its normal damage die. 

MelanoKinesis

Starting at 17th level, you can bring the tattoos on your body to life to execute large attacks against your enemies. Choose one type of tattoo: 

Orca: A large orca jumps from your arm, crashing down on your enemies and splashing into the ground. As an action spend 2 Ki points to choose a 20 ft. radius sphere within 120 ft., each creature within range must succeed on a Dexterity saving throw or take 8d8 Force damage or half as much on a successful save. 

Dragon: A Dragon head is produced from your body that breathes flames at your enemies. As an action spend 2 Ki points, all creatures within a 60 ft. cone must make a Constitution saving throw or take 8d8 Fire damage or half as much on a successful save. 

Barbed Chains: Whips of barbed chains extend from your body to bind and damage your enemies. As an action spend 2 Ki points, choose a creature within 30 ft. of you, that creature must succeed on a Strength saving throw or take 3d6 Piercing damage and be retrained or half as much on a successful save and not restrained. The saving throw can be remade on every subsequent turn and for every subsequent failure, the target takes the 3d6 Piercing damage again. 

Barbed Chains

Whips of barbed chains extend from your body to bind and damage your enemies. As an action spend 2 Ki points, choose a creature within 30 ft. of you, that creature must succeed on a Strength saving throw or take 3d6 Piercing damage and be retrained or half as much on a successful save and not restrained. The saving throw can be remade on every subsequent turn and for every subsequent failure, the target takes the 3d6 Piercing damage again. 

Dragon

A Dragon head is produced from your body that breathes flames at your enemies. As an action spend 2 Ki points, all creatures within a 60 ft. cone must make a Constitution saving throw or take 8d8 Fire damage or half as much on a successful save. 

Orca

A large orca jumps from your arm, crashing down on your enemies and splashing into the ground. As an action spend 2 Ki points to choose a 20 ft. radius sphere within 120 ft., each creature within range must succeed on a Dexterity saving throw or take 8d8 Force damage or half as much on a successful save.

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