Base Class: Fighter
Moko Toa enhance their martial prowess using the supernatural power of vali mako, an ancient practice of marking the warrior's own body with symbols representing the forces of nature around them. Moko Toa can be found among the Kanaka Honu, the Tortle peoples that populate the tropical islands off the coast of Zakhara, South of Faerun. The sacred art is integral to their warrior training, and earning the honor of marking yourself is the reason most Kanaka Honu can be found so far away from their island homes.
Bonus Proficiencies
Level 3
You gain proficiency with a unique version of Calligrapher's Supplies, which, in addition to their normal use, can also be used to apply the Moko to the skin.
Moko Tu'i (Tattoo Stabbing)
Level 3
You can use magic tattoos, called Moko, to enhance your self. You can inscribe two Moko of your choice to your skin, from among the descriptions described below. While the Moko is visible on your skin, you gain the passive benefits described and can activate the Moko as an action on your turn. Activating the Moko is done by performing a ritual dance and chant known as the Haka. When the Haka is performed, you activate the active feature of that Moko, as laid out in it's description When you reach certain levels in this class, you can inscribe additional Moko, as shown in the Moko Inscribed table.
Whenever you finish a long rest, you can shift which Moko are active. You can only have two Moko active at a time.
The following runes are available to you when you learn a Moko. If a Moko has a level requirement, you must be at least that level in this class to learn the Moko. If a rune requires a saving throw, your Moko Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Fanua, the Land
While this Moko is visible, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the Moko as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute.
Haupapa, the Frost
While this Moko is visible, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the Mako as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution.
Masina, the Moon
While this Moko is visible, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke this Moko and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is Intimidated by your Haka for 1 minute. While intimidated in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this Moko, you can’t do so again until you finish a short or long rest.
Mata, the Eye
While this Moko is visible, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.
In addition, you can invoke the Moko as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.
Mura, the Fire
While this Mako is visible, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the Mako to summon lava flows to encircle the feet of a target: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the lava, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the lava on a success.
Puao, the Fog
While this Moko is visible, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the Mako and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this Mako, you can’t do so again until you finish a short or long rest.
Ka mana o ka Honua (Might of the Natural World)
Level 3
You have learned how to imbue yourself with the might of the forces of nature. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Mana Shell
Level 7
You learn to invoke your Moko magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
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.
Ulu Kupua (Supernatural Growth)
Level 10
The magic of your Mako permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Might of Nature feature increases to 1d8.
Mana of Mako
Level 15
You can invoke each Moko you know from your Moko Tu'i feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Kiai o ka Honua (Guardian of the Natural World)
Level 18
You learn how to amplify your Moko-powered transformation. As a result, the extra damage you deal with the Ka mana o ka Honua feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
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