Monk
Base Class: Monk

Monks of this temple adorn their bodies with ki imbued emblems that provide them with improved abilities. They focus their own ki into artistic murals the etch into their body, giving them new abilities by turning their bodies into artistic landscapes. Monks of this path can combine different tattoos to develop different talents, and masters of this way can even transform their bodies into forms infused with the power of their tattoos.

Tool Proficiency

You gain proficiency with the calligraphers tools and painters supplies.

Monastic Brand

When you take this monastic tradition at 3rd level, you learn a sacred ritual that places a mystical tattoo on your person. During a long rest, you can either place the tattoo on yourself or instruct someone else to put it on you. No rolls are required to apply this tattoo. Your tattoo might be related to those listed here but more appropriate to your character. For example, you could choose an eagle or dragonfly in place of a crane. 

You learn one of the tattoos from the list below. You gain another tattoo at 6th and 11th level. 

Crane

Your tattoo imbues you with light feet and short term flight. You can use Disengage as a bonus action. Additionally, you can spend 1 ki point to gain a fly speed of 50ft until the end of your turn. If you don't land before the end of your turn, you fall to the ground, taking damage as normal.

Demon

You gain the tattoo of a demon, imbuing your with demonic fury. You gain resistance to fire damage. Additionally, you can spend 2 ki points to cause all of your attacks this round to be made with advantage, at the cost that all attacks against you until the start of your next turn will be at advantage as well.

Dragon

You gain the tattoo of a dragon, and with it the dragons menacing presence. You are proficient with Intimidation. Additionally, you can spend 1 ki point as a bonus action to force a creature you can see to make a Wisdom saving throw against your Ki Save DC. On a failed save, the creature becomes frightened of you for 1 minute. The creature can repeat the saving throw at the end of its turns, removing the frightened condition on a successful save.

Eye

You gain a tattoo that can open your third eye. You gain advantage on saving throws against illusions. Additionally, you can spend 1 ki point to cast the detect magic spell.

Mandala

You gain a tattoo that helps focus your ki through you. You gain 1 additional ki point. Additionally, whenever you are reduced to 0 hit points, you can spend 3 ki points to to be reduced to 1 hit point instead.

Monkey

You gain the tattoo of a monkey, which imbues you with the agility of an ape. You gain proficiency in Acrobatics and improvised weapons. Additionally, when you spend a ki point to use Flurry of Blows, you can choose to spend an extra ki point to make one extra attack.

Mountain

You gain a tattoo of a mountain, instilling you with the power and strength of a mountain. You gain a +1 to your AC while you are unarmored. Additionally, as a reaction to being hit by and attack roll, you can spend 1 ki point to gain resistance to that attacks damage.

Shark

You gain a tattoo of a shark, and with it the hunting sense of the aquatic predator. You gain proficiency with Survival. Additionally, as a bonus action, you can spend 1 ki point to give yourself blindsight with a range of 30 feet for 1 minute.

Skull

You gain the tattoo of a skull, enriching your body with necrotic power. You are resistant to necrotic damage. Additionally, when you reduce a creature within 5ft of you to 0 hit points with a weapon attack or unarmed strike, you can spend 1 ki point to gain temporary hit points equal to the damage dealt.

Snake

You gain a tattoo of a snake, which imbues you with a serpents swiftness. Your unarmed strikes gain an extra 5ft of reach. Additionally, when you would make an attack roll with disadvantage, you can spend 1 ki point to ignore that disadvantage for that roll.

Spider

You gain a tattoo, aligning your ki with that of the spider. You gain a climbing speed equal to your walking speed, allowing you to move across vertical surfaces and upside down along ceilings, and ignore difficult terrain caused by webbing. Additionally, you can spend 3 ki points to cast the web spell without requiring any material components.

Sun

You gain a tattoo of a sun, which imbues your body with the heat of the sun. You gain resistance to radiant damage. Additionally, you can spend 2 ki points as a bonus action to force all creatures of your choice within 30ft of you to make a Constitution saving throw against your Ki Save DC or become blinded until the start of your next turn.

Tiger

You gain a tattoo of a Tiger, imbuing you with animalistic ferocity. You can choose to deal slashing damage whenever you make an unarmed strike, instead of the usual bludgeoning damage. Additionally, whenever you deal slashing damage with an unarmed strike, you can spend 1 ki point to add a d12 to the damage for that attack.

Tree

You gain the tattoo of a tree, giving you the might to stand against anything. You have advantage on saving throws against being knocked prone or being moved against your will. Additionally, you can spend 2 ki points to cast the entangle spell.

Tsunami

You gain a tattoo of a might wave, imbuing you with the power of the ocean. You can breath air and water, and gain a swimming speed equal to your walking speed. Additionally, when you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Strength saving throw against your Ki Save DC, knocking them prone or pushing them 10 feet away from you on a failed save.

Monastic Brand

You add a second mystical tattoo.

Monastic Brand

You add a third mystical tattoo.

Embodiment of Ink

You transform your body, using the power you gain from your tattoos. Starting at 17th level, you can spend 5 ki points as a bonus action to transform your body into a form reminiscent of one of your tattoos for 1 minute. For the duration you benefit from a different feature based on the tattoo you choose. You can only benefit from one transformation at a time. You can end a transformation at any time, with no action required from you.

Crane

You transform into a winged form, gaining a flying speed of 50ft. Additionally, your unarmed strikes do slashing damage for the duration, and you don't provoke attacks of opportunity when you fly out of a creatures reach. 

Demon

You take on the form of a terrifying demon or devil. You gain immunity to fire and poison damage. Additionally, when you hit a creature with an unarmed strike, you can spend 1 ki point to force the target to make a Constitution saving throw against your Ki Save DC or become inflicted with a hellish wound. A target wounded this way loses 1d6 hit points at the start of each of its turns. Each time you hit the wounded target with this feature, the damage dealt by the wound increases by 1d6. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check against your Ki Save DC. The wound also closes if the target receives magical healing.

Dragon

You grow some scales, a small pair of horns, and a short tail or pair of wings. You gain a flying speed equal to your walking speed. Additionally, you can spend 2 ki points as a bonus action to use either of the two following features:

  • Frightful Presence: You let out a menacing aura, forcing every creature of your choice within 60ft of you to make a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of it's turns. Whenever a creature succeeds on the saving throw, it becomes immune to this effect for the next 24 hours.
  • Dragon Breath: You exhale a 20ft cone of fire, causing creatures in the area to make a Dexterity saving throw. On a failed save, a creature takes 3d10 fire damage, taking half damage on a successful save.

Eye

Your tattooed eyes take on a physical form, or perhaps your eyes take on the appearance of your tattooed eyes. You gain truesight for the duration. 

Mandala

Your skin becomes a celestial star-scape and your eyes begin to glow. You are considered to be under the effect of the foresight spell for the duration of your transformation.

Monkey

You grow fur around your body, possibly a tail, and take on a form that is far more nimble. Your Dexterity score increases by 2, up to a maximum of 22. Additionally, you can make 1 additional unarmed attack whenever you take the Attack action on your turn, and getting up from prone doesn't cost you any movement.

Mountain

Your skin changes to be rocky and jagged. You gain resistance to bludgeoning, piercing, and slashing damage. Additionally, you deal double damage to objects and structures.

Shark

Your skin becomes rough and you grow a set of sharp, jigsaw like teeth. You gain a swimming speed equal to your movement speed. Additionally, you have advantage on attack rolls made against creatures that don't have all their hit points.

Furthermore, whenever you reduce a creature to 0 hit points with a melee attack on your turn, you can spend 1 ki point to move up to half your movement speed and make one attack against another creature.

Skull

Your skin becomes taught against the bone, and your eyes become sunken and haunting. You become immune to necrotic damage. Additionally, whenever you take necrotic damage, you instead regain a number of hit points equal to the damage that would normally be dealt.

Snake

Your skin takes on a scaly appearance, and your body becomes as flexible as the snake. Your unarmed strikes have a range of 15ft while in this form. When you hit a creature with an unarmed strike, you can choose to grapple them. While grappled in this way, they have the restrained condition. Additionally, when you hit a creature with an unarmed strike, you can spend 1 ki point to deal 2d6 poison damage and force them to make a Constitution saving throw against your Ki Save DC or become poisoned for 1 minute.

Spider

You gain an extra pair of arms and infuse your ki with venom. When you use your Flurry of Blows, you can make an additional two unarmed strikes as part of that bonus action. Additionally, when you hit a creature with an unarmed strike, you can spend 1 ki point to force them to make a Constitution saving throw against your Ki Save DC. On a failed save, the creature becomes poisoned and paralyzed for 1 minute. The creature can repeat the saving throw at the end of its turns, ending both conditions on a success.

Sun

You shine with a heavenly glow. You shine bright light in a 10ft radius around you, and dim light for 10ft beyond that. Additionally, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light. Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

Tiger

You grow striped fur over your body and sharp claws from your fingers. Your Strength score increases by 2, up to a maximum of 22. Additionally, whenever you move 20ft straight towards a creature on a turn and hit them with an unarmed attack, they must make a Strength saving throw or be knocked prone. If the creature is knocked prone, you can make 1 unarmed strike against them as a free action.

Tree

Your skin becomes as hard as bark, with your hair turning into leaves or vines. You gain resistance to bludgeoning and piercing damage. Additionally, natures essence revitalizes you and connects you with the natural world around you. At the start of each of your turns for the duration, you to regain 10 hit points at the start of your turns. You are also considered under the effect of the tree stride spell for the duration of this transformation.

Tsunami

Your body becomes like a surging wave. You become resistant to acid damage, as well as bludgeoning, piercing, and slashing damage from non-magical weapons. Additionally, you can move through a hostile creatures space as if it was difficult terrain. When you do this, the hostile creature must make a Strength saving throw against your Ki Save DC or be knocked prone.

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