Base Class: Monk
For centuries manyn warriors have used tattos as weapons against their enemies, tools to express themselves and a form of powerful enlightening.
Steady Hand
Starting when you choose this tradition at 3rd level, you steady your hand and artistic abilities. you gain proficiency in sleight of hand and Painter's Supplies.
Tattooed Initiate
At 3rd level, you mark yourself with the first of many empowering tattoos. You gain one of the following benefits:
Bucking Elk
Once per turn, if you move at least 20 feet straight towards a target then hit it with an unarmed strike on the same turn, the target takes extra damage equal to two rolls of your martial arts die.
Enduring Mountain
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally you have advantage on saving throws against suffering exhaustion.
Prowling Wolf
When you hit a creature that is at least one size larger than you with a melee weapon attack, you may expend 1 Ki point to knock it prone.
Snapping Crab
When you hit a hostile creature within an unarmed strike, you can use your bonus action to grapple the target (escape DC equals 8 + your proficiency bonus + your Dexterity or Strength modifier).
Vigilant Eagle
You gain proficiency in perception and have advantage on Wisdom (perception) checks that rely on sight. Additionally, can see up to 1 mile with no difficulty, able to discern fine details as though looking at something no more than 100 feet awayfrom you.
Painted Body
At 6th level, you gain one of the following benefits of your choice:
Great Oak
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature if you're reduced to 0 hit points by fire damage. You can’t use this feature again until you finish a long rest
Laughing Hyena
When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and and make two unarmed strikes.
Mighty Rhino
While you are not wearing armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
Slithering Octopus
As an action, you can expend 2 Ki points to cause your body, along with any equipment you are wearing or carrying, becomes pliable for 1 minute. For the duration, you can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Swift Owl
Opportunity attacks against you are made with disadvantage.
Mythic Iconography
Beginning at 11th level, you gain one of the following benefits of your choice:
Bellowing Dragon
As an action, you expend 3 Ki points to unleash an inky blast reminiscent of a dragons breath. Each creature in a 30-foot cone must make a Dexterity saving throw. You choose acid, cold, fire, lightning or poison damage. A creature takes 5d8 of the damage type you chose on a failed save, or half as much on a successful one.
Bewitching Dryad
You conjure inky beasts that serve your will. As a bonus action on your turn, you may cast conjure animals at 5th level. Once you use this feature you cannot do so again until you finish a short or long rest.
Grasping Hydra
When you take the attack action on your turn, you may expend 2 Ki points, when you do your reach becomes 10 feet greater until the end of your turn as the tattooed hydra heads extend and lash out towards your enemies. During this time your unarmed strikes deal slashing damage instead of bludgeoning.
Lumbering Giant
As an action you create a boulder from the ink of your tattoos and throw it at a target within range (using either your Strength or Dexterity for the attack roll). The boulder has a normal range of 60 feet and a long range of 120 feet, and on a hit, it deals magical bludgeoning damage equal to three rolls of your martial arts die plus the ability modifier you used for the attack roll.
Mischievous Fiend
You gain resistance to fire damage. Additionally whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you may choose to deal fire damage instead of bludgeoning.
Warrior of Ink
At 17th level, you gain one of the following benefits of your choice:
Crashing Waves
You gain a swimming speed equal to your walking speed and can breathe both air and water. Additionally, when you hit a creature with an unarmed strike, that creature makes spell Constitution saving throws made to maintain concentration with disadvantage until the end of your next turn.
Ravenous Shark
You have advantage on melee attack rolls against any creature that has less than half its maximum hit points.
Relentless Mammoth
Your hit point maximum increases by 1 for every level you have in this class.
Roaring Lion
When you hit a hostile creature with a weapon attack, your allies have advantage on attack rolls against that creature until the beginning of your next turn.
Soaring Condor
You gain a flying speed equal to your walking speed.







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