Base Class: Monk
For eons, inks and varying descriptions have been used to record history of the world and the lessons we as mortals have learned from it. Monks of the Way of the Living Ink carry those lessons and teachings with them everywhere they travel in the form of ornate tattoos. Studious in history, religion and even the arcane, Living Ink monks use their Ki to bring to life their tattoos so they can teach the wonders of history, and bring swift pain to those who do not learn from it.
Tattoos
Once a Living Ink monk reaches 17th level they will have a total of 7 tattoos that they can manifest using their Ki. However, these are not the only tattoos they may posses. Your average Living Ink monk will generally have ordinary tattoos that cover their bodies, often depicting epic battles of history or people even places they have come across that they found important to themselves. The living ink monks generally hide their mystic tattoos among the tapestry of art scribe across their body.
You as a player should take time to consider what and how your tattoos are and depict.
Way of the Living Ink Features
|
Monk Level |
Features |
|
3rd |
Bonus Proficiencies, Manifest Tattoo, Tattoo Kit (1 Tattoo) |
|
6th |
Iconography’s Eye, Manifest tattoo ( 3 Tattoos) |
|
11th |
Infallible Sight, Manifest ( 5 Tattoos) |
|
17th |
Living Canvas, Manifest Tattoos (7 Tattoos) |
Bonus Proficiency
When you choose this tradition at 3rd level you gain the following proficiencies, Sleight of Hand skill and choose one, History, Arcana, and or Religion.
Tattooers Kit
At 3rd level you gain the use of a tattooer's kit. This allows you to tattoo yourself and others or instruct other to tattoo you. When making a living tattoo you must be able to extend your ki into the ink as it is being forced into your body.
Manifest tattoo
Starting at 3rd level, you learn to channel your key into the ink of your Tattoos and bring them to life. You may choose from the list below .
you gain two additional tattoos of your choice when you reach 6th level and 11th level, then gaining your last tattoo at 17th level.
3rd Eye
You gain advantage on wisdom saving throws, as an bonus action you can spend 2 ki points to gain Blilndsight out to 25 feet for 1 minute
Crane
You can now use the Disengage action as a bonus action and you spend 1 Ki point. Additionally you may fly up to 60 feet, in which at the end of your movement you must be on a surface you can stand on.
Mandala
You maximum Ki points are increased by your wisdom modifier. Additionally you may spend a number of Ki points when you are dropped to 0 Hit Points;
- 1 ki - To stabilize
- 2 Ki - To use the spell Death Ward
- 3 Ki - To gain Hit Points equal to your Monk level.
Mask
You gain proficiency with the deception skill, additionally you may spend a Ki points for particular effects.
- 2 ki - Cast Disguise Self
- 3 ki - cast Alter Self
Monkey
You gain expertise in Acrobatics. You may spend 1 Ki point and a bonus action to fling any object with in reach. This is an Ranged Attack, if you hit deal 1d6 Damage (type may be piercing or Bludgeoning or slashing, type depended on item thrown) The creature must make a DC 12 Wisdom saving throw or make all attacks at disadvantage until the end of its next turn.
Mountain
You gain a +1 Unarmored AC, this does combine with your Monks Unarmored Defense skill. As a reaction to you may spend 1 Ki point after being hit by an attack, to harden your body giving reducing the damage you take by your monk level. The secondary effect only works against a single attack and must be declared after you are hit but before the damage is rolled.
Snake
You gain resistance to poison damage. Additionally you may spend Ki points to gain the following benefits.
- 1 Ki - Your unarmed strikes now deal poison damage
- 2 ki - You gain immunity to any poison from a beast or monstrosity till the end of your next turn.
- 3 Ki - You gain Immunity to all poison effects till the end of your next turn.
Spider
You have a Climb speed of 30 Feet. As a Action at the cost of 3 ki Points you may cast the Web as an At Will spell.
Sun Burst
You gain Resistance to Radiant damage. When you are hit with a ranged attack you may spend 1 Ki and use your reaction to attack the target with a Burst of radiant damage that is within 60 feet. This attack deals the following damage
|
Monk Level |
Sun Burst |
|
3rd |
1d6 + Half your Monk Level |
|
6th |
2d6 + Half your Monk Level |
|
11th |
3d6+ Half your monk Level |
|
17th |
4d6+ Half your monk Level |
Tiger
You now deal Slashing damage with your Unarmed strikes, if you expend 2 ki points you may add an additional 1d12 to the damage of your attack.
Tree (Forest)
You may use Wisdom Saving Throw versus knock down attempts instead of strength, additionally you decrease the amount you are moved by any affect 15 feet. If you spend 3 Ki points you may cast Entangle
Waves (water)
You can now breath in both Air and water, you also gain a swim speed of 30 feet. Additionally you may spend 2 ki points after you have dealt damage to a creature, that creature than must make a Strength saving throw or be knocked Prone
Iconography Eye
Starting at 6th level, Your Keen eye and knowledge of Icons makes you excellent at spotting them. On your turn you can spend 1 Ki point to gain advantage on perception and or investigation checks to spot symbols or iconography.
Additionally, you gain Expertise in one of the following skills
- History
- Arcana
- Religion
Infallible Sight
Stating at 11th Level, your endless study of symbols iconography and the small details hidden in the tapestry of the world has now made you immune to some illusionary affects. Any illusion spell equal to half you monk level rounded down do not affect you.
Living Canvas
Once per a day you may bring your tattoos to breath their own live. After spending 4 Ki points you may do one of the following
- Preserve History. The Ink on your body remembers exactly how you were when you used this ability. After 1 Minute the effect ends and you're reverted back to the state you were when you enacted this ability. If you are dropped to 0 Hit Points, the effect ends and you're reverted back to the state you were when you enacted this ability.
- Bestow Knowledge. During your investigations and thirst for knowledge you may meditate on your stories you have record on your body. You may ask the DM one question, the more direct the answer is required the more cryptic it will become. The more general the knowledge is the more direct the answer will be. Knowledge always comes at a cost.
- Living Ink. All the ink is removed from your body for the duration of this affect. It creates a shadowy clone of yourself that fights besides you, you must use your bonus action to command it to attack on your turn. see creatures for stats on the Living Ink
Once you have used this feature you must complete a long rest before you can use it again.
Living Ink
Medium construct, neutral
Armor Class 17 (natural armor)
Hit Points equal the Living Ink Constitution modifier + your Wisdom Modifier + five times your level in this class
Speed 40 ft.
Saving Throws STR +4, Con +3
Skills Athletics +4, Perception +4
Damage Immunities
Condition Immunities ALL
Senses darkvision 60 ft., passive Perception 14
Languages understands the languages you speak
Historic Flurry (Recharge on 5 or 6). May make three attacks
Ink Blows. Melee Weapon Attack: +10 to hit, reach 5 ft., One target. Hit: 21 (4d8 + 5) Bludgeoning damage.
Blinding Attack. After a successful melee attack the living Ink host may use their reaction to attempt to blind a creature. The DC is equal to the Ki DC for the monk.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/16/2020 5:18:30 AM
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8
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3
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1.0
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Coming Soon
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