Monk
Base Class: Monk

Monks that follow the Way of the Listeners know that all creatures and elements of nature have wisdom. Everything and everyone, from insects to lions, commoners to kings, have insight to offer and lessons to teach. There are no masters in the Way of the Listeners; only humble students of the world.

One who is a true student of ki, the life energy that connects all beings, can take these lessons and make them their own. Through careful listening, observation, and mimicry, a Listener monk can gain incredible and versatile power from the world around them. These powers are magically marked on the Listener monk in the form of mystical tattoos of various shapes. Listener monks often have many potential tattoos, with shapes designed to credit the creature whose powers the monk is imitating. These tattoos serve as a conduit for specific powers. With prolonged concentration, each monk can personalize their tattoos from a long list, allowing them to prepare for any situation. 

Listener monks are taught to be quiet and stealthy, to better hear and gather the wisdom of the world. This means that they are often champions of the unheard or neglected. However, they can also cheerfully fall into burglary and forgery, as Listeners can have a poor conception of personal property. 

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When you choose this tradition at 3rd level, your are inked with 2 Initiate tattoos (at your choice) that reflect your inner strengths. As you progress in your journey to enlightenment, you gain additional tattoos. You receive one Adept tattoo at 6th level, one Artisan tattoo at 11th level, one last Living tattoo at 17th level, and a powerful 1 use tattoo at level 20. Every time you take a long rest, you can morph one of your existing mystical tattoos into a new one of the same rank.

 

Initiate Tattoos

When you choose this tradition at 3rd level, your are inked with 2 Initiate tattoos (at your choice). Every time you take a long rest, you can morph one of your existing mystical tattoos into a new one of the same rank. Once a tattoo has been used, it cannot be re-used until it has been attuned after a long rest. 

These tattoos are small to medium sized, and are placed on each arm. 

Bear

You gain advantage on saving throws for melee attacks.

Boar

If you take damage that would reduce you to 0 hit points , you are reduced to 1 hit point instead. Once you use this tattoo powers you can only use it again after a long rest.

Chameleon

You gain proficiency with Deception skill if you don't have it already. Additionally, you can use an Action and expend 1 ki to gain the benefit of Disguise Self spell.

Hawk

You gain advantage on saving throws for ranged attacks.

Spider

You gain Dark Vision 60 ft. In addition, as an bonus action you can expend 1 ki to gain the benefit of the Spider Climb spell.

Unicorn

As an Action you can spend 2 ki and target a creature you can see in a 60 feet radius. That creature regains hit points equal to 1d4 + your Wisdom modifier. This tattoo has no effect on undead or construct creatures.

Adept Tattoos

At 6th level you have become a adept of the mystic tattoo arts. You can now attune 1 of the adept tattoos in addition to your existing tattoos. At the end of a short rest, you can perform a special ritual in which you can temporarily transfer one of your tattoo slots to a creature. This transfer effectively deactivates one of your tattoos of the corresponding rank until the effect ends.The creature can receive any tattoo that does not require ki to activate. You can only transfer tattoos to willing or restrained creatures. This tattoo will disappear at the beginning of the next short rest. 

These tattoos are medium to large, and are placed between the shoulder blades.

Mountain

When you use the Dodge action you can spend 1 additional ki point to also gain the benefit of this tattoo.  You must be standing on solid ground to activate this tattoo.

While this tattoo is active, you have advantage on Strength checks, your total speed becomes 0 and you cannot be moved, pushed, grappled, frightened, or knocked prone against your will, even if magically compelled to do so. A creature can use an action to make a DC 30 Strength check, pushing the monk up to 10 feet on a success. 

The tattoo effect will last until the beginning of your next turn.

Oak Tree

You can heal your wounds when resting under the sun light. At the end of a short rest in which you were receiving natural sunlight, you heal hit points equal to 1d4 per mystical tattoos you have plus your Wisdom modifier.

Panther

You have advantage on Dexterity(Stealth) checks and you can try to hide when you are lightly obscured.

In addition, when you are in dim light or darkness, you can use a bonus a bonus action and expend 2 ki points to gain the benefit of the Blur spell.

Tiger

 If you move at least 10 feet straight toward a creature and then hit it with a melee attack on the same turn, you can spend 2 ki points to deal 2d8 extra damage and the target must succeed on a Strength saving throw or be knocked prone.

Tortoise

As an action, you can spend 1 ki points to gain the benefit of the Shield of Faith spell. The effect doesn't require concentration to maintain and will last for 1 round per tattoo you have. 

Viper

You can choose to deal poison damage with your unarmed attacks. When you deal poison damage in this way, you can spend 1 ki and the creature must pass a Constitution saving throw or be poisoned for 1 minute. 

Wolf

You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and isn't incapacitated.

Additionally, you can spend 1 ki point as a bonus action to grant you allies advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. This effect last for 1 minute.

Tattoo Artisan

At 11th level, you gain access to the absorption tattoos in addition to your existing tattoos. This tattoo has a simple pattern, with the color changing depending on which absorption is attuned. Only one type can be attuned at a time. When you take damage of the same type of the absorption tattoo, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next long rest. 

This tattoo is small, and placed on the forehead. The color depends on the damage type attunded: 

Acid (black), Cold (silver), Fire (red), Lightning (bronze), Necrotic (purple), Poison (green), Psychic (white), Radiant (gold)

Acid Absorption

When you take acid damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next long rest. 

Cold Absorption

When you take cold damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next long rest. 

Fire Absorption

When you take fire damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next long rest. 

Lightning Absorption

When you take lightning damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next long rest. 

Necrotic Absorption

When you take necrotic damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next long rest. 

Poison Absorption

When you take poison damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next long rest. 

Psychic Absorption

When you take psychic damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next long rest. 

Radiant Absorption

When you take radiant damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next long rest. 

Living Tattoo

Starting at 17th level you have become a full Listener and you have learned the secret of unleashing the potential within one self. You have access to 2 initiate, 1 adept, 1 absorption, and 1 living tattoo. Your tattoos are more powerful, and you have unlocked the ability to temporarily transform into other creatures.

This tattoo is medium to large, and placed on the chest. 

Elemental Earth (Chi)

Once per long rest, you can use an Action to polymorph into a Earth Elemental without requiring concentrator to maintain. This effect lasts for 1 hour per tattoo you have.

Additionally, you can use an Action to spend 6 ki to gain the benefit of Investiture of stone for 1 minute per mystical tattoo you have.

Elemental Fire (Ka)

Once per long rest, you can use an Action to polymorph into a Fire Elemental without requiring concentration to maintain. This effect lasts for 1 hour per tattoo you have.

Additionally, you can use an Action to spend 6 ki to gain the benefit of Investiture of flame for 1 minute per mystical tattoo you have

Elemental Water (Sui)

Once per long rest, you can use an Action to polymorph into a Water Elemental without requiring concentration to maintain. This effect lasts for 1 hour per tattoo you have.

Additionally, you cna use an Action to spend 6 ki to gain the benefit of Investiture of ice for 1 minute per mystical tattoo you have.

Elemental Wind (Fū)

Once per long rest, you can use an Action to polymorph into a Wind Elemental without requiring concentration to maintain. This effect lasts for 1 hour per tattoo you have.

Additionally, you can use an Action to spend 6 ki to gain the benefit of Investiture of wind for 1 minute per mystical tattoo you have.

Phoenix

This is an extremely powerful tattoo that can only be used once and can never be re-attuned. 

A large, stylized pheonix is placed across your entire back, with wingtips extending over the forearms and integrating with any existing tattoos.

After three failed 3 death saving throws, your body erupts in flame and dissolves into ash. All enemies with a 20 ft radius must make a DEX save. On a failed save, each enemy takes  1D10 of fire damage for every HP of damage you lost on the last round, or half damage on a failed save.

You emerge from the ash completely reborn 1 round later. Any status effects are ended, and all HP is regained. The only mark is your back, which bears a thick, black scar where the pheonix once was. This scar cannot be removed through any medical or magical means. 

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