Base Class: Monk
Ink is by many seen as a simple thing, a tool used to write down words on paper. But to the monks that follow the Way of the Sage’s Ink, it is so much more. It has allowed generation upon generation of people to record the history of the world, so that all can learn the lessons and truths that history offers. A monk who follows the Way of the Sage’s Ink carries these lessons and truths everywhere they go in the form of magical tattoos, known as Soulbound Tattoos, through which they can channel their ki to create incredible effects.
Methods of the Sage’s Ink
Upon picking this tradition at 3rd level, you’ve begun your studies into the ways of the Sage’s Ink tradition. You gain proficiency in the Dexterity (Sleight of Hand) skill and with the Calligrapher’s Supplies. You also learn the Minor Illusion cantrip. Wisdom is your spellcasting ability for this cantrip.
Soulbound Tattoos
Also at 3rd level, you’ve learnt how to channel your ki through magical ink in the form of tattoos in order to produce potent effects. Choose three of the tattoo options from the list of Soulbound Tattoos. You gain two additional tattoos at 6th and 11th level. Any tattoos that require saving throws use your Ki save DC.
List of Soulbound Tattoos:
Acrobat’s Agility
You tattoo the image of a nimble and acrobatic creature on your body, such as a monkey or squirrel. You gain proficiency in the Dexterity (Acrobatics) skill and a climbing speed equal to your walking speed.
Archdevil’s Tongue
Prerequisite: 11th level
You tattoo the image of a cunning archdevil on your body, such as the visage of Asmodeus or Dispater. You are immune to the Zone of Truth spell. Additionally, when you roll a Charisma (Persuasion) or Charisma (Deception) check, you can ignore the result of the d20 and substitute the number rolled for a 15.
You can use this feature once per short rest.
Bewitching Ink
You gain proficiency in the Charisma (Persuasion) skill and whenever you make a Charisma (Persuasion) check, you can spend 1 ki point to gain advantage on the check, as your tattoos begin twisting and turning in a hypnotic and enticing way.
Bull’s Charge
You tattoo the image of a powerful bovine creature on your body, such as a bull or minotaur. You gain proficiency in the Strength (Athletics) skill. Additionally, whenever you move more than 20 feet in a straight line towards a creature, you can spend 1 ki point to charge at them like a bull. The target must make a Strength saving throw or get knocked prone and have disadvantage on their attack roll, as the charge leaves them dazed.
You can use this feature once per short rest.
Cat's Eye
You tattoo the image of a feline creature on your body, such as a simple cat or mighty lion. You gain darkvision to a range of 60 feet and gain a +3 bonus to your Passive Perception.
Dragon’s Hide
Prerequisite: 6th level
You tattoo the image of a draconic creature on your body, such as a dragon or a wyvern. As a reaction to taking damage from an attack that requires an attack roll, you can spend 2 ki points to increase your AC by a number equal to your proficiency bonus until the beginning of your next turn, potentially causing the attack to miss.
You can use this feature once per short rest.
Elder’s Knowledge
Prerequisite: 6th level
You tattoo the image or symbol of a wise and knowledgeable entity on your body, such as that of a god of knowledge or a powerful wizard. Whenever you make an Intelligence ability check (Arcana, Nature, History, Religion, Investigation), you can grant yourself a bonus to the roll equal to your Wisdom modifier.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Giant’s Strike
Prerequisite: 11th level
You tattoo the image of a giant on your body, such as a Storm Giant or Cyclops. As an action, you can spend 3 ki points to channel the might of a giant and deliver a devastating blow. One creature within 5 feet of you must make a Strength saving throw, taking bludgeoning damage equal to four rolls of your Martial Arts die plus your Dexterity modifier and getting knocked prone on a failed save. On a successful save, the target takes half damage and isn’t knocked [Tooltip Not Found].
You can use this feature once per long rest.
Horn of the Unicorn
Prerequisite: 11th level
You tattoo the image of a noble and beautiful unicorn on your body. As an action, you cause a shimmering, spectral horn to grow out of your head for 1 minute. The horn creates a 20-foot-radius sphere of bright light and sheds dim light for an additional 20 feet. Any number of creatures of your choice that is within the 20-foot radius of the bright light has advantage on saving throws to resist being frightened and regains a number of missing hit points equal to your Wisdom modifier at the start of each of your turns.
You can use this ability once per long rest.
Howl of the Pack
Prerequisite: 6th level
You tattoo the image of a pack of ferocious predatory animals on your body, such as a pack of wolves or hyenas. As an action, you can unleash an emboldening howl, calling the pack for a hunt. Any number of creatures of your choice within 60 feet of you gain temporary hit points equal to 1d8 + half your Monk level rounded up and have advantage on their next attack roll.
You can use this ability once per long rest.
Kraken’s Grasp
You tattoo the image of a mighty kraken or similar sea beast on your body. Whenever you make an unarmed strike, you can spend 1 ki point to increase the range of the attack by 15 feet. After successfully hitting a creature with this attack, you can use a bonus action to attempt to pull the creature you hit closer. The creature must make a Strength saving throw or get pulled 15 feet closer to you.
Leap of the Fey
You tattoo the image of a fey creature, such as a noble eladrin or a mischievous sprite. As a bonus action, you can spend 1 ki point to cast the Misty Step spell without requiring any material components.
You can use this ability once per short rest.
Legs of the Arachnid
Prerequisite: 6th level
You tattoo the image of a spider or spider-like creature, such as a Phase Spider or Drider. As an action, you can spend 2 ki points to cast Spider Climb on yourself, without requiring any material components. While under the effect of this spell after casting it in this way, you ignore movement restrictions caused by webbing.
You can use this feature once per short rest.
Magister’s Magic
Prerequisite: 11th level
You tattoo the image of a mighty spellcaster on your body, such as a powerful lich, archmage or hag. You gain the following features:
- As an action, you can spend 3 ki points to cast the Dispel Magic spell at its lowest level.
- As an action, you can spend 5 ki points to cast the Lightning Bolt spell at its lowest level.
Wisdom is your spellcasting ability for these spells and you can cast each spell once per long rest.
Mind of the Ancient
Prerequisite: 11th level
You tattoo the image of a strange alien being of an extraplanar nature on your body, such as a beholder, aboleth or slaad. You gain resistance to psychic damage, and whenever a creature attempts to read your mind whether through spells or an innate telepathy, the attempt fails and it suffers psychic damage equal to your Wisdom modifier.
Misleading Ink
You gain proficiency in the Charisma (Deception) skill and whenever you make a Charisma (Deception) check, you can spend 1 ki point to gain advantage on the check, as your tattoos begin shifting and changing in a deceptive fashion.
Rabbit’s Luck
You tattoo the image of a lucky creature or object on your body, such as a rabbit or a four-leaf clover. As a reaction to you or a creature within 30 feet of you rolling an attack roll, saving throw or ability check at disadvantage, you can cancel the disadvantage and make it a straight roll.
You can use this feature once per short rest.
Serpent’s Bite
Prerequisite: 6th level
You tattoo the image of a venomous serpent on your body, such as a rattlesnake or cobra. When you successfully make an unarmed strike against a creature, you can spend 2 ki points to force the target to make a Constitution saving throw. On a failed save, the creature takes 4d6 poison damage.
You can use this feature once per short rest.
Sphinx’s Roar
Prerequisite: 6th level
You tattoo the image of a mighty sphinx on your body. As an action, you can spend 2 ki points to unleash a deafening roar in a 20-foot cone originating from you. Each creature within that area must make a Constitution saving throw or take thunder damage equal to two rolls of your Martial Arts die plus your Dexterity modifier and become deafened until the end of their next turn. On a successful save, a creature takes half damage and isn't deafened.
You can use this feature once per long rest.
Triton’s Speed
You tattoo the image of an underwater creature, such as a shark, triton or merfolk. You gain a swimming speed equal to your walking speed and can breathe underwater.
Unnerving Ink
You gain proficiency in the Charisma (Intimidation) skill and whenever you make a Charisma (Intimidation) check, you can spend 1 ki point to gain advantage on the check, as your tattoos begin writhing in a terrifying fashion.
Generosity of the Ink
At 6th level, you’ve learned how to temporarily grant an ally the benefits of your magical tattoos. As a bonus action, you touch a creature within 5 feet and grant it the ability to use one of your Sage’s Tattoos for 1 minute. You can only grant this to one creature at a time, and if you try to use it on a second creature, it ends for the first creature.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Sage’s Eye
At 11th level, your mastery of iconography, hidden imagery and mind-bending patterns has granted you a greater resistance to the effects of illusory magic and a knack for discerning their true nature. You have advantage on saving throws made against illusion spells, and have advantage on Intelligence (Investigation) checks made to notice and discern an illusion.
Greater Soulbound Tattoo
At 17th level, you’ve unlocked the secret behind creating a Greater Soulbound Tattoo, which can create more potent effects than the normal tattoos. Choose one of the following options.
Carapace of the Tarrasque
You tattoo the image of the gargantuan and dreadful Tarrasque on your body. As a reaction to yourself getting targeted by a Magic Missile spell, a line spell or a spell that requires a ranged attack roll, you can spend 8 ki points to cause the scaled and reflective carapace of the dreadful Tarrasque to surround you. After doing so, the spell that triggered the reaction is reflected back at the attacker.
You can use this feature once per long rest, unless you spend 10 ki points to regain a use of it.
Fury of Tiamat
You tattoo the image of Tiamat, the mother of all chromatic dragons, on your body. As an action, you can spend 8 ki points to cause a burst of draconic elemental energy to erupt from within you. Each creature within a 60-foot radius centered on you must make a Dexterity saving throw. On a failed save, a creature takes damage of a damage type you choose between acid, fire, poison, cold or lightning equal to six rolls of your Martial Arts die plus your Dexterity modifier. On a successful save, a creature takes half damage.
You can use this feature once per long rest.
Wings of the Solar
You tattoo the image of one of the 24 solars in the employ of the gods on your body. As an action, you can spend 8 ki points to cause wings of radiant light to sprout from your back for 1 minute, or until you are incapacitated. While you have these wings, you gain the following benefits:
You have a fly speed equal to your walking speed.
All of your attacks deal an extra 3d8 radiant damage.
You can use this feature once per long rest.
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