October 28, 2016

Tattooed Monk

Monastic Tradition
Comments from the Finger: A much requested one, most recently by /u/I_Drink_kerosene on reddit.

Way of the Tattoo

Certain monastic orders practice the art of heightening ki flow through the body by inscribing magic tattoos on their skin. Each tattoo is a permanent mark of wisdom, and a reminder of the serenity to be found in life. These tattooed monks shave their heads, speak in cryptic riddles and maxims, and—in many cases—travel the countryside furthering their quest for enlightenment.

Ki Tattoos
Beginning when you choose this monastic tradition at 3rd level, you learn to craft magical tattoos that focus the bearer's ki into specific forms. You begin with two tattoos, and gain additional tattoos as you gain levels in this class, as shown in the Tattoos table.

Tattoos
Monk Level  Tattoos
3rd2
6th3
11th5
17th6

Armor of Ink
Starting at 6th level, you can use your bonus action to twist your tattoos into arcane wards. Until the beginning of your next turn, you have resistance to bludgeoning, piercing, and slashing damage. Once you use this ability, you must complete a short or long rest before you can use it again.

Temporary Tattoo
By 11th level, you have learned to inscribe your tattoos using temporary ink. You can tattoo a willing creature with a temporary version of a tattoo you have, in a process that takes 10 minutes. This creature gains the benefits of this tattoo for 24 hours. Only one creature can gain the effects of a single temporary tattoo at a time.

Marked for Death
At 17th level, you can use your action create a special mark, a tattoo that beckons death, on a creature within your reach. Make an attack roll against this creature. On a hit, you have marked the creature for the next minute. A marked creature cannot regain lost hit points, and has vulnerability to any damage you deal to it, provided it is not immune to this damage.
     Once you use this ability, you must complete a long rest before you can use it again.

Tattoos
The tattoos listed below are in alphabetical order. Unless otherwise noted, you can only gain the effects of each tattoo once.
     Bamboo. Your Constitution score increases by 1, to a maximum of 20.
     Bull. You gain proficiency in Strength (Athletics), if you did not have it before. You can add twice your proficiency bonus when you make an ability check using this skill.
     Chameleon. If no creature can see you, you can use your action to become invisible for up to 10 minutes. This effect ends if you move, attack, or cast a spell.
     Cobra. You gain proficiency in Dexterity (Stealth), if you did not have it before. You can add twice your proficiency bonus when you make an ability check using this skill.
     Crab. You can use your reaction when you take bludgeoning, piercing, or slashing damage to reduce the damage taken by 1d8.
     Crane. You and allies within 10 feet of you have advantage on saving throws against being poisoned.
     Crescent Moon. You can spend 1 ki point to run across the winds. Until the end of your turn, you gain a flight speed equal to your movement speed. Your movement must begin and end on solid ground, otherwise you fall.
     Donkey. You and allies within 10 feet of you have advantage on saving throws against being charmed.
     Dragon. You can spend 1 to 3 ki points as an action to project a cone of flame from your mouth. Each creature in a 30-foot cone must make a Dexterity save. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature takes 2d6 fire damage for each ki point expended on a failed save, or half as much on a successful one.
     Full Moon. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
     Lion. You and allies within 10 feet of you have advantage on saving throws against being frightened.
     Monkey. You gain proficiency in Dexterity (Acrobatics), if you did not have it before. You can add twice your proficiency bonus when you make an ability check using this skill.
     Mountain. Your Strength score increases by 1, to a maximum of 20.
     Turtle. You gain proficiency in using shields and gain the benefit of Unarmored Defense while holding one.
     Rabbit's Foot. When you spend your last ki point, roll any die. On an even roll, you regain that point immediately.
     Sunrise. You have resistance to fire damage. Also, whenever you deal damage with an unarmed strike, you can change the damage type to fire damage.
     Third Eye. You can use your action to detect the presence of living things within 100 feet. When you do so, you learn the number of creatures in the area, but not their type or locations.
     Wind. Your Dexterity score increases by 1, to a maximum of 20.
     Wolf. Your movement speed increases by 5 feet.



Changelog: 10/28/16: Armor of Ink: Resistance, rather than an AC increase
Temporary Tattoo: Only one tattoo at a time
Chameleon: 10 minute duration
Crab: Affects magical and nonmagical damage
Crane, Donkey, and Lion: Affects you and allies within 10 feet. Provides advantage.
Dragon: Requires an action

11 comments:

  1. The armor of ink feature at level 6 seems a little weak, at level 6 most monks have an AC in the 16-19 range without items. The ac bonus is just a set amount and by level 10 it's just not useful anymore.
    Instead make the bonus to AC a floating bonus of +2 or +3 to AC so it says relevant. Also can it be accommodated to allow multiple uses between rests?

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    1. I agree. Especially if you take the turtle tattoo. This ability becomes pointless at mid to high levels.

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    2. Even a static bonus is worth something only if it doesn't take a bonus action, since monks have Dodge (disadvantage on attacks against them) as a bonus action.
      Maybe when you use Defense of the Mountain (dodge as bonus for 1 ki) you can expend up to 3 extra ki and add it to your AC, or spend 1 and get +2 ac, for 1 round?

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    3. I actually just replaced this with resistance to bludgeoning, piercing, and slashing damage for the time being. It's not super inspired, but it dodges the bullet of creating impossible to hit 20+ ACs.

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  2. Ki Tattoos: should specify You can't benefit from the same tattoo twice. This also makes sure you won't tattoo yourself with a temporary tattoo.

    As noted above, Armor of Ink is very weak.

    Currently, temporary tattoo allows you to give a single creature several tattoos. This probably shouldn't be allowed.

    Marked for death does not need to specify vulnerability only if the creature isn't immune, because immunity surpasses vulnerability (0x2=0).

    Chameleon tattoo should probably have some sort of time limit (1 hour?)

    I think crab tattoo doesn't have to work only against nonmagical damage (it takes your reaction to heal an average of 4.5 hp).

    Crane- Monks gain poison immunity at 10th level. But whatever, If someone wants to take the crane anyway it's their problem.

    Dragon- Does not specify an action to activate.

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    Replies
    1. Additionally, monks get stillness of mind, an ability that allows them to remove charm or frightened as an action. This makes the donkey and lion tattoos somewhat redundant.

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    2. You know, looking back at my notes, I think I intended these to affect nearby allies. Like, 'You and allies within 10 feet are immune to X'. I'll implement this change shortly.

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    3. Also, good notes on all of these other tattoos. I think I've addressed each of those now.

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  3. I think you might want to rework how Temporary Tattoo is written. Riht now, it basically says you can give out as many "temporaries" as you have tattoos, the only limit being that you can't give the effects of a single one to multiple people.

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  4. Which ones if any are likely to be allowable multiple times? My assumption was perhaps wolf and the single point stat buffs.

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