A new monastic tradition for the monk class. Mechanics are slightly different for this tradition than others.
Certain monastic orders in the lands of Oriental Adventures bestow supernatural powers on their members by inscribing magic tattoos on their skin. These tattooed monks shave their heads, speak in cryptic riddles and maxims, and—in many cases—travel the countryside furthering their quest for enlightenment by facing and conquering temptation.
In Rokugan, they are drawn almost exclusively from the Dragon clan, though members of other clans who gain the favor of the order are sometimes allowed to join. Tattooed monks in Rokugan are trained in two competing schools: the Togashi school (whose monks are called ise zumi) and the Hitomi school (whose monks are kikage Izumi). The ranks of the tattooed monks are divided between worldly monks—those who believe that temptation can only be overcome if it is squarely faced—and ascetic monks, who rarely leave their mountaintop retreats. Player character tattooed monks are assumed to fall into the former category, but NPCs can be found in both roles.
Tattooed monks gain their powers from the magic tattoos that eventually grow to cover their bodies. At 3rd level, a tattooed monk gains two tattoos and gains another tattoo at 6th level, 11th and finally at 17th. The tattooed monk can choose his tattoos from the following list. Note that some tattoos have minimum level requirements. All tattoos are magical, and the abilities they bestow are supernatural. A tattooed monk in an antimagic field loses all benefits of his tattoos. Activating a tattoo requires a bonus action.
Arrowroot. The tattooed monk can heal wounds in another character by touch. Each day he can cure a total number of hit points equal to his Wisdom bonus times his level. The tattooed monk cannot heal himself, but he may divide the curing among multiple recipients, and he doesn’t have to use it all at once.
Bamboo. Once per day per tattoo you possess, you can set your Constitution score to 20. This ability lasts for 1 minute.
Bat. Once per day per tattoo you possess, you can set your Dexterity score to 20. This ability lasts for 1 minute.
Bellflower. Once per day per tattoo you possesses, you can add your Charisma modifier as an enhancement bonus to any of your ability scores (including Charisma). This lasts for 1 minute.
Butterfly. Once per day per tattoo you possess, you can set your Wisdom score to 20. This ability lasts for 1 minute.
Centipede. Once per week, you can shadow walk. This ability allows the tattooed monk to cross great distances via the Spirit World, but he can not enter the Shadowlands. The shadow walk lasts for 1 hour and allows you to travel up to 50 miles in the Material Plane. You can take along any willing creature up to the number of tattoos you have. Minimum Level: 5th.
Chameleon. You can use alter self once per day per tattoo you possess to take on the appearance of any other human you have encountered. The duration of this ability is one hour.
Cloud. Once per day, you can commune with a greater spirit as the spell (described under the wu jen spell list). With each use of the ability, you can ask no more than one question per level. Minimum Level: 5th.
Crab. Whenever you take damage, it is reduced by an amount equal to the number
of tattos, you have tattooed.
Crane. You gain a gradual immunity to bodily decay. When you first gain this tattoo, you gain immunity to nonmagical diseases. When he gain your next tattoo (whatever it may be), you acquire immunity to poison as well. When he gain your next tattoo, you no longer suffer penalties for aging, and cannot be magically aged. (Any aging penalties you may already have suffered remain in place.) Bonuses still accrue, and the tattooed monk still dies of old age when his time is up. Minimum Level: 5th.
Crow. When you call on the power of this tattoo, you become immune to the Shadowlands Taint for one day per tattoo you possess, and gain a +1 resistance bonus on all Wisdom saving throws for the same duration. After using this ability, you cannot activate the crow tattoo for five more days.
Chrysanthemum. Every hour that you are in sunlight, you heal a number of hit points equal to your level. Minimum Level. 7th.
Dragon. Once per day per tattoo you possess, you can use fire breath as the spell (wu jen spell list)). Your caster level is your class level. Minimum Level. 5th.
Dragonfly. Once per day per tattoo you possess, you gain a dodge bonus to your AC equal to the number of tattoos you possess. This extraordinary ability lasts for 1 round per level.
Falcon. You are immune to fear (magical or otherwise). Allies within 10 feet of you gain a bonus on their saving throws against fear effects. The bonus equals your Charisma bonus (if any) plus the number of tattoos you possess.
Lion. Once per day per tattoo you possess, you can smite a foe, gaining advantage on the attack roll and a damage bonus equal to your level on a single melee attack. You must declare the smite before making the attack.
Monkey. You gain +1 bonus per tattoo you possess on all Dexterity based ability and skill checks.
Moon, Crescent. In Rokugan, only kikage zumi (monks of the Hitomi school) can choose this tattoo. Once per day per tattoo you possess, as a bonus action, you can magically shift from the Material Plane to the Ethereal Plane, or vice versa. Minimum Level. 7th.
Moon, Full. In Rokugan, only kikage zumi (monks of the Hitomi school) can choose this tattoo. Once per night per tattoo you possess, you can gain +1d4 on a single attack roll, skill check, or ability check, as you call on the full power of Hitomi, the moon. This ability cannot be used during daylight hours.
Mountain. You can take on the immovability of the mountain, gaining phenomenal durability though you cannot move from the spot where you stand. You gain a +4 bonus to your Constitution and Wisdom scores. The increase in Constitution increases your hit points by 2 points per level, but these hit points go away when the power’s duration expires. While using this ability, you cannot use any skills based on Dexterity. You are immune to being pushed and the prone status effect. This immovable state lasts 1 minute. You may use this ability once per day per tattoo you possess.
Nightingale. You can cure your own wounds. You can cure up to twice your level in hit points each day, and you can spread this healing out among several uses.
Ocean. You with an ocean tattoo you never need to eat, sleep or drink. Minimum Level. 9th.
Phoenix. You gain advantage on saving throws against spells and other magical effects. Minimum Level. 7th.
Pine. You gain advantage on saving throws against effects that cause fatigue and you may continue to use actions when reduced to 0 or less hit points with the exception of the attack and cast spell action.
Scorpion. Once per day per tattoo you possess, you can force an opponent attacking you to use its lowest ability score modifier instead of its Strength or Dexterity score modifier when making her attack roll.
Spider. Your touch (or unarmed attack) delivers a contact poison as you decide. The poison’s save DC is equal to 8 + your proficiency bonus + your Wisdom modifier. Your damage type becomes poison and you do an additional +1d6 poison damage on the strike. Minimum Level. 3rd.
Sun. In Rokugan, only ise zumi (monks of the Togashi school) can choose this tattoo. Once per day per tattoo you possess, you can gain +1d4 on a single attack roll, skill check, or ability check, as you call on the full power of Hitomi, the moon. This ability cannot be used during daylight hours.
Tiger. Once per day per tattoo you possess, you can fight unarmed with a +1 bonus on all attack rolls and deals an additional +1d6 points of damage with a successful attack. This burst of martial arts ferocity lasts for 1 round per level.
Tortoise. Once per day per tattoo you possess, you can use your proficiency bonus in a skill you are not proficient in.
Unicorn. You gain the power of good fortune, which is usable once per day per tattoo you possess. This ability allows you to reroll one roll that you have just made. The character must take the result of the reroll, even if it’s worse than the original roll.
Wasp. Once per day per tattoo you possess, you can use haste on yourself. The haste effect lasts 1 minute. Minimum Level. 3rd.
White Mask. You are immune to detect thoughts, detect lies, and any attempt to magically discern your alignment. You gain a +10 bonus on all Deception checks. Minimum Level. 3rd.
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Some magical tattoos have been released into UA testing:
I like the idea of it taking body slots. May incorporate it into the class at some point.
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