Certain monastic orders keep the secrets of supernatural power by inscribing magical tattoos within their skin. These tattooed monks often shave their heads, speak only in cryptic maxims and riddles, and in many cases, wander the land furthering their quest for enlightenment by facing and conquering temptation.
Tattoo Powers When you choose this path at 3rd level, your skin is inlaid with tattoos which can be drawn upon with magical powers. You may draw upon the powers in your tattoos a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. You gain one additional use of your tattoo powers per rest at 6th level, and another use at 11th and 17th levels. Tattoos At 3rd level, you may choose three tattoos which you possess from the list below. You may select an additional two tattoos at 6th level, and again at 14th level and 17th level. Arrowroot: You may expend one use of your tattoo powers as an action. You or one creature you can touch regains a number of hit points equal to 1d8 + your Wisdom modifier + your proficiency modifier. Bamboo: You may expend one use of your tattoo powers as a bonus action to gain advantage on Constitution saving throws and ability checks for one minute. You also gain 2d6 temporary hit points, which are lost when the power ends. Bat: You may expend one use of your tattoo powers as a bonus action to gain advantage on Dexterity saving throws and ability checks for one minute. Bellflower: You may expend one use of your tattoo powers as a bonus action to gain advantage on Charisma saving throws and ability checks for one minute. Butterfly: You may expend one use of your tattoo powers as a bonus action to gain advantage on Wisdom saving throws and ability checks for one minute. Centipede: You may expend one use of your tattoo power as a bonus action to cast Misty step. Chameleon: You may expend one use of your tattoo powers to cast Alter self for one minute, with no concentration required. Chrysanthemum: This tattoo does not require you to expend uses of your tattoo power. If you regain any hit points when you finish a short rest, you regain an additional 2d6 hit points. Crab: You may expend one use of your tattoo powers to give yourself resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks for one minute. Crane: This tattoo does not require you to expend uses of your tattoo power. You are immune to disease. Crescent Moon: You may expend two uses of your tattoo powers to cast Etherealness for up to one hour. (Prerequisite: 11th level) Dragon: You may expend a use of your tattoo powers as an action to breathe fire in a 15ft. cone. Creatures in the cone must make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus). A creature takes 2d6 fire damage on a failed save, or half as much on a successful one. This damage increases to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 17th level. Dragonfly: You may expend a use of your tattoo powers as a bonus action to increase your AC by +2 for one minute. Falcon: This tattoo does not require you to expend uses of your tattoo power. You are immune to being frightened. Full Moon: You may expend a use of your tattoo power as a reaction when you need to make a saving throw to gain advantage on the roll. Lion: You may expend a use of your tattoo powers when you hit a creature with a melee weapon attack or unarmed strike, to deal 2d8 force damage to the target, in addition to the attack’s damage. Monkey: You may expend a use of your tattoo powers as a bonus action to immediately move your base speed. This can be combined with moving and the Dash action, if you choose. Mountain: You may expend one use of your tattoo power to become immovable, as if you were an object that weighed 8,000 pounds. Your actual weight does not change, but you are immune to any effects which would move you from your position, unless you choose to be subject to them. You are also immune to effects which would make you grappled, prone, or restrained. Phoenix: This tattoo does not require you to expend uses of your tattoo power. You have advantage on saving throws against spells. Scorpion: You may expend a use of your tattoo power as a reaction when you are the target of a ranged or melee attack. This attack is made with disadvantage. Spider: You may expend a use of your tattoo powers when you hit a creature with a melee weapon attack or unarmed strike, to deal 1d6 poison damage to the target, in addition to the weapon’s damage. The target must succeed on a Constitution saving throw (DC 13) or become poisoned until the start of your next turn. Sun: You may expend a use of your tattoo power as a reaction when you make an ability check to gain advantage on the roll. Tiger: You may expend one use of your tattoo powers to cast Magic weapon affecting your unarmed strikes for one minute, with no concentration required. Tortoise: You may expend one use of your tattoo power to gain proficiency in one skill or tool with which you are not proficient, for one minute. Unicorn: This tattoo does not require you to expend a use of your tattoo powers. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. If you do not use this roll by the time you finish your next long rest, that result is lost. Wasp: You may expend one use of your tattoo powers to cast Haste affecting yourself for one minute, with no concentration required. White Mask: This tattoo does not require you to expend uses of your tattoo power. Your thoughts can’t be read by telepathy or other means unless you allow it. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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