Tattooed Monk (5e Class)
Tattooed Monk[edit]
Prestige Class: Tattooed Monk[edit]
Prerequisites[edit]
- Dexterity 13.
- Wisdom 13.
- Proficiency in Religion.
- Have the unarmored defense trait or the Natural Weapon trait.
Class Features[edit]
As a Tattooed Monk you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Tattooed Monk level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Tattooed Monk level
- Proficiencies
Level | Proficiency Bonus |
Features |
---|---|---|
1st | Tattoo | |
2nd | Tattoo, Pain Endurance | |
3rd | Tattoo | |
4th | Tattoo, Colorful Body | |
5th | Tattoo | |
6th | Tattoo, Tales of Your Tattoos | |
7th | Tattoo, Deadly Tattoos |
Tattoo[edit]
Starting at first Level and at every proceeding level, you get a magical tattoo on your body that grants you a bonus ability, select one of the tattoos from the following list, you gain the abilities listed for the tattoo and only lose them if the skin which the Tattoo is on is cut off:
Arrowroot: You gain the ability to heal an ally a number of hitpoints equal to your wisdom modifier times your proficiency bonus through your touch. You regain this ability once you finish a short rest.
Bat: You gain Blindsight of 30 feet, if you already have blindsight, then your blindsight increases by 30 feet.
Bamboo: As a bonus action, you can gain a number of temporary hitpoints equal to the number of tattoos you have, you regain this ability once you complete a short rest.
Brain: Increase your Intelligence score by one point to a maximum of 24.
Chrysanthemum: You regain 1 hitpoint for every hour that you are in natural sunlight. You lose the Sunlight sensitivity feature if you have it.
Dunes: You gain resistance to cold damage.
Eye: Increase your Wisdom score by one point to a maximum of 24.
Falcon: You an all your allies within a 15 foot radius gain advantage on saving throws to be frightened.
Glacier: You gain resistance to fire damage.
Heart: Increase your Constitution score by one point to a maximum of 24.
Iron Glyph: You gain a number of hit points equal to the amount of levels you have in this class times 2.
Jumping Spider: You can cast web You can use this ability again when you complete a short rest.
Kingfisher: You have advantage on survival checks made to forage for food near a body of water.
Leg: Increase your Dexterity score by one point to a maximum of 24.
Monkey: You gain proficiency in sleight of sand if you do not have that already and gain a climbing speed equal to your walking speed.
Moon: Prerequisite: 3rd level. While you are within moonlight, you can imbue the power of said moonlight into one of your martial art or natural weapon attacks to deal an extra 2d6 Radiant damage, you can use this ability again when you finish a short rest.
Muscle: Increase your Strength score by one point to a maximum of 24.
Nightshade: Prerequisite: 7th level. Whenever you successfully land a hit with a martial arts or natural weapon attack, it deals an extra 1d4 poison damage and 1d4 necrotic damage.
Ocean Prerequisite: 7th level. When you land a hit with your martial arts or natural weapon attack, you can choose to deal an extra 1d6 bludgeoning damage to the target of the attack.
Pine: Prerequisite: Proficiency in Animal Handling. You gain advantage on Animal Handling checks gain a smell similar to pine trees.
River Prerequisite: 3rd level. When you land a hit with your martial arts or natural weapon attack, you can choose to deal an extra 1d6 bludgeoning damage, you can use this ability a number of times per short rest equal to your Wisdom modifier (Minimum of one).
Sun: Prerequisite: 3rd level. While you are within sunlight, you can imbue the power of sunlight into one of your martial art or natural weapon attacks to deal an extra 2d6 Radiant damage, you can use this ability again when you take a short rest
Thunderbolt: You gain resistance to lightning damage.
Tongue: Increase your Charisma score by one point to a maximum of 24.
Unicorn: You gain the lucky trait if you do not already have it
Viper: Prerequisite: 5th level. your opportuinity attacks now deal an additional 1d6 poison damage
Wasp: When you land a hit with your martial arts or natural weapon attack, you can choose to deal an extra 1d4 piercing damage or an extra 1d4 poison damage, if you take this tattoo again, you can chose to deal both the piercing and poison damage, you can use this ability a number of times per short rest equal to your wisdom modifier (Minimum of one).
Zebra Prerequisite: 3rd level. You gain resistance to Necrotic and Radiant damage.
Pain Endurance[edit]
Starting at 2nd level, you have become used to pain from getting new tattoos on your skin that you reduce the amount of damage you take from any melee bludgeoning attack by 1
Colorful Body[edit]
Starting at 4th level, the tattoos begin to cover a significant portion of your body that you gain proficiency in Performance checks if you do not have it already and you gain expertise in said skill but only when you are not wearing any armor.
Tales of Your Tattoos[edit]
At 6th level, that your tattoos become so magically inspiring that you can use your action to give an ally a d4 bardic inspiration die. This is treated as a normal bardic inspiration die except they can have it alongside a normal bardic inspiration die yet they can not use it on the same turn. Once you use this ability you can not use it again until you complete a long rest
Deadly Tattoo[edit]
Starting at 7th level, your skin has become so magical that most attacks against you have become deadly to the attacker, whenever you are not wearing armor and you are hit by a melee attack, the attacker must make a Dexterity saving throw in order to avoid the light of the damaged tattoo, taking 4d8 radiant damage on a failed save and half as much on a successful one.
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