

Unless otherwise noted, you can only gain the effects of each tattoo once.īamboo. The tattoos listed below are in alphabetical order. Once you use this ability, you must complete a long rest before you can use it again. 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. On a hit, you have marked the creature for the next minute. Make an attack roll against this creature. Only one creature can gain the effects of a temporary tattoo at a time.Īt 17th level, you can use your action create a special mark, a tattoo that beckons death, on a creature within your reach. This creature gains the benefits of this tattoo for 24 hours. You can tattoo a willing creature with a temporary version of a tattoo you have, in a process that takes 10 minutes. Once you use this ability, you must complete a short or long rest before you can use it again.īy 11th level, you have learned to inscribe your tattoos using temporary ink. Until the beginning of your next turn, you have resistance to bludgeoning, piercing, and slashing damage.


Starting at 6th level, you can use your bonus action to twist your tattoos into arcane wards. You begin with two tattoos, and gain additional tattoos as you gain levels in this class, as shown in the Tattoos table. These tattooed monks shave their heads, speak in cryptic riddles and maxims, and-in many cases-travel the countryside furthering their quest for enlightenment.īeginning when you choose this monastic tradition at 3rd level, you learn to craft magical tattoos that focus the bearer's ki into specific forms. Each tattoo is a permanent mark of wisdom, and a reminder of the serenity to be found in life. Comments from the Finger: A much requested one, most recently by /u/I_Drink_kerosene on reddit.Ĭertain monastic orders practice the art of heightening ki flow through the body by inscribing magic tattoos on their skin.
