- New Monastic Tradition Tattooed Monk Certain monastic orders unleash their monks potential by tattooing their bodies. Some tattoos grant they powers while others simply reveal the inner strength already living inside the monk. Mystic Tattoo Initiate When you choose this tradition at 3rd level, your are inked with 2 Initiate tattoos (at your choice) that reflect your inner strengths. As you progress in your journey to enlightenment, you gain additional tattoos. You receive one Adept tattoo at 6th level, one Master tattoo at 11th level and one last Grand Master tattoo at 17th level. Every time you gain a new tattoo, you can morph one of your existing mystical tattoos into a new one of the same rank. When an effect created by one of your mystical tattoos calls for a saving throw, you use your monk ki saving throw DC and when the effect replicates a spell, you ignore any verbal, somatic and material components. Tattooed Monk At 6th level you have become a adept of the mystic tattoo arts. At the end of a short rest, you can perform a special ritual in which you can temporarily transfer one of your tattoo slots to a creature. This transfer effectively deactivates one of your tattoos of the corresponding rank until the effect ends. The creature can receive any tattoo has long has it's of the same rank as the slot transferred and if the tattoo has some ability that requires Ki to activate, you can spend multiple amounts of that ki cost in order to allow the creature to use the Ki ability the same amount of times. Otherwise, the creature cannot use the Ki ability, unless it is another monk who is able to use his own ki points to pay the cost. You can only transfer tattoos to willing or restrained creatures. Any creature to which you transfer one of your tattoo slots becomes connected to you. As long as you are on the same plane as the creature, you always know the direction to the creature. This temporary tattoo lasts for 24h or until you dismiss it at the end of a short rest. Once the effect ends, your tattoo slot returns and you will be able to benefit from your own tattoo again. Transfering a tattooto a creature already benefiting from a mystical tattoowill immedialty end the effect of the other tattoo and apply the new one.

Tattoo Master At 11th level you have mastered the Tattoo arts. You gain proficiency with Tattooist’s Tools and you can ink a creature with a permanet tatoos and imbue it with the effect o Initiate or Adept tattoo. This ability doesn't work on followers of the Tattoed Monk path. It take at least 3 hours to ink a Initiate tattoo and 5 hours an Adept tattoo since the process involves mixing your own ki with the ink while tattooing the body. The time doesn't need to be consecutive but you must spend at least 30 minutes without interruptions. For every uninterrupted 30 minutes you spend inking, you must spend 1 ki and 50gp in tattooing materials and make a Wisdom [Tattooist] check DC 15. On a success the tattoo progresses and on a fail, the part of the tattoo that you inked during those 30 minutes is lost and you need to ink it again. In order to complete the last 30 min of the inking process, the creature must have a free attunement slot and once complete the creature will become automatically attuned to the tattoo and the effect will last as long as it is attuned to it. Once the creature de-tune it, the effect will fade away but the inked tattoo is permanent. Any Ki ability provided by the tattoo will be usable once per long rest. This tattoo counts as a magic effect and will stop working while inside an anti-magic field. Living Tattoo Starting at 17th level you have became a Grand Master and you have learned the secret of unleashing the potential within one self. At the end of a long rest, you may choose one of your mystical tattoos and meditation over it. If you do, you can morph that tattoo into another tattoo you don't have of the same rank. This effect is permanent until you morph it again. Additionally, you are now able to teach and ink any creatures who desires to follow the path of the Tattooed Monk (the required time to ink a mystical tattoo is: 2 hours for a Initiate, 3 hours for an Adept, 7 hours for Master and 10 hours for a Grand Master). Mystical Tattoos Initiate Tattoos Boar: if you take 5 damage or less that would reduce you to 0 hit points , you are reduced to 1 hit point instead. Once you use this tattoo powers you can only use it again after a short or long rest. The damage maximum increases by 5 for every mystical tattoo you have of Adept rank and higher. Chameleon: You gain proficiency with Deception skill if you don't have it already. Additionally, you can use an Action and expend 1 ki to gain the benefit of Disguise Self spell. Hawk: You gain advantage on Wisdom checks Lion: You have advantage on saving throws to resist becoming frightened. As part of the movement action, after you move at least 10-foot, you can make an free long jump of up to 20 feet. Monkey: You can add half of your proficiency bonus (rounded down) to any Dexterity skill check in which you don't have proficiency Nightingale: As an Action you can spend 2 ki and target a creature you can see in a 60 feet radius. That creature regains hit points equal to 1d4 + your Wisdom modifier. This tattoo has no effect on undead or construct creatures. For every additional 1 ki you spend to activate this tattoo, the creature heals an additional 1d4 points of damage, to a maximum of 1d4 per mystical tattoo you have. In addition, you have advantage on Wisdom (Medicine) checks. Spider: You gain Dark Vision 60 ft. In addition, as an bonus action you can expend 1 ki to gain the benefit of the Spider Climb spell. Unicorn: When you roll a 1 on an attack roll, ability check, or saving throw, you can pay 1 Ki point to re-roll the die but you must use the new roll. Adept Tattoos Bat: You can use a bonus action and expend 3 ki to gain Blindsight 30 ft for 1 minute. Chrysanthemum: You can heal your wounds when resting under the sun light. At the end of a short rest in which you were receiving natural sunlight, you heal hit points equal to 1d4 per mystical tattoos you have plus your Wisdom modifier. Gecko: While you have at least 1 Ki point, you can move along any solid surface regardless of its inclination (vertical, horizontal and even ceiling) without falling while moving. Once you stop, if you are not standing normally (head up, feet down), you will fall. Mountain: When you use the Dodge action you can spend 1 additional ki point to also gain the benefit of this tattoo. Alternatively you can spend 2 ki points to activate it has a reaction. You must be standing on solid ground to activate this tattoo. While this tattoo is active, you have advantage on Strength checks, your total speed becomes 0 and you cannot be moved, pushed, grappled, frightened, or knocked prone against your will, even if magically compelled to do so. While this tattoo is active, you may hold up to 8,000 pounds. More weight causes the tattoo effect to end and you are knocked prone. to end and the you gets knocked down. A creature can use an action to make a DC 30 Strength check, pushing the monk up to 10 feet on a success. Any object that crushes into the monk while this tattoo is active stops immediately or deviated it's course (has appropriate and at DMs discretion). While the tattoo power is active, the monk has also resistance to no-magical bludgeoning damage. The tattoo effect last until the beginning of your next turn if activated has a Reaction, or last for 1 minute per mystical tattoo you have if activated has part of the Dodge action. You can also end it earlier if you wish (no action required). In any case, when the effect is about to were off, you can use again a Dodge action and pay the ki cost to maintain the effect. Panther: You have advantage on Dexterity(Stealth) checks and you can try to hide when you are lightly obscured. In addition, when you are in dim light or darkness, you can use a bonus a bonus action and expend 2 ki points to gain the benefit of the Blur spell.

Tiger: You can choose to deal slashing damage instead of bludgeoning damage with your unarmed attacks. Additionally, If you move at least 10 feet straight toward a creature and then hit it with a melee attack on the same turn, you can spend 2 ki points to deal 2d8 extra damage and the target must succeed on a Strength saving throw or be knocked prone. Tortoise: As an action, you can spend 1 ki points to gain the benefit of the Shield of Faith spell. The effect doesn't require concentration to maintain and will last for 1 round per tattoo you have. In addition, when you are hit by an attack or targeted by the magic missile spell, you can use your Reaction and expend 1 ki points to gain the benefit of the Shield spell. Viper: You can choose to deal poison damage instead of bludgeoning damage with your unarmed attacks. When you deal poison damage in this way, you can spend 1 ki and the creature must pass a Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can attempt a new saving throw at the end of each of its turns. This effect apply for that action, as well as the rest of the turn. Volcano: You can choose to deal fire damage instead of bludgeoning damage with your unarmed attacks. Whenever a creature within 5 feet of you hits you with a melee attack, you can spend 1 ki to deal 1d8 fire damage to the attacker. For each additional Ki point you spend (up to the maximum number of tattoos you have), increase the damage by +1d8. In addition any flammable object you touch or touches you including wooden weapons and arrows, would sear to ash within moments, if you will it. Wave: You can use a bonus action to gain Water Adaptation has per the Alter Self spell. This effect lasts until you dismiss it. Additionally, you can use a bonus action and spend 1 ki point to gain the benefit of the Water Walk on yourself for 1 minute. White mask: You cannot be be targeted by any divination magic or perceived through magical scrying sensors. Wolf: You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and isn't incapacitated. Additionally, you can spend 1 ki point as a bonus action to grant you allies advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. This effect last for 1 minute. Master Tattoos Bear: You have Advantage on Strength (Athletics) checks and whenever you successfully grapple a creature, the target is frightened by you until the grapple ends. Additionally as an action, you can spend 3 ki points to gain the benefit of the the "Enlarge" spell. This effect doesn't require you to concentrate on it and it lasts for the full duration or until dispelled or dismissed. Centipede: Your movement increases by +10 ft. In addition, as an action you may expend 4 ki pints to cast Dimension Door. Cloud: As an action you can spend 5 ki to gain the benefit of the of Wind Walk spell on yourself for 2 hours per mystic tattoo you have. Additionally, once per week you can spend 10 min in deep meditation and spend 5 ki to gain the benefit of the Commune spell. Crab: As a bonus action, you can spend 2 ki points to gain resistance to non-magical bludgeoning, piercing, and slashing damage. This effect last for 2 round per mystical tattoo you have. Crane: You can expend 3 Ki to gain a flying speed equal to your movement for 10 minutes. In addition, you have Advantage on Strength (Athletic) checks to jump.