Way of The Shifting Ink

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WAY OF THE SHIFTING INK

You follow an ancient monastic tradition that focuses on channeling Ki through the ink on your skin.
Using special magically imbued ink, the tattoos on your body react to your intent, shifting into various
shapes to create either miraculous or devastating results.

SHOWCASE
The ink on your skin begins to respond to your actions and intent.
Starting at level 3, you learn 3 techniques that you have access to. You learn an additional 2 at level 6,
level 11 and level 17.
You can learn more techniques from a master of the martial technique, provided you spend enough
time studying it. Each new technique costs 100 gp and a week of focused training. The time is reduced
by one day once you reach level 6, and an additional day when you reach level 11 and level 17.

CARVED POTENTIAL
As your tatoos awaken, so do certain aspects of your being.
You gain proficiency in two skills of your choice, and proficiency in an artisal tool of your choice.
You have advantage of rolls using the tools.

SCARIFICATION
At 10th level, the ink on your back shifts and burns deep into your skin, leaving a permanent scar. You
can use your bonus action to trigger the ink to well up to the surface, giving you unique abilities.
The effect lasts for a number of rounds equal to your wisdom modifier. You can use this ability two
times, regaining uses every short or long rest.
When you gain this ability, choose one of the following forms. This choice cannot be changed.

 Draconic: your scar resembles the skull of a dragon. When activated, the ink fills the spaces
inbetween, forming dark scales around it. You eminate a 15ft radius aura of fear around you.
When a creature starts its turn within the aura, they must make a Wisdom Saving throw, or be
frightened of you until the aura ends. At the end of their turns, they repeat the saving throw.
 Fiendish: Your scar becomes the face of a fiend. The ink, when activated, animates the face,
making it seem like its eyes follow whoever is looking at it. Your critical hit range is now a
19-20, you have advantage on non-technique attack rolls, and your critical damage ignores
resistance.
 Celestial: Your back has scars resembling feathered wings. When you beckon the ink to the
surface, it darkens the area around the scars, highlighting them in stark contrast. Allied
creatures withing a 15ft radius receive 2d4 healing at the start of your turn.
 Fey: An intricate symbol now adorns your back. Activating it makes the ink shine through
with an iridescent gleam. Movement disorients your attackers, imposing a disadvantage on
opportunity attacks.
 Mechanical: The scar on your back resembles the inner workings of a complicated construct.
Activating it causes the ink to shift and flow, making it appear as if in motion. For the
duration, you gain the Retaliatory Strike ability, and neither it nor Deflect Missiles expend
your reaction or cost any Ki.
 Aberrant: Your back is scarred in a strange way, depicting an creature not from this world.
Its unexplainable features are even more disturbing when the ink flows to the surface of your
skin. Your attacks deal an extra 2d4 psychic damage, and heal you for half the amount of the
additional damage done.
 Plant: The scar resembles the bough of a tree, branching off towards the sun. The ink that you
beckon to the surface blooms on them, giving them life. You have advantage on grapple, and
are immune to being pushed back.
 Beastly: The scar on your back depicts a sleeping bear. Activating it awakens it, the ink
pooling through its enormous features, ending in sharp teeth. You gain a bonus to your AC
equal to your proficiency modifier, and you have advantage on Strength, Dexterity and
Constitution saving throws.

THE BODY IS YOUR CANVAS


Starting at 17th level, your body has completely harmonized with the ink in your skin. The ever-
shifting shapes of your tattoos are now able to project themselves into ethereal beings. They must stay
within 30ft of you, or disappear, and they cannot interact with objects. They are an extension of your
own being, and therefore obey your command, but can also betray your innemost thoughts and
inhibitions.
Furthermore, your Scarification abilities have improved. You can now use it four times.

 Draconic: The ink extends, forming ethereal dragon wings on your back, and your face
acquires ghostly dragonlike features for the duration. The range of the aura is increased to 30ft
and ignores fear immunities.
 Fiendish: The fiend now appears as a gruesome mask adorned with horns, giving you a
devilish appearance. Your range for critical hits is now 18-20, and you have advantage on
attack rolls.
 Celestial: The wings sprout from your back. The amount of healing is increased to 5d4.
 Fey: You gain an ethereal shimmer about you. Attacks against you have disadvantage, and
your movement does not trigger opportunity attacks.
 Mechanical: Ghostly mechanical arms sprout from your back. Your Deflect Missiles damage
reduction is doubled, and your Retaliatory strike has advantage on its Dexterity saving
throw.
 Aberrant: Horrifying phantasmal shapes slither out of you, empowering your eldritch
abilities. Your psychic damage is increased to 5d4 and you heal for the full amount of the
additional damage done.
 Plant: The branches grow from your back, blooming as they do. You can now grapple
creatures two sizes larger than you. Your branches can extend from you, grappling a creature
of your size or smaller. They can also hold a willing creature, giving it immunity to being
pushed back if they are your size or smaller, and advantage if one size larger.
 Beastly: A shimmering form of a bear appears around your being. You are immune to fear,
grapple and paralysis, and have advantage on all Saving throws.

In addition, you now have expertise in the skills and artisan tools you’ve chosen in Showcase.

TECHNIQUES
 TENTACLE GRASP
o You gain a climbing speed equal to your walking speed. In addition, you have an
advantage on Athletics checks made to initiate or maintain a grapple.
 CHICKEN ATTACK
o When you miss an attack, you can spend 2 Ki points and suffer 1d8 damage to double
the damage of your next attack. You can't perform any other actions after using this
technique until that next attack is made.
 GORILLA STRENGTH
o At the start of your turn, you can spend 3 Ki points, to you use both your Strength and
Dexterity modifiers for your Monk Weapon Attacks and Unarmed attacks until the
end of your turn.
 TURTLE SHELL
o When you gain this feature, choose one of the following damage types, you have
resistance to the chosen damage type: Acid, Fire, Cold, Lightning, Thunder, Psychic,
Necrotic, Radiant, Force.
You can take this Technique multiple times, choosing a different damage type.
 LUPINE SWIFTNESS
o You add a quarter of your Ki point Maximum to your Initiative bonus
 BEAR CLAWS
o At the start of your turn, you can spend 1 Ki and expend your movement. Your attack
and damage rolls with Monk Weapons and Unarmed strikes gain a +1 for each 10ft
expended.
 ELEPHANT BRAWN
o When you take the attack action, you can spend 3 Ki to add your Proficiency bonus to
your damage rolls with Monk Weapons and Unarmed Strikes until the end of your
turn.
 BLINK FISTS
o When you start your turn, you can spend 1 Ki to change the damage type of your
Martial Arts dice to Psychic until the end of your next turn. While this effect is active,
you cannot use other techniques.
 BASILISK HIDE
o When a creature targets you with a melee attack, you can spend 1 Ki and use your
reaction to make an attack. If your attack hits, the attack hitting you deals no damage.
 TIGER SLASH
o During your turn, you can spend 1 Ki point to gain advantage on the first two attacks
this turn, and an additional 2 Ki points to gain advantage for every additional attack.
 RETALIATORY STRIKE
o When a creature hits you with a melee attack, you can spend 2 Ki points to make a
Dexterity Save, with the DC being the attack roll. If you succeed, you take no damage
from the attack, and the attacker takes the damage instead.
 BULL RUSH
o At the start of your turn, you can take the Dash action for free. When you do so, you
move all your movement in a straight line.
 FOXLIKE GRACE
o When you hit a creature with a Monk Weapon or an Unarmed Strike, you can spend 1
Ki to use your bonus action to attempt to spring out of danger. If you succeed on a DC
15 Dexterity (Acrobatics) check, the target of your attack has disadvantage on their
attack rolls against you until the end of your next turn.
 LION'S PRIDE
o When you are prone and a creature makes a melee attack roll against you, you can
spend 2 Ki and use your reaction to either impose a penalty equal to your Wisdom
modifier on their attack rolls against you until the end of your next turn, or, if the
creature is Large-sized or smaller, you may attempt to trip them using a free hand or
foot. In the latter instance, the creature must make a Dexterity saving throw or fall
prone and have its movement reduced to 0 for the rest of the turn. If the trip succeeds
the creature takes bludgeoning damage equal to your Wisdom modifier.
 SPIDER SPIN
o You can expend 1 Ki and use a bonus action on your turn to perform a spinning
defensive maneuver, designed to ward off multiple foes. Any creature within 5 feet of
you must make a Dexterity saving throw. Those that fail suffer a penalty equal to your
Wisdom modifier on their next attack roll against you before the end of your next
turn.
 GO FOR THE THROAT
o When you hit a creature, you can spend 1 Ki point to attempt to silence the target. If
the target it Large or smaller, it must make a Constitution saving throw. On a failed
save, the target is unable to speak until the end of your next turn.
 DRACONIC VISAGE
o When you hit a creature with a weapon attack, you can spend 1 Ki to attempt to
frighten the target. The target must make a Wisdom saving throw, On a failed save, it
is frightened of you until the end of your next turn,
 CANINE SWIPE
o When a creature misses you with a melee attack, you can use your reaction and spend
1 Ki to make a melee weapon attack against the creature.
 HYDRA STRIKE
o When you hit a creature with a melee weapon attack, you can spend 2 Ki to attempt to
damage another creature with the same attack, Choose another creature within 5 feet
of the original target and within your reach, If the original attack roll would hit the
second creature, it takes half the damage done to the original target.
 ANTLER HIT
o Prerequisite Level 6
o When you gain this Technique, choose Bludgeoning, Piercing or Slashing damage.
You can choose this technique multiple times, taking a different damage type. When
you are hit by one of your chosen damage types, your next Unarmed attack deals an
extra Martial Arts damage die of the corresponding type (if hit twice, 2 dice etc.)
 DRAGON BALL
o Prerequisite: Level 11
o As a Bonus Action, you can spend 2 Ki and target a creature within 30ft of you that
you can see. They must make a Dexterity save or be blinded until the start of your
next turn
 SCORPION STING
o Prerequiite: Level 11
o Your attacks now deal an additional d12 of poison damage. At 17th level, this
increases to 2d12.
 MIGHT OF THE BUGBEAR
o Prerequisite: Level 17
o After you have grappled a creature, you can use them as a weapon. The creature count
as an improvised Monk weapon. When you hit a creature with this weapon, the
weaponised creature takes half of the damage it inflicted. When you let go of this
weapon, the grapple ends.
 AVIAN FLURRY
o Prerequisite Level 17
o At the start of your turn, you can spend 4 ki. If you do so, when you take the attack
action, you can make 1 additional attack. When you use your Martial Arts feature or
the Flurry of Blows feature, those also can make additional attacks. This last till the
end of your turn.

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