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Tattooed Monk (3.5e Feat)

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Author: Ghostwheel (talk)
Date Created: May 22, 2012
Status: Complete
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Tattooed Monk [Skill] The mystical tattoos you carve on your body give you strange, arcane powers. Benefits: This feat scales with your ranks in Craft (Tattoo).

  • 1+ ranks: You permanently draw and gain the benefits of a single tattoo from the Least list, and gain Craft (Tattoo) as a class skill. 
  • 4+ ranks: You gain another tattoo. It can be any that you were able to choose before, or from the Lesser list. 
  • 9+ ranks: You gain another tattoo. It can be any that you were able to choose before, or from the Moderate list. 
  • 14+ ranks: You gain another tattoo. It can be any that you were able to choose before, or from the Greater list. 
  • 19+ ranks: You gain another tattoo. It can be any that you were able to choose before, or from the Dark list. 

Least

Monkey: A character with this tattoo gains a +1 competence bonus for every four ranks of Craft (Tattoo) he possesses on all Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Open Lock, Sleight of Hand, and Tumble checks.

Moon (Full): Once per day as a swift action for every four ranks of Craft (Tattoo) he possesses, a character with this tattoo can gain a +2 luck bonus on a single attack roll, skill check, or ability check, as he calls on the power of the full moon. This ability cannot be used during daylight hours.

Pine: A character with this tattoo automatically stabilizes when he drops below 0 HP.

Sun: Once per day as a swift action for every four ranks of Craft (Tattoo) he possesses, a character with this tattoo can gain a +2 luck bonus on a single attack roll, skill check, or ability check, as he calls on the full power of the sun. This ability can only be used during daylight hours.

Tiger: Once per day as a swift action for every four ranks of Craft (Tattoo) he possesses, a character with this tattoo can fight unarmed with a +1 bonus on all attack rolls and deal an extra 1d6 points of damage with a successful attack. This burst of martial arts ferocity lasts for three rounds.

Unicorn: A character with this tattoo gains the power of good fortune, usable once per day. This ability allows the tattooed monk to reroll one d20 roll that he has just made as an immediate action. The character must take the result of the reroll, even if it’s worse than the original roll. The character must declare the reroll before the result of the original roll has been determined.

Lesser

Arrowroot: A character with this tattoo can heal wounds in another character by touch as a standard action. Each day he can cure a total number of hit points equal to his Wisdom bonus × his ranks in Craft (Tattoo). A tattooed monk cannot heal himself, but he may divide the curing among multiple recipients, and he doesn’t have to use it all at once.

Chrysanthemum: Every hour that a character with this tattoo is in direct sunlight, he heals a number of hit points equal to one-quarter the number of Craft (Tattoo) ranks he possesses. A daylight spell does not provoke this healing; the character must be exposed to real sunlight.

Dragonfly: Once per day as a swift action, a character with this tattoo gains a dodge bonus to his AC equal to one-quarter the number of ranks he possesses in Craft (Tattoo) for one round.

Falcon: A character with this tattoo gains a bonus against fear effects equal to 4 plus the number of tattoos he possesses plus his Charisma modifier (if any). Allies within 10 feet of his gain a morale bonus on their saving throws against fear effects equal to the tattooed monk’s Charisma bonus (if any) plus the number of tattoos he possesses.

Lion: Once per day for every four ranks of Craft (Tattoo) he possesses, a character with this tattoo can smite a foe, gaining a +2 bonus on the attack roll and a bonus on the damage roll equal to his ranks in Craft (Tattoo) on a single melee attack. The tattooed monk must declare the smite before making the attack and activating it is a swift action. A missed attack uses up the attempt.

Mountain: A character with this tattoo can activate it as an immediate action to take on the immovability of a mountain for as much as 1 round, gaining phenomenal durability though he cannot move from the spot where he stands. He gains a +4 bonus to his Constitution score. While using this ability, the tattooed monk takes a –20 penalty on any Dexterity-based skill checks. He is immune to bull rush and trip attacks. The tattooed monk may use this ability once per day for every four ranks of Craft (Tattoo) he possesses.

Nightingale: A character with this tattoo can heal wounds as a standard action, either his own or others’. He can heal a number of hit points of damage equal to twice his ranks in Craft (Tattoo) per day, and he can spread this healing out among several uses.

Tortoise: Once per day for every four ranks of Craft (Tattoo) he possesses, a character with this tattoo can use his ranks in Craft (Tattoo) as the number of ranks in a skill he does not possess yet could use unskilled for the purpose of one skill check.

Moderate

Bamboo: Once per day for every four ranks of Craft (Tattoo) he possesses, a character with this tattoo can add the number of tattoos he possesses as an enhancement bonus to his Constitution score as an immediate action. This benefit lasts for 1 round.

Bat: Once per day for every four ranks of Craft (Tattoo) he possesses, a character with this tattoo can add the number of tattoos he possesses as an enhancement bonus to his Dexterity score as an immediate action. This benefit lasts for 1 round.

Bellflower: Once per day for every four ranks of Craft (Tattoo) he possesses, a character with this tattoo can add his Charisma modifier as an enhancement bonus to any of his ability scores (including Charisma) as an immediate action. This benefit lasts for 1 round.

Butterfly: Once per day for every four ranks of Craft (Tattoo) he possesses, a character with this tattoo can add the number of tattoos he possesses as an enhancement bonus to his Wisdom score as an immediate action. This benefit lasts for 1 round.

Chameleon: A character with this tattoo can use a disguise self as a spell-like effect once per day. This effect lasts for 1 hour for every two ranks in Craft (Tattoo) he possesses.

Crab: A character with this tattoo gains damage reduction 2/magic. This damage reduction improves by 2 for every six ranks of Craft (Tattoo) he possesses.

Crane: A character with this tattoo gains a gradual immunity to bodily decay. When a tattooed monk first gains this tattoo, he gains immunity to non-magical diseases. When he gains his next tattoo whatever it may be), he acquires immunity to poison as well. When he gains his next tattoo, he no longer takes ability score penalties for aging, and he cannot be magically aged. (Any aging penalties he may already have incurred remain in place.) Bonuses still accrue, and the tattooed monk still dies of old age when his time is up.

Dragon: Once per day for every four ranks of Craft (Tattoo) he possesses, a character with this tattoo can use fire breath as if he had drunk an elixir of fire breath as a standard action.

Spider: To use this tattoo, a character must have the Stunning Fist feat. Instead of a stunning fist attack, a character with this tattoo can make an attack that delivers a contact poison. The poison’s save DC is equal to 10 + 1/2 character level + his Con modifier. The poison’s initial and secondary damage is 2 points of Constitution damage. Using this tattoo counts as one of the character’s stunning fist attacks for that day.

Greater

Centipede: Once per week, a character with this tattoo can use a shadow walk effect as a spell-like ability. This ability allows the tattooed monk to cross great distances, but he must end his journey on the Material Plane.

Ocean: A character with this tattoo never needs to eat, sleep, or drink.

Scorpion: Once per day, a character with this tattoo can force an opponent attacking him to use his lowest ability score modifier instead of his Strength or Dexterity score modifier when making his attack roll as an immediate action. The character can activate this tattoo on his opponent’s turn, but he must declare it before the success or failure of the attack is determined. The tattooed monk must be aware of the attack and not flat-footed in order to use this ability.

Wasp: Once per day, a character with this tattoo can use haste on herself as a swift action. This effect lasts for three rounds.

White Mask: A character with this tattoo is immune to detect thoughts, detect lies,and any attempt to magically discern his alignment.

Dark

Moon (Crescent): Once per day, a character with this tattoo can use ethereal jaunt as a spell-like ability.

Phoenix: A character with this tattoo gains spell resistance equal to his character level + 5.



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