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  Monastic Traditions 
  Three traditions of monastic pursuit are common in the 
  monasteries scattered across the multiverse. Most 
  monasteries practice one tradition exclusively, but a few 
  honor the many traditions and instruct each monk 
  according to his or her aptitude and interest. All traditions 
  rely on the same basic techniques, diverging as the student 
  grows more adept. Thus, a monk need choose a tradition 
  only upon reaching 3rd level. 
  Way of the Tattoo 
  Certain monastic orders practice the art of heightening ki 
  flow through the body by inscribing magic tattoos on their 
  skin. Each tattoo is a permanent mark of wisdom, and a 
  reminder of the serenity to be found in life. These tattooed 
  monks shave their heads, speak in cryptic riddles and 
  maxims, and—in many cases—travel the countryside 
  furthering their quest for enlightenment. 
  Ki Tattoos 
  Beginning when you choose this monastic tradition at 3rd 
  level, you learn to craft magical tattoos that focus the 
  bearer's ki into specific forms. You begin with two tattoos, 
  and gain additional tattoos as you gain levels in this class, 
  as shown in the Tattoos table. 
  Tattoos 
  Monk Level 
  Tattoos 
  3rd 
  2 
  6th 
  3 
  11th 
  5 
  17th 
  6 
   
   
   
   
   
   
   
   
  Armor of Ink 
  Starting at 6th level, you can use your bonus action to twist 
  your tattoos into arcane wards. Until the beginning of your 
  next turn, you have resistance to bludgeoning, piercing, and 
  slashing damage. Once you use this ability, you must 
  complete a short or long rest before you can use it again. 
  Temporary Tattoo 
  By 11th level, you have learned to inscribe your tattoos 
  using temporary ink. You can tattoo a willing creature with 
  a temporary version of a tattoo you have, in a process that 
  takes 10 minutes. This creature gains the benefits of this 
  tattoo for 24 hours. Only one creature can gain the effects 
  of a temporary tattoo at a time. 
  Marked for Death 
  At 17th level, you can use your action create a special 
  mark, a tattoo that beckons death, on a creature within your 
  reach. Make an attack roll against this creature. On a hit, 
  you have marked the creature for the next minute. 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. 
       Once you use this ability, you must complete a long rest 
  before you can use it again. 
  Tattoos 
  The tattoos listed below are in alphabetical order. Unless 
  otherwise noted, you can only gain the effects of each 
  tattoo once. 
       Bamboo. Your Constitution score increases by 1, to a 
  maximum of 20. 
       Bull. You gain proficiency in Strength (Athletics), if 
  you did not have it before. You can add twice your 
  proficiency bonus when you make an ability check using 
  this skill. 
       Chameleon. If no creature can see you, you can use 
  your action to become invisible for up to 10 minutes. This 
  effect ends if you move, attack, or cast a spell. 
  
   
       Cobra. You gain proficiency in Dexterity (Stealth), if 
  you did not have it before. You can add twice your 
  proficiency bonus when you make an ability check using 
  this skill. 
       Crab. You can use your reaction when you take 
  bludgeoning, piercing, or slashing damage to reduce the 
  damage taken by 1d8. 
       Crane. You and allies within 10 feet of you have 
  advantage on saving throws against being poisoned. 
       Crescent Moon. You can spend 1 ki point to run across 
  the winds. Until the end of your turn, you gain a flight 
  speed equal to your movement speed. Your movement 
  must begin and end on solid ground, otherwise you fall. 
       Donkey. You and allies within 10 feet of you have 
  advantage on saving throws against being charmed. 
       Dragon. You can spend 1 to 3 ki points as an action to 
  project a cone of flame from your mouth. Each creature in a 
  30-foot cone must make a Dexterity save. The DC for this 
  saving throw equals 8 + your Wisdom modifier + your 
  proficiency bonus. A creature takes 2d6 fire damage for 
  each ki point expended on a failed save, or half as much on 
  a successful one. 
       Full Moon. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only shades 
  of gray. 
       Lion. You and allies within 10 feet of you have 
  advantage on saving throws against being frightened. 
       Monkey. You gain proficiency in Dexterity 
  (Acrobatics), if you did not have it before. You can add 
  twice your proficiency bonus when you make an ability 
  check using this skill. 
       Mountain. Your Strength score increases by 1, to a 
  maximum of 20. 
       Turtle. You gain proficiency in using shields and gain 
  the benefits of your monk class features while holding one. 
       Rabbit's Foot. When you spend your last ki point, roll 
  any die. On an even roll, you regain that point immediately. 
       Sunrise. You have resistance to fire damage. Also, 
  whenever you deal damage with an unarmed strike, you can 
  change the damage type to fire damage. 
       Third Eye. You can use your action to detect the 
  presence of living things within 100 feet. When you do so, 
  you learn the number of creatures in the area, but not their 
  type or locations. 
       Wind. Your Dexterity score increases by 1, to a 
  maximum of 20. 
       Wolf. Your movement speed increases by 5 feet. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Way of the Tattoo.pdf