Way of the Flowing Ink
Monks who follow the Way of the Flowing Ink expand their training into language itself, searching for threads of significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it.
Ink and Quill
3rd level Way of the Flowing Ink feature
You gain proficiency with Calligrapher’s Supplies if you do not already have so. Additionally, you can spend 2 Ki Points using your Calligrapher’s Supplies as a focus to cast the illusory script spell. When cast this way you can extend its duration by 1 hour per level you take in this class.
Dominion over Names
3rd level Way of the Flowing Ink feature
You can compel a creature to divulge its true name. As a bonus action, you can spend 1 Ki Point to target one creature you can see within 60 feet of you that you have hit with an unarmed strike this turn.
The target must make a Wisdom saving throw against your ki save DC. On a successful save, you discern that this failed, and you can’t use this feature on the target again.
On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target’s name or the fact that the target lacks a name.
The first time a named creature takes damage from an unarmed strike on each of your turns, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you.
True Name Calling
6th level Way of the Flowing Ink feature
As a bonus action, you can call out a true name you know and have thats named creature appear within an unoccupied space within 5 feet of you.
Additionally, You can learn and inscribe a speacialised tattoo somewhere on your body. Choose 2 tattoos from the table below, when you use this feature you may expend 3 Ki Points to summon one of the creatures from the tattoo. The creature is charmed by you and obeys your verbal and mental commands. The creature remains for 1 hour or until you dismiss it as a bonus action or it dies. You learn a new tattoo each time you gain a feature from this archetype.
| Tatoo | Creatures |
|---|---|
| Tiger | cat, panther, lion, tiger, saber-toothed tiger |
| Snake | poisonous snake, giant constrictor snake, swarm of poisonous snakes |
| Hawk | bat, hawk, owl, raven, axe beak, harpy |
| Fish | dolphin, quipper, hunter shark |
| Wolf | wolf, mastiff, dire wolf, blink dog, death dog |
| Spider | spider, giant spider, phase spider |
| Horse | warhorse, riding horse, giant sea horse, mule |
| Insects | scorpion, giant centipede, giant crab, stirge |
| Skull | skeleton, zombie, ghoul, specter, minotaur skeleton |
| Dragon | pseudodragon, hippogriff, any dragon wyrmling up to CR2 |
| Demon | Dretch, Quasit, Imp |
| Treasure | Mimic |
| Weapons | flying sword |
True Name Striking
11th level Way of the Flowing Ink feature
You have learned how to bypass a named creature’s defenses against certain types of damage. When you deal damage to a named creature you can change the damage type to either force or psychic damage.
True Namee Rewrite
17th level Way of the Flowing Ink feature
As an action, you can spend 5 ki points and can call upon your dominion over true names to rewrite the name of a creature.
Make a melee attack against a creature within your reach. On a hit, you can choose a creature that's CR is equal to or lesser than the target creature's CR or Class level. That creature now uses the in game statistics of the chosen creature.
At the end of each of the target's turns, it must make a Charisma saving throw. After failing three of these Saving Throws, the the change becomes permanent, and the creature stops making these saves. After succeeding on three of these Saving Throws, the creature is freed from the effects of this feature.