In the Arcane Subclasses update, we get a look at a revised Tattooed Warrior Monk with several much-needed updates that feel good. Sort of.
Of all the subclasses released in the updated Arcane Subclasses Unearthed Arcana, the Tattooed Warrior Monk was probably the one most in need of an update. A few months back, we got a look at the first draft of the concept. It was just the return of the old four-element Monk. It hardly played into the idea that “tattoos = magic abilities.” Instead, it was much more about your tattoos giving you access to meager spells for inflated Focus Point costs. But that’s gone with the revised Tattooed Warrior Monk. Mostly.
The new version aims to give you more martial arts-type abilities. Your power isn’t tied to spells. However, I still don’t know if the redesign is finished cooking, for reasons we’ll get into. For now, let’s take a look at the “new” Monk subclass.
Revised Tattooed Warrior Monk – This Time With Less Spells
First things first, the core concept of the Monk, magic tattoos. The core functionality of them is still the same. You get the magic tattoos you pick in other subclasses (dunno why they spell this out). Damage can never impair them (aka “hey, DM, just because someone slashes the Monk’s torso doesn’t mean their tattoo stops working”). And most importantly for the subclass, you can swap one out after a Long Rest.
The revised Tattooed Warrior Monk kicks things off with an updated Beast Tattoos. This level 3 feature is the foundation of your subclass. And it immediately demonstrates the difference in design principle. It used to be that you’d get a Cantrip and the ability to cast a level 1 spell for the cost of one of your precious Focus Points.
That is no longer entirely the case. You still get access to a cantrip from your cool tattoos. But you also gain a benefit that isn’t tied to a spell. Most don’t even cost Focus Points. Here’s a list of the new tattoos and their benefits.
- Bat – You get Dancing Lights and also have Blindsight out to 10 feet.
- Butterfly – You know Light and can High Jump with your Dexterity modiier instead of your Strength modifier.
- Crane – You know Guidance and whenever you miss with a Flurry of Blows attack, you get Advantage on your next attack against the creature.
- Horse – You know Message. Whenever you use Step of the Wind with a Focus Point (for extra benefits) you can also increase your Speed by 10 feet until the start of your next turn.
- Tortoise – You know Spare the Dying. Whenever you spend a Focus Point on Patient Defense (for extra benefits) you also gain a +1 to AC.
And here’s where we see the first big indicator that maybe this subclass isn’t done. The revised Tattooed Warrior Monk’s abilities feel better, sure. But they’re also still underwhelming, by and large. They’re also much less active. Especially compared to other Monk subclasses.
Higher Level Tattoos SHOULD Feel Good
At higher levels, the revised Tattooed Warrior Monk starts to improve a little. But even at 6th level, there’s no feature that feels iconic. Just take a look at the tattoo options you get for your Celestial Tattoo: Comet, Eclipse, and Sunburst – they all do the same basic thing.
When you make a certain skill-associated action (Search, Hide, or Study) you can spend a focus point to add your Martial Arts die to your skill check. And that’s it. Thank you for playing.
Compare that to what Way of the Four Elements Monks get (in 5.5E), and the difference is striking. A Tattooed Warrior has a few minor abilities that they can do. Meanwhile, their beefier cousin can kick and punch at a distance with blasts of elemental energy, and at 6th level gains the ability to do AoE attacks. And it gets even worse the more Monk subclasses you look at.
At still higher levels, the revised Tattooed Warrior Monk finally starts to get the good stuff. Although again, by level 11, most Monk subclasses have already had their good stuff. You get Nature Tattoo, which gives you Resistance to one type of energy damage – it feels needlessly complicated the way they’ve done it, though.
You pick from a suite of damage types: Lightning, Cold, and Thunder, or Acid, Fire, and Poison – and then decide which one you’re resistant to. However, you can swap after a Short or Long Rest, or after using Uncanny Metabolism.

And at level 17, finally, you get the Monster Tattoo. This lets you enhance your abilities with monster characteristics. You can pick from Beholder, Chromatic Dragon, Displacer Beast, or Troll. And each of these gives you an extra ability. Beholder allows you to spend a Focus point to shoot Beholder eye beams and fly for 10 minutes. Chromatic Dragon gives you a (very minor) breath weapon in place of an attack. Displacer Beast gives you the ability to cast Mirror Image, and Troll lets you Regenerate, no Focus points or rolls required.
All cool stuff. And again, this subclass feels like it’s improving. But I’d send it back to the drawing board. Would you? You should let WotC know either way! The playtest survey is live now (and only stays open through early October). Find them at the link below!
All ink, no art!
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