Eye of the Nightingale
Buff, Rework
Eye of the Nightingale power level has been neglacted over the years and weaken by the new D&D 2024 changes. This entire update and rework brings them up to their prime hopefully with more player agency and justifying the health cost for their abilities.
Its all about looping Tattoos as their kit relies of their ability to maximise the usage of their tattoo every round to achieve the "prefect" combos. While still paying health as their cost, they must find a good balance on delivering their combos while conserving their hitpoints.
Boon
Boon#01: Night Moon Ritual (NMR). Require 1 perk(s)
As a bonus action, activate 4 tattoos of the Night Moon Ritual. While activated, +3 to all Stealth and Sleight of Hand & skill checks. Each time you expend a tattoo, reduce the bonus by 1 down to 0. Free action during your turn or your attack of opportunities, you may expend any amount of tattoos once per round by taking 10% of your base maximum health (round down) per tattoo as Pure Necrotic damage each and apply the buffs accordingly but cannot repeat the same specific tattoo during that turn or attack. NMR can drop you to 0 hitpoints.
As a Nightingale, all healing received is reduced by 50% (round down: heal can be reduced to 0), except for short & long rest and DM specific heals. NMR can be activated 2 times per long rest. Last for 4 hours or till all tattoos are expended.
List of Tattoos of the Night Moon Ritual
Vile: Apply a Moon Poison upon it, add 2d12 (3d12 at 8 or above perks) Acid dmg to your first attack that hits. This cannot benefit from Crit bonus dmg but instead adds 6 extra dmg on crit.
Shadow: After attacking, create a heavily obscure darkness(lvl 3) of 10ft radius upon your target or you which last till the start of your next turn.
Gloom: Apply a Lunar Poison that on hit slows them by 10ft movement speed and applies -1 to their attack rolls which last for 2 rounds. Gloom effects do not stack with itself.
Dread: Apply a weakening toxic on the first attack that hits which applies -1 to their next saving the target has to make against you only. Last till the start of your next round.
New
All healing you receive is halved (round down, to a minimum of 0). This doesn't apply to Hit Points you regain from a Short Rest or a Long Rest.
Twice per Long Rest, as a Bonus Action, you activate the Night Moon Ritual and generate 4 Tattoos. The Night Moon Ritual lasts for 4 hours, or until you drop to 0 hitpoints and become unconscious and at any time you can only hold up to 4 Maximum Tattoos.
While the Night Moon Ritual is active, you gain a bonus to Stealth and Sleight of Hand checks equal to the number of tattoos you have left, to a maximum of +4.
During your turn or as part of an Opportunity Attack, as a free action you can expend any number of your remaining tattoos. For each tattoo you expend, you take Pure damage equal to 10% of your Hit Point maximum (round down), and you gain that tattoo's benefit. You can't expend the same tattoo with the same name more than once during the same turn.
List of Tattoos of the Night Moon Ritual
Vile Tattoo: Add 1d8 Acid damage to your next attack. For each Tattoo expended on the same trigger, increase this bonus damage by 1d8.
Shadow Tattoo: Upon expending a tattoo, create a Dark Cloud that is a heavily obscure darkness(lvl 3) of 10ft radius upon your target or you which lasts till the start of your next turn. Only one Dark Cloud can exist anytime.
Gloom Tattoo: Add 1d4 Poison damage to your next attack and slows them by 5ft movement speed until the end of their next turn. If you land an attack with at least 2 different Tattoos, at the start of your next turn, regain 1 Tattoo.
Dread Tattoo: Cause your next attack to also deal 2d4 Poison damage to all other creatures within 5ft radius around your initial target. If you damaged at least 3 different creatures with that attack, at the start of your next turn, regain 1 Tattoo.
Grasp Tattoo: When you hit with your next attack, you can pull yourself towards the target creature up to 30ft range. If you end your turn within 10ft of that target creature, at the start of your next turn, regain 1 Tattoo.
Oracle Tattoo: Gain +4 to your next Skill check or +2 to the next Dexterity Saving Throw. If at least 2 Tattoos were expended during a round increase this bonus by 1.
Boon#02: Dark Shivs. Require 1 perk(s)
After expending 3 tattoos, gain a Dark Shiv. You can only have 1 Shivs at a time. As a reaction during another creature’s turn, you can make 1 ranged attack up to 20ft to 1 creature. This Dark Shiv is treated as magical attacks and can be morphed into different shivs. Tattoos cannot be expended on these attacks. At 5 or more perks, Shiv are impossible to detect until thrown.
Shellshock Shiv: Upon hit, deals 1d6 Piercing dmg, Str Save. On failure, the target is pushed 10ft away from you.
Siphon Shiv: Upon hit, deals 1d6 Acid dmg, you heal all damage dealt with Siphon Shiv with a bonus of +2 (+4 at 8 perks or higher) additional hitpoints. This healing is not reduced by Night Moon Ritual.
New
Boon#02: Dark Shivs. Require 3 perk(s)
While the Night Moon Ritual is active, at the start of your second turn per initiative roll, gain 1 Dark Shiv. You also gain 1 Dark Shiv after expending 2 tattoos within the same turn. You can have up to 3 Shivs at any time and they disappear when Night Moon Ritual ends.
As a reaction during another creature’s turn, you can make 1 ranged attack up to 30ft to 1 creature whenever a creature moves within 30ft radius around you. Dark Shivs are treated as magical ranged weapon attacks.
Whenever you hit with a Dark Shiv, choose a Dark Shiv effect.
Shellshock Shiv: Upon hit, deals 1d4 Thunder dmg and is pushed 10ft away from you.
Reverberate Shiv: Upon hit, deals 1d4 Thunder dmg and at the start of your next turn, regain 1 Tattoo.
Somber Shiv: Upon hit, deals 1d4 Thunder dmg and they cannot regain hitpoints until the start of their next turn.
Barrier Shiv: Upon hit deals 1d4 Thunder dmg and you gain 5 (+1 per Perk) Temp Hitpoints until Night Moon Ritual ends.
Boon#03: Secret Catalyst. Require 4 perk(s)
Reduce Night Moon Ritual self damage to 8% (round down). +1 Maximum Tattoo per cast.
All Shiv damage improved, +2 (+1 per 2 perks) additional damage.
Somber Shiv: Upon hit, deal 1d4 Piercing dmg. Wisdom Save required. On failure, they cannot regain hitpoints and reduce all senses range to 15ft range until the start of their next turn.
New
Boon#03: Dormant Agent. Require 5 perk(s)
While the Night Moon Ritual is active, at the start of each of your turns, you heal 1d4 + proficient bonus (+1d4 per 3 perks) up to half of your maximum hitpoints (Rounded down). This healing cannot be modified by other sources including the Night Moon Ritual Boon.
When you cast Night Moon Ritual, your next initiative roll gains advantage and you cannot gain disadvantage to initiative rolls.
Boon#04: Malignant Catalyst. Require 6 perk(s)
Reduce Night Moon Ritual self damage to 6% (round down). +1 Maximum Tattoo per cast.
Grasp Tattoo: Convert your next attack to become a range weapon attack with Finesse, up to 50ft range. When you hit, you can pull yourself to the target. Can be used on terrain to pull yourself. This movement will trigger attack of opportunity but cause disadvantage to the attack.
New
Boon#04: Malignant Catalyst. Require 7 perk(s)
While the Night Moon Ritual is active, at the start of each of your turns, gain 1 Tattoo if you have 1 or less Tattoo remaining.
Your Dark Shivs have an increased attack range of 60ft and during your turn you can make an extra attack as part of your attack action but this attack can only use Dark Shivs.
Boon#05: Those Who Protest. Require 9 perk(s)
Reduce Night Moon Ritual self damage to 5% (round down).
Gain +1 Shiv Capacity.
Once per long rest, as an action you can summon the Cloak of Blades. While it is active, you gain +1 free melee attack which has +13 to hit and deals 1d6 Slashing damage, +1d6 additional damage for every Tattoo activated with this attack.
Any creature that starts its turn within 5ft of you takes 2d6 Slashing damage.
Lasting for 1 hour, you may dismiss the Cloak of Blade as a free action during your turn. Doing so will shatter the blades in shivs, pick a Shiv Effect that you have and all creatures within 15ft radius around you must make a Dexterity save or take the 2d10 Acid damage and apply the Shiv effect as if it fails. Half damage on succeed save.
New
Boon#05: Those Who Protest. Require 9 perk(s)
Once per long rest, as an action you can summon the Cloak of Blades. It has a free activation of Night Moon Ritual and immediately gains 3 Dark Shivs. Then as part of the same action, you can either make 1 weapon attack or cast a spell that is Level 3 or less.
As long as Cloak of Blades is active, each round your first Tattoo you expend triggers twice and your Dark Shiv attacks can target two different creatures.
Cloak of Blades lasts for 1 minute and when it expires, you heal 2d4 + proficient bonus up to half of your maximum hitpoints (Rounded down). This healing cannot be modified by other sources including the Night Moon Ritual Boon.
Perks
Moon Shiv Strike
While Night Moon Ritual is active, upon your last tattoo always provide a Shiv effect onto that attack roll. The Shiv damage is ignored.
New
While the Night Moon Ritual is active, if you miss an attack with Dark Shiv during another creature’s turn, you regain your reaction but cannot attack until the end of that turn.
Nocturnal Shade
While Night Moon Ritual is active, you can now see in your own Shadow Tattoo darkness and gain Blind Sense of 10ft.
While at 6 or above perks, you gain magical dark vision of 20ft. While at 10 or above perks, you gain additional 10ft blind sense.
New
While the Night Moon Ritual is active, you can now see in your own Shadow Tattoo darkness. When you expend the Shadow Tattoo, as part of the initial cost you can consume another Tattoo to increase the Radius to 15ft radius.
Ritual of Salvation
Once per long rest, when your hitpoints drop to 0 while Night Moon Ritual is active. Night Moon Ritual ends and heals you for 9 hipoints per Tattoo remaining. This healing cannot be reduced by Night Moon Ritual.
New
Once per long rest, when your hitpoints drop to 0 while Night Moon Ritual is active. Night Moon Ritual ends and sets you to 1 hitpoint and creates a Dark Cloud on you that lasts till the start of your turn.
Death Touch
Once per long rest, after you land an attack roll against a creature, deal additional 2d6 Bonus Acid damage and regain 1 Tattoo Charge for your Night Moon Ritual if active.
If that target dies during your turn or after 2 other characters' turn, refund this ability once per short rest.
New
While the Night Moon Ritual is active, if you kill a creature during your turn, at the start of your next turn you regain 1 Tattoo.
Spreading Gloom
If you expand at least 3 tattoo charges during the same turn, your next attack gains 1d6 to its damage roll and has additional +10ft bonus range (for melee & range attacks).
Critical Hit: Change the damage dice to d10.
New
Ritual Gloom
Once per initiative, when you expend a Tattoo you do not need to take the self-inflicted damage. If you do this, at the start of your next turn, you lose 1 Tattoo.
Moon Blink
If you expand at least 3 tattoo charges during the same turn, you may spend half of your movement to teleport up to 40ft distance.
After the teleport, your next attack deals 1d6 Acid dmg.
New
Moon Heal
Once per initiative, if Vile, Gloom and/or Dread Tattoo is part of an attack, you can choose to forgo all the bonus damage and instead you gain hitpoints to the total bonus damage dealt. This healing cannot be modified by other sources including the Night Moon Ritual Boon.
Final Taboo
After you expand your last tattoo charge per Night Moon Ritual, your next attack has +3 (+1 per 2 perks) additional damage.
New
Lunar Impetus
At the start of your turn, if you regain at least 2 Tattoos, your Speed increases by 10 feet until the end of that turn. If you take the Dash action during that turn, you also gain a Fly Speed equal to your Speed until the end of your turn.
Final Taboo
After you expand your last tattoo charge per Night Moon Ritual, your next attack has +3 (+1 per 2 perks) additional damage.
New
Lunar Impetus
At the start of your turn, if you regain at least 1 Tattoo, your Speed increases by 10 feet until the end of that turn. If you take the Dash action during that turn, you also gain a Fly Speed equal to your Speed until the end of your turn.
Shield of Darkness
Dismiss all remaining tattoos to either gain +3 to your saving throw or +3 to your AC until the end of your next turn. For each tattoo dismissed, heal for 5 hitpoints without reduction
New
While the Night Moon Ritual is active, if you expend at least 3 Tattoos during your turn, you can choose to gain +2 AC or +2 to the next non-Dexterity Saving throw. This lasts until the start of your next turn.
Dark Shiv: Defuse
Dark Shiv options:
Root Shiv: Upon hit deals 1d6 Piercing dmg and Str save, failed target becomes restrained for until the start of your next turn.
Barrier Shiv: Upon hit deals 1d6 Piercing dmg and you gain +2 AC against ranged attacks until the start of your next turn.
New
Disruptive Flex
When you make an attack roll as part of a Reaction, if you land a hit on a creature, that creature’s next attack has disadvantage against you; else if you miss, at the start of your next turn, regain 1 Tattoo.
Dark Shiv: Emotions
Dark Shiv options:
Disrupt Shiv: Upon hit deals 1d6 Piercing dmg and reduce their attack roll by 2.
Rage Shiv: Upon hit, deal 1d6 Piercing dmg and Int save, failed target must immediate attack 1 other nearby creature within attack range.
New
Detention Flex
When you make an attack roll as part of a Reaction, if you land a hit on a creature, that creature can't take the Dash or Disengage action until the start of its next turn; if you miss, at the start of your next turn, regain 1 Tattoo.
Death Shiv
+1 Shiv Capacity.
Your Shiv attacks gain +1 additional damage dice.
New
Night’s Cutlass
While the Night Moon Ritual is active, any weapon you wield that deals damage with a d4 deals a d6 instead.
Secret Darkness
Once per long rest, as an action you teleport to a pocket dimension under the Hidden One's Shadow. While there, you are incapacticated.
At the start of your next turn, you reappear where you were before and your next attack has advantage and +2d6 Bonus damage.
New
Darklight Parry
While the Night Moon Ritual is active, you can take a Reaction when you are hit by an attack roll to expend any number of your remaining tattoos. You gain a +3 bonus to your AC per tattoo expended against the triggering attack only. You would still take the Pure damage from expending tattoos this way.
Shadow Momentum
2 charges per long rest. If you miss an attack roll during your turn, you may use a charge to make 1 additional attack against that creature. That attack has +1d12 bonus Acid damage.
New
When you roll for initiative, you may cast Night Moon Ritual as part of that initiative roll if you had no charge left. Doing so starts that Night Moon Ritual with 2 Tattoos instead.
Nightingale Lesson
Eye of the Nightingale teachings provide a base bonus of +1 to Stealth and Sleight of Hand Skill checks.
When Night Moon Ritual expires, the next Stealth or Sleight of Hand Skill checks gain +3.
New
Eye of the Nightingale teachings provide a base bonus of +1 to Stealth and Sleight of Hand Skill checks.
When Night Moon Ritual expires, you gain 1d4 to all skill checks for the next hour.
Nightingale Teaching
Eye of the Nightingale teachings provide a base bonus of +2 to Perception and Investigation Skill checks.
When Night Moon Ritual activates, the next Perception or Investigation Skill checks gain +3.
New
Eye of the Nightingale teachings provide a base bonus of +1 to Perception and Investigation Skill checks.
While the Night Moon Ritual is active, you also gain a bonus to Perception and Investigation checks equal to the number of tattoos you have left, to a maximum of +4.
