Base Class: Monk
Monk Subclass with a blacksmith flair, just a brain child I had one day.
The Iron Fist
Starting when you choose this tradition at 3rd level, you take 1 hour after your current or next Long Rest to remove your dominant hand at the wrist and close the wound with a Base Plate. You then connect an Iron Fist piece to the Base Plate. You gain the following benefits:
- The Iron Fist counts as an unarmed strike using your Martial Arts die for damage, and acts for all intents and purposes simply as a closed fist.
- You gain proficiency in Smith's Tools or expertise if already gained.
Inner Forge
Also at 3rd level, you can spend 1 ki point and imbue the ground around you with Ki, causing the ground nearby to erupt forth a fully functional forge. The forge lasts long enough to craft one mundane item. You also gain the ability to craft 3 new attachments for your Base Plate from the Table below:
- Stab: This pointed implement has the Finesse property, a reach of 5ft., and deals your Martial Arts die in piercing damage.
- Slam: This hammer-like implement has the Siege property, a reach of 5ft., and deals your Martial Arts die in bludgeoning damage.
- Shoot: This crossbow-like implement has the Ranged and Loading properties, a range of 30/80, deals your Martial Arts die in piercing damage, and uses darts as ammo.
Each of these attachments requires 1 week of downtime to create, but requires no materials to do so as the Forge brings raw iron to use with it. Each attachment counts as a Monk Weapon and can benefit from all of your Monk Abilities.
The Heat Within
At 6th level, your understanding of creation enlightens you to the idea of destruction as well. You gain the following benefits:
- As flames exude slowly from within the cracks in the joints, your Iron Fist attachment gains the properties of the Prosthetic Limb magic item, only it runs on ki and not magic.
- As a bonus action, by spending 2 ki you may flare your false hand(s) with burning ki, adding fire damage equal to your Martial Arts die to your unarmed attacks until the start of your next turn.
Also at this level, your created attachments are considered an additional +1 for attack and damage rolls. This bonus increases at certain levels in this Subclass: with +2 at level 11, and +3 at level 17.
Finding Use
Beginning at 11th level, you may at any point after a Long Rest replace your other hand with a Base Plate and Attachments of it's own, as your devotion to your order deepens.
Also at 11th level, you extend your Base Plate into the bone, allowing hilts to disappear into your arm. You may attach certain Mundane and Magic Items instead of your Attachments to your Base Plate. The items count as Monk Weapons while attached and can benefit from all of your Monk Abilities
- Stab: Any dagger can be used but it loses it's throwing range.
- Slam: Any club or mace can be used but it loses it's throwing range when applicable.
- Shoot: Any ranged weapon with the Loading property, but not the Two-Handed property.
Destruction Ki
At 17th level, you gain the ability to flood the earth around you with your Inner Forge's raw exploding heat. As an action, you can spend 5 ki points to imbue the ground around you with destructive inner energy, which explodes in a 30ft radius around you. All creatures you target in the radius must make a Strength saving throw against your Monk Save DC. If it fails, each creature takes 3d10 force damage, 3d10 fire damage and is knocked prone. On a success, the creature only takes half damage and isn't knocked prone.
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