Base Class: Monk
(All credit to the creators of the Way of the Metalbender, search Stuffies_12 on GM Binder)
Those that follow this monastic tradition train and fight through a special set of metal armour designed to be easily controlled by the monk. Using this special armour, the metalbending monk expertly switches between armoured and unarmoured styles of fighting. The most adept metalbenders can use their Ki to control other metal objects.
Metalbending Armour
Your style of fighting affords you unique masteries. You gain proficiency in heavy armour and shields. You also learn the mending cantrip, which uses Wisdom as your spellcasting modifier.
While you’re wearing non-magical heavy armour, you can use an action to channel your ki and turn it into Metalbending Armour, gaining the following benefits:
- If the armour normally has a Strength requirement, it lacks this requirement for you. Additionally, you can use your Martial Arts feature while wearing your metalbending armour.
- The armour can’t be removed against your will.
- You can doff or don this armour as an action. When you do, you can use Flurry of Blows on the same turn as a bonus action.
- The armour continues to be Metalbending Armour until you channel your ki into another suit of heavy armour or until you die.
Metalbending Techniques
You use your Metalbending Armour as a weapon, deftly switching between armoured and unarmoured styles of fighting. While you’re wearing this armour, you can use one of the techniques shown below. Each technique uses a piece of your Metalbending Armour, which decreases its AC by 2 for each piece used, to a minimum of 0. When the armour’s AC reaches 0, you’re no longer wearing the armour and considered unarmoured. You can also use a non-magical metal shield in place of a piece of the armour when using a technique.
If your armour is missing any pieces as a result of using these techniques, you can cast mending on the largest intact piece. The armour will reassemble itself at the end of the spell’s casting and reconstruct any missing or destroyed pieces, bringing the AC back to its full amount.
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Armour Burst. As an action, you can violently expel a number of armour pieces in a 15-foot radius centred on yourself. Each creature of your choice inside the area must make a Dexterity saving throw against your Ki save DC, and the damage you deal is a number of Martial Arts dice equal to the number of armour pieces you expend, which is piercing damage. On a failed save, the creature takes the damage and is restrained (as if you were concentrating on a spell). On a successful save, the creature takes half damage and isn’t restrained. A creature restrained in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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Clasping Projectile. As part of your Attack action, you can make a ranged weapon attack by shooting a piece of the armour. The projectile is considered a ranged weapon (30/90 ft.) which you are proficient in and deals piercing damage equal to your Martial Arts die on a hit. On a hit, you can also force the creature to make a Strength saving throw against your Ki save DC. On a failed save, the creature is either incapacitated or has a speed of 0 (your choice). It can repeat this saving throw at the end of each of its turns, ending the effect on a success.
- Metallic Force. When you hit a creature with your unarmed strike, you can expend a piece of the armour to deal an extra 1d4 damage to it. You can use this feature once when you take the Attack action, and once when you make an unarmed strike as part of a bonus action.
Gather Fragments
You can use your Ki to quickly reassemble your armour. As an action, you can spend 4 Ki points to recall all the pieces of your Metalbending Armour back to you. This also reconstructs any missing or destroyed pieces. If a creature is affected by one of your Metalbending Techniques when you take this action, the effect no longer persists for it.
When you take this action, you can use Flurry of Blows on the same turn as a bonus action. In addition, the damage you deal with your Metalbending Techniques now count as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage.
Metallic Manipulation
You’ve further honed your metalbending abilities. You can use an action and spend 2 ki points to cast the following spells without material components, which use your ki save DC: catapult, hold person, or heat metal. You must choose a metal object when you cast catapult; when you cast hold person, the target must be wearing metal. You can spend additional ki points to cast the spell as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points you can spend on this feature equals half your monk level (2 plus any additional points).
Metal Savant
Your metalbending has reached near mastery. While you're wearing heavy armour, bludgeoning, piercing, and slashing damage from non-magical attacks is reduced by 3. Your Metalbending Techniques also gain additional benefits:
- Armour Burst. The area effect is now a 30-foot radius centred on yourself. A creature that fails its saving throw also falls prone.
- Clasping Projectile. The creature is both incapacitated and has a speed of 0. As a bonus action, you can move any number of creatures incapacitated by this technique 10 feet in any direction.
- Metallic Force. The extra damage you deal on a hit is now 1d6.
Previous Versions
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2/28/2023 9:39:34 PM
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Coming Soon
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