Base Class: Monk
As a Tinkerer, you use your wit and gagets to outmaneuver and outsmart those who choose to oppose you.
Using the martial tactics you've learned as well as the power of the Innovo Stones, you manipulate the battlefield and your enemies with spell mimicry and the skills of a trained fighter.
Brains over brawn? Why not have both?
Brilliant Manipulation
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
Outsmarting Tactics
Starting at 3rd level, you can use your reaction to deflect melee attacks when you are hit by a melee weapon (Does not count against natural weapons such as claws and fists). When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can redirect the attack. If you have enough hands free to wield it, you can spend 1 ki point to take the weapon and make an attack as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the weapon counts as a monk weapon for the attack.
Tinkered Projectiles
Starting at 6th level, you can modify darts to be used as both weapons and distractions. You need a set of Tinker's Tools to modify your darts. Each dart requires 10 minutes to construct and you can only carry 1 dart of each type at a time. The darts count as monk weapons.
The effects of the darts are different depending on whether they hit an enemy or not.
Ricochet Dart
If the dart misses its target, the dart ricochets against the nearest solid surface. Roll 1d6 to determine the effect.
1.The dart bounces harmlessly off the surface and does nothing.
2.The dart ricochets off the surface. The DM determines its new trajectory.
3.The dart returns to you as an attack. You can apply your Deflect Missiles to the dart.
4.The dart hits a creature within 15 feet of the ricochet point (determined randomly)
5.The dart ricochets and hits its intended target.
6.The dart ricochets off the surface. You may determine its new trajectory.
Smoke Dart
On hit, create a spherical cloud of smoke with a 15-foot diameter around the point of impact. Any attacks that must pass through the cloud are at Disadvantage unless the attacker is not effected by loss of sight. You gain advantage in Stealth checks while near the cloud. The cloud lasts until the start of your next turn.
On enemy hit, the enemy takes piercing damage and is blinded until the end of their next turn.
Explosive Dart
On surface impact, the dart explodes, dealing its damage as fire damage to all enemies in 5-foot radius around the point of impact. The explosion is loud enough to be heard for 100 feet in all directions.
On enemy hit, the creature takes fire damage equal to 2 rolls of your martial arts die and is deafened until the end of their next turn.
Sleep Dart
On surface hit, create a spherical cloud of smoke with a 15-foot diameter around the point of impact. Any creature that passes through it must make a Constitution saving throw. Any creature that is engaged in combat has advantage on the saving throw. On a fail, the creature becomes incapacitated for 1 hour. The cloud lasts for 6 seconds.
On enemy hit, the target takes piercing damage and must make a Constitution saving throw or become instantly incapacitated until the end of their next turn. If their size is medium or smaller they automatically fail the saving throw.
Grapple Dart
On hit, you may pull yourself up to 20ft toward the point of impact. This will not work if thrown at the floor.
On enemy hit, deal piercing damage to the target and force it to make a strength saving throw or be pulled up to 20ft toward you.
Innovo Mimicry
At 11th level, you can use your tinkering to mimic certain spells with gadgets to assist in discerning your surroundings.
You cannot mimic the same spell twice without first completing a long rest as the gadget requires time to recharge. Using 1 ki point per spell, you can use Identify, detect magic, detect poison and disease, detect evil and good, and comprehend language.
Innovo Overclock
At 17th Level, you learn to mimick the power of any spell by overloading your gadget. At the cost of 3 ki points you may overclock your gadget and cause it to replicate any spell of 9th level or lower (excluding the Wish Spell).
After the mimicry is completed, the gadget is disabled and may not be used again until you complete a long rest (this also disables your level 11 feature due to the gadget being rendered unusable)
Previous Versions
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4/30/2023 10:45:02 PM
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5/1/2023 12:42:41 AM
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