Base Class: Monk
The Way of Conditioning was founded by several Warforged seeking purpose and ways to improve themselves. These Warforged traveled the world for years, leading up to the eventual founding of this Monastic Tradition, studying many sciences, such as chemistry, medicine, and botany, as well as learning about new technology. After accumulating this knowledge, they founded this Monastic Tradition so that it would help better themselves and other warforged to follow them. True to their Warforged roots, the tech they studied was also used to help improve their chances of surviving on the battlefield, making them even more formidable in a fight.
Scientific Ki
At 3rd Level, the dedicated study of the Warforged body has granted you proficiency in one of the following skills: Nature or Medicine
In addition, when making a successful check in your chosen skill, a point of Ki is restored to the Warforged from their deeper understanding of the nature of living things.
Choose Proficiency in Medicine
Choose proficiency in Medicine.
Choose Proficiency in Nature
Choose Proficiency in Nature.
Self Improvement Tinkerer
At 3rd Level, you gain proficiency in tinkerers tools and are able to use materials to build simple gizmos and gadgets, such as a small music box or a small clockwork toy. Also, during short rests, you may use Tinkerers tools to 'repair' yourself. You double your constitution modifier bonus when rolling Hit Dice during short rests.
Standard Condition Protocols
Thanks to your training, at 3rd Level, your Conditioning grants you access to Protocols that allow you to spend your Ki to use special abilities. Certain protocols activate for a brief moment while others have a set duration until it runs out, however you can only 'run' one protocol at a time. Initiating another protocol ends the one you're currently 'running'. You can activate a Protocol during your turn or as your reaction. Some Protocols are level restricted, meaning you need to be the level stated or higher in the Monk class to use the protocol. As you further train, you'll gain access to more protocols.
Fortified Protocol
Spend 1 Ki to gain a +1 bonus to AC until the beginning of your next turn.
Beat-Back Protocol
Spend 1 Ki to gain the ability to shove enemies hit by the next successful attack 5ft and then move up 5ft.
High Gear Protocol
Use a bonus action to spend 1 ki points to increase your movement speed by 15 ft for 30 seconds.
Rooted Protocol
As a bonus action or a reaction, you can spend 1 Ki point ot prevent being knocked prone or moved by an enemy attack or spell until the beginning of your next turn.
Scanning Protocol
At 3rd Level You may spend 1 ki to gain advantage on your next Investigation or Perception check. This may be to investigate your surroundings, or opponents, to learn more about them.
Enhanced Articulation
By 6th Level, you have spent time improving the capabilities of your body and have become proficient in Athletics. If you are already proficient in Athletics, you gain Expertise in Athletics.
Given you feel no pain in your robotic limbs, you can hyper-extend them or dislocate them without injuring yourself. This make you harder to restrain or tie down. You have advantage when you attempt to escape from being grappled and restrained.
Athletics Proficiency
Gain Proficiency in Athletics. If you already have Proficiency in Athletics, gain Expertise in Athletics
Improved Protocols
Your continued training in this way by 6th Level has granted you access to the Improved Protocols below:
- Battle-ready Protocol: As a reaction, you may spend 2 Ki to gain advantage on Initiative Rolls.
- Flow-State Protocol: Spend 1 Ki to gain free Dash, Disengage, or Dodge after Flurry of Blows and gain free reaction Dash, Disengage or Dodge with unarmed attack.
- Greater Fortify Protocol: Spend 2 Ki to gain a +2 bonus to your AC for 2 rounds.
- Shock Stun Protocol: When performing a Stunning Strike, you may channel 1 extra ki point to add 1d8 of lighting damage to your attack and the target has disadvantage on it's Constitution Saving Throw for Stunning Strike. You may only use this protocol on 1 attack per turn.
- Simulation Protocol: When attacking an opponent the warforged has previously used a successful Scanning Protocol Perception or Investigation check to discover that opponents likely abilities, the warforged can spend 1 Ki to meditate and make an Insight check to deduce the fighting style of the opponent and gain Advantage on attack rolls against that opponent. The warforged can only store the simulation of one opponent at a time. Using this ability again for a new opponent removes Advantage on the previous opponent.
- Slam Protocol: Spend 1 ki and use Bonus Action to make an additional martial arts attack that if successful causes 1d8 damage, shoves them 5ft backwards, and knocks the target prone.
- Wrecking Protocol: Spend 1 ki to apply the Siege Ability (Double damage to objects and structures) to your unarmed strikes for 3 rounds.
Battleready Protocol
As a reaction, you may spend 2 Ki to gain advantage on Initiative Rolls.
Flow-State Protocol
Flowing between enemies while making a flurry of blows, the monk's agility on the battlefield is boosted both during their turn and in reaction to their enemies actions.
When activated by spending a ki point, Flow-State Protocol allows you to take the Dash, Disengage, or Dodge actions after using your bonus action to make a Flurry of Blows attack.
Each turn you can take the Dash, Disengage, or Dodge actions once as a reaction. When you do so, you may also make an unarmed strike as part of this reaction.
Greater Fortify Protocol
Spend 2 Ki to gain a +2 bonus to your AC for 2 rounds.
Shocking Stun Protocol
When performing a Stunning Strike, you may channel 1 extra ki point to add 1d8 of lighting damage to your attack and the target has disadvantage on it's Constitution Saving Throw for Stunning Strike. You may only use this protocol on 1 attack per turn.
Simulation Protocol
Simulation Protocol: When attacking an opponent the warforged has previously used a successful Scanning Protocol Perception or Investigation check to discover that opponents likely abilities, the warforged can spend 1 Ki to make an Insight check to deduce the fighting style of the opponent and gain Advantage on attack rolls against that opponent. The warforged can only store the simulation of one opponent at a time. Using this ability again for a new opponent removes Advantage on the previous opponent.
Slam Protocol
Spend 1 Ki and use a Bonus Action to make an additional martial arts attack that if successful causes 1d8 damage, shoves them 5ft backwards, and knocks the target prone if they fail a contested Strength Check with this character. If the target is shoved into an immovable obstruction, like a wall, or another character of the same or larger size, this is a "Super Slam" and the damage is doubled. If the character is shoved into another character, that character also needs to make a contested Strength Check with this character or be knocked prone.
Wrecking Protocol
Spend 1 ki to apply the Siege Ability (Double damage to objects and structures) to your unarmed strikes for 3 rounds.
Advanced Protocols
Your continued training and conditioning by Level 11, allows you access to Advanced Protocols. You may now also run up to two Standard Condition Protocols at any point. You may only run one Improved Protocol, or one Advanced Protocol at any given point. You may nun a Standard Condition Protocol and an Improved or Advanced Protocol at the same time. Some protocols are level restricted and can not be accessed until you reach that level in monk.
Advanced Fortify Protocol
Spend 3 ki points to gain a + 3 bonus to your AC for 3 rounds.
Flurry Overdrive
You may channel your ki to into your Flurry of Blows bonus action to go into overdrive and hit the target with more strikes. When making a Flurry of Blows bonus action, you may spend ki to perform additional unarmed strikes to any target within your reach. For every 2 Ki spent, your initial Flurry of Blows bonus action unarmed attacks may be applied to the same or additional targets. Compare the attack roll with the target chosen for these additional strikes to see if the additional strikes hit. If they do hit, apply the damage previously rolled for that unarmed attack. (This is to minimize the rolling for the 2, 4, or 6 additional Flurry Overdrive unarmed strikes. These strikes count as attacks, though are not rolled, and instead use the two unarmed attacks rolled results for attack and damage of the Flurry of Blows bonus action.)
You may spend up to a maximum of 6 Ki when using Flurry Overdrive for a total of 6 extra unarmed strikes. At the end of the round after using this ability you must make a Constitution Save (DC 20) or gain a level of exhaustion per Ki spent since you are forcing your body into overdrive.
Juggernaut Protocol
At level 11, the warforged monk can spend 3 ki to engage its Juggernaut protocol. The warforged spends its action to Dash. During this Dash, each enemy it contacts is shoved 5ft directly away out of its path. If the enemy cannot be shoved out of the way of the monk, the monk's movement stops there. The monk may make one martial arts unarmed attack against each enemy it contacts in this way. If the target is hit, it must make a contested Strength check against the warforged monk or be knocked prone. The monk is immune to opportunity attacks while in Juggernaut protocol.
Overclocked Acceleration
At Level 11, you may spend 1 ki points to increase your movement speed by 30 ft for 30 seconds. You do not incur any opportunity attacks during this movement. You may make a Dash action with this increased movement as a Bonus Action.
Shining Palm Protocol
When making an attack against a single target, channel 3 Ki into your palm making it glow with a searing light. Upon impact, the target takes 3d10 Radiant or 3d10 Fire Damage on top of your Unarmed Strike. This damage can only be applied to one attack.
Peak Performance
By Level 17, your conditioning has allowed you to enter a mode that brings out your physical potential.
You may spend 5 ki to go into into this mode for 1 minute/ 10 rounds. In this mode you gain a 2+ Bonus to AC, a 2+ Bonus to Strength Modifier, a 2+ Bonus to Dexterity Modifier, Temporary Hit Points equal to your Constitution Modifier + Wisdom Modifier x 10, and you gain an extra attack. When you come out of this mode, you must make a Constitution Save ( DC 20 ) or gain a level of exhaustion from exerting yourself. You can only go into this state once per long rest.
Previous Versions
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3/14/2024 7:35:32 PM
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