Base Class: Monk
(Can only be used if you choose the cyborg race)
You have improved your cybernetics over the years and have now perfected your attacks and your body to give you a grand advantage in battle.
Knuckle Punch
Knuckle punch
When you choose this tradition at 3rd level you gain the ability to use 1 energy point improve your unarmed attacks with the use of knuckle implants that utilizes a cycle of supporting materials to your unarmed attacks (Must use a action to cycle through the materials):
Detonators: Your knuckles cycle small explosive detonators to your punch exploding on impact adding a pack to your punch - Adds +1d6 explosive damage to unarmed attacks. damage increases by 1d6 at levels 6,11 and 17.
Shock chargers: Your knuckles cycle small shock chargers to your punch which send a electric shock through your unarmed attack stunning the enemy temporarily - adds +1d4 electric damage to your unarmed attacks and stuns the enemy for 1 turn. Damage increase by 1d4 at levels 6,11 and 17.
Condensed air: Your knuckles cycles a vacuum of air into your punch adding a gust of wind to your unarmed attack knocking the enemy off their feet - Adds +1d4 bludgeoning damage and 10 ft knockback to your unarmed attack. damage increases by 1d4 at levels 6,11 and 17 and at 11th level this attack gains the ability to push back all enemys behind the attack enemy in a 15 ft cone. The enemy must roll a dex saving throw equal to 10+ your dex. on a failed save they get pushed back and they dont on a success.
Rock Toss
Rock Toss
At 6th level you gain the ability to use 2 energy points to rip a chunk of rock from the ground and throw it at a chosen target dealing 1d8 of damage. the target must make a dex saving throw equal to 10+ your strength modifier. on save they take half damage. on fail they take full damage and are knocked prone. This gains an additional 1d8 of damage at levels 11 and 17.
Ground Breaker
Ground breaker
At 11th level you can use 3 energy points and gain the ability to hit the ground infront of you causeing the earth to shatter in a 15ft cone dealing 2d12 damage to all targets in the cone. all enemys in this area are to make a dex saving throw equal to 10+ your strength modifier. on a success the enemys take half damage. on a fail the enemy take full damage and are dazed for 2 turns and knocked prone. damage increases by 2d12 at level 17.
Final Gambit
Final Gambit
At 17th level you have perfected your bodies cybernetics and can now turn your body into a self preserving explosive using all your energy points you turn into a defensive sphere which emits a light ticking glow during this process you take half damage from all attacks and can only be hit by bludgeoning or explosive attacks becoming immune to all elemental damage and piercing damage. after 2 turns of preparation your body will let out a hydrothermic explostion which covers 60ft pushing all terrain and entitys away dealing 50+5d12 of damage to all things within 15ft and half that damage to all things in the additional 45ft of area and pushing all targets out of the 60 ft zone with knockback. this technique and only ever be used 3 times and has a recharge time of 3 months. your body is not affected by this attack unless it is used more then 3 times.
(During charging phase if you are attacked you must make a concentration save with advantage. (Concentration save 15))
Previous Versions
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11/16/2023 9:03:37 AM
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Coming Soon
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