Monk
Base Class: Monk

When cybernetics arrived in society, some monks despised it because they thought the transformation of the body into machine was a great corruption, since it altered the natural purity of the living organism. On the other hand, other monks saw this new technological evolution as a new tool that they could use in resonance with the body, just like monk weapons could be considered an extension of the form of a well trained monk.
The followers of the Way of the Cyber Fist created a connection of their inner Ki with this new universal flow of Technomantic magical energy, so that their body could become the perfect manifestation of the syncing between biology and artificiality. They accepted willingly the slow transformation into Cyborgs, and dedicated themselves into studying how to evolve martial arts in this new modern age.

Mutable Body

When you choose this monastic way in Level 3, as your Ki connects to the wide network of technomagic around you, your arms and legs start to naturally develop circuitry integrated to your bodily functions, raising speed, power and versatility within you. You gain +1 to attack and damage rolls on your Unarmed Strikes, and you can choose if your Unarmed Strikes do Bludgeoning, Piercing or Striking damage. Additionally, your cybernetic body parts are immune to being hacked.

This feature receives an improvement on Level 11, when the bonus becomes +2.

Connected Touch

Your training continues to change your body. Now your limbs are completely cybernetic and your inner Ki can sense technomagic around you. At 6th level, when you touch a machine, touch copper or optic fiber wires, access a network, or touch a creature with cybernetic parts, you can immediately know if any of them is under the effect of a Technomancy spell. As an action, you can then spend 2 Ki points to make a Wisdom Saving Throw against the caster's Spell Save DC and, in case of success, end such effect.

Resilient Mechanisms

Also on 6th level, the circuitry on your body becomes more resistant to the dangers of combat, allowing you to reduce impacts from weapons and magic. Whenever a melee weapon attack or a single target spell hits you, as a reaction, you may spend 1 (for melee weapon attacks) or the spell's level (1 point for cantrips) in Ki points and reduce damage taken from such attack by half.

Mutable Body Improvement

Starting on 11th level, now Mutable Body's bonus to Attack and Damage rolls with unarmed strikes increases to +2.

Complete Synergy

The evolution of your Cybernetic Body reached a new state, as your inner Ki made your biometal limbs grow with new, diverse specialized combat parts. Beginning at 11th level, as a bonus action, you may spend Ki points to imbue your Unarmed Strikes with Fire, Eletric, or Radiant Energy, which you choose with each hit, for 1 minute or until you become incapacitated or choose to cancel it (does not consume an action).

You may spend 2 Ki points for 1d4 damage, and 3 Ki points for 1d6 damage. Starting on 17th level you may also spend 4 Ki points for 1d8 damage.

Complete Synergy Improvement

Starting on 17th level, you may now spend 4 Ki Points to gain extra 1d8 Fire/Lightning/Radiant damage for 1 minute, as a Bonus Action.

Perfect Cyborg

Now your whole body is cybernetic, in the perfect harmony between mind, soul, biological body and machine. When you reach the 17th level, your Constitution Score raises by 2 and your Max Score for Constitution is altered to 22. Also, in combat, you can expend your action and 8 Ki points to go into Mechanical Overdrive, a special state developed through all the hardships of your training.

Mechanical Overdrive:  Lasts for 1 minute, until you die, or until you cancel it (as a bonus action). It is not cancelled while you're incapacitated or unconscious. During this special state, your Monk Unarmored Defense is changed to 10 + Dex Mod + Con Mod + Wis Mod, and you gain resistance to Fire, Electric and Radiant damages. Also for the duration, when you use Step of the Wind to dash or double your jump distance, you don't consume Ki points.

When the effect ends, you can't take actions, bonus actions or reactions for 1 turn, and you must make a DC 20 Constitution Saving Throw. On a failure, you gain 1 level of exhaustion and your maximum hit points are lowered by your monk level, both until your next long rest. This exhaustion and max hp reduction can't be removed by any other means.

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