Monk
Base Class: Monk

Feruchemy is a powerful art. Unlike its cousin disciplines, Allomancy and Hemalurgy, all the power of Feruchemy must come from within the Feruchemist's own body, mind, or soul, stored in special containers known as Metalminds.

Feruchemy

Beginning when you choose this tradition at 3rd level, you gain the ability to store your power in Metalminds. Each of the 16 Feruchemical metals corresponds to a specific attribute that it stores. A 1 pound Metalmind can hold a total of 10 Feruchemical charges. As a bonus action, you can choose to store or tap a single charge of an attribute, though only 1 attribute at once. You cannot store attributes while unconscious unless it specifically says that you can. Your Metalminds are specifically keyed to you, and nobody else, even if they have Feruchemical abilities, can access them. The maximum amount of Feruchemical charges that you can have stored is equal to your Wisdom modifier times one-half your monk level, rounded up.

Aluminum

Stores Identity

While storing Identity your sense of self diminishes, and you suffer a -2 penalty to Charisma and Wisdom Saving throws. Storing for 1 hour grants you 1 Feruchemical Charge. In addition, you temporarily lose your attunement to your magic items for the duration.

While tapping Identity your sense of self is enhanced, and you gain a +2 increase to Charisma and Wisdom Saving throws. 1 Feruchemical charge lasts for 1 hour of enhanced Identity.

Bendalloy

Stores Sustenance

While eating, you can store 1 day worth of food for 1 Feruchemical charge.

When you tap Bendalloy, you can expend 1 charge to not need to eat for 1 day.

In a separate Bendalloymind, you can store 5 liters of water for 1 charge, and expend that charge to relieve you of thirst as if you had drunk 5 liters.

Brass

Stores Warmth

While storing warmth your body temperature drops, and everything seems 15 degrees colder to you. You suffer a -2 penalty to Constitution Saving throws to resist cold and become vulnerable to cold damage, though you receive a +2 bonus to Constitution Saving throws to resist overheating. Storing warmth for 1 hour grants you 1 Feruchemical charge.

While tapping warmth your body temperature rises, and everything seems 15 degrees warmer to you. You gain a +2 bonus to Constitution Saving throws to resist cold and become resistant to cold damage, though you suffer a -2 penalty to Constitution Saving throws to resist overheating. 1 Feruchemical charge grants you warmth for 1 hour.

Bronze

Stores Wakefulness

While taking a long rest, you can choose to enter a comalike state, gaining 1 Feruchemical Charge for every additional long rest worth of time spent sleeping. While sleeping in this way, it is incredibly difficult to wake you up.

While tapping wakefulness, you can expend 1 charge to reduce your exhaustion level by 1.

Cadmium

Stores Breath

While storing breath, your oxygen levels drop significantly. The time you can hold your breath is halved, and you suffer a -2 penalty to Constitution Saving throws to breathe at high elevations. You gain 1 charge for every hour spent in that state.

While tapping breath, your blood is flooded with stored oxygen, and you gain extra breath equal to the amount of time you can hold your breath per charge expended. Alternatively, you can expend a charge to gain a +2 bonus to Constitution Saving throws to breathe at high elevations for 1 hour.

Chromium

Stores Luck

While storing luck the universe seems out to get you, enemy creatures have advantage on all attack rolls against you, saving throws against effects you or your allies create, and you have disadvantage on all attack rolls, saving throws, and ability checks. This disadvantage levels out advantage. In addition, unlikely events with negative outcomes (such as a mishap with the teleport spell, losing a dice game, or unexpectedly bumping into enemies) become far more common at your DMs discretion. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping luck the entire universe is on your side, you can expend 1 charge to gain advantage on all attack rolls, saving throws, and ability checks, as well as give disadvantage on your enemies attack rolls against you, and saving throws against effects you or your allies create for one minute. In addition, unlikely events with positive outcomes (such as being on target with the teleport spell, winning a card game, or unexpectedly bumping into allies in a dire situation) become far more common at your DMs discretion.

Copper

Stores Memory

While reading or gaining information in some other way, you can tuck it into the back of your Coppermind for later use for 1 charge. While in your Coppermind, you automatically fail any Intelligence checks to recall said information, as it has been erased from your memory. You can recall this information at any time while in contact with the Coppermind it is stored in, granting you advantage on any Intelligence checks to recall that information for 1 minute. If the information is outside the Coppermind for more than 1 minute, it dissolves into your memory, and you can no longer store it in your Coppermind. Recalling information once stored in your Coppermind is the same as recalling any other information.

Duralumin

Stores Connection

While storing connection you feel disconnected and separated from other people, you suffer a -2 penalty to Charisma (Deception), Charisma (Intimidation), Charisma (Persuasion), and Wisdom (Insight) checks. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping connection you feel closer and more deeply connected to other people, you gain a +2 bonus to Charisma (Deception), Charisma (Intimidation), Charisma (Persuasion), and Wisdom (Insight) checks. You can expend 1 Feruchemical charge for 1 hour of enhanced connection.

Electrum

Stores Determination

While storing determination you enter a depressed state, you just want to lie down and do nothing. You suffer a -2 penalty to Constitution Saving throws to maintain concentration. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping determination you enter a manic phase of unstoppable determination, you feel like you can take on anything and everything. You gain a +2 bonus to Constitution Saving throws to maintain concentration.You can expend 1 Feruchemical charge for 1 hour of determination.

Gold

Stores Health

While storing health your body's immune system shuts down, you suffer a -2 penalty to Constitution Saving throws to resist disease or poison, and you have vulnerability to poison damage. In addition, any hit points you gain are halved, and wounds take twice as long to heal. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping health your body's immune system gains a massive boost, have a +2 bonus to Constitution Saving throws to resist disease or poison, and you have resistance to poison damage. In addition, any hit points you gain are doubled, and you heal twice as quickly. You can expend 1 Feruchemical charge for 1 hour of enhanced health.

Iron

Stores Weight

While storing weight, your body loses half its mass. You take half as much damage from falling, and any attempt to move you by pushing or shoving has advantage and moves you twice as far as normal. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping weight, your body doubles its mass. You take twice as much damage from falling, and any attempt to move you by pushing or shoving has disadvantage and moves you half as far as normal. You expend a Feruchemical charge for every hour in this state.

Nicrosil

Stores Investiture

You can store ki points in a Nicrosil mind by expending 1 ki point to transform it into 1 Feruchemy point and vice versa.

Pewter

Stores Strength

While storing strength your body seems to deflate, losing all of its muscle mass, your carrying capacity is halved, and you suffer a -2 penalty to your Strength modifier. You gain 1 Feruchemical charge for every hour spent in this state.

While storing strength your body seems to inflate, gaining twice of its normal muscle mass, your carrying capacity is doubled, and you gain a +2 bonus to your Strength Modifier. You expend a Feruchemical charge for every hour in this state.

Steel

Stores Speed

While storing speed you seem to be moving through some thick substance, you suffer a -2 penalty to AC and Dexterity Saving throws and you lose 10 feet of movement speed. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping speed your motions become blurringly quick, you gain a +2 bonus to AC and Dexterity Saving throws and you gain 10 feet of movement speed. You expend a Feruchemical charge for every hour in this state.

Tin

Stores Senses

While storing tin, you pick which one of your senses you would like to store. That sense is dulled greatly you suffer a -2 penalty to all Wisdom (Perception) checks regarding that sense. You gain 1 Feruchemical charge for every hour spent in this state. Each Tinmind can only store 1 sense at a time.

While tapping tin, you pick which one of your senses for which you have Feruchemical charges that you would like to enhance. That sense is enhanced greatly you gain a +2 bonus to all Wisdom (Perception) checks regarding that sense. You expend a Feruchemical charge for every hour in this state. Each Tinmind can only store 1 sense at a time.

Zinc

Stores Mental Speed

While storing mental speed your mind slows, you suffer a -2 penalty to Dexterity (Sleight of Hand) and Intelligence (Investigation) checks, as well as Intelligence Saving throws and Initiative rolls. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping mental speed your mind speeds up, you gain a +2 bonus to Dexterity (Sleight of Hand) and Intelligence (Investigation) checks, as well as Intelligence Saving throws and Initiative rolls. You expend a Feruchemical charge for every hour in this state. 

Trance

You have learned to meditate in a way that draws you closer to the metals. Starting at 6th level you can enter a trance that lasts for a number of hours equal to your Monk level divided by 3, rounded down, until you choose to end it, or until you lose concentration (as if concentrating on a spell). During this trance, you can store a number of attributes equal to your proficiency bonus. Once you activate this ability you cannot do so again until you finish a long rest.

Enhanced Storing

You have learned how to enhance some of your abilities. Starting at 6th level, you can speed up the storing and tapping process for the following metals: Aluminum, Brass, Cadmium, Duralumin, Gold, Iron, Pewter, Steel, Tin, and Zinc. While storing these metals, you can choose to halve the time it takes to store 1 Feruchemical charge, but receive double the penalty while storing. While tapping these metals, you can choose to halve the duration that they last in exchange for twice the effectiveness. At 11th level, you can quadruple both the penalty of storing and the reward of tapping with this feature.

Compressed Storage

Starting at 11th level the number of Feruchemical charges that 1 lb of metal can hold for you becomes 20.

Multitap

Starting at 11th level, you can tap any number of attributes less than or equal to half your Wisdom modifier, rounded up. In addition, when you use a bonus action to tap into a Metalmind, you can tap a number of charges equal to your Wisdom modifier.

Feruchemical Savant

You have used Feruchemy in one attribute for so long that you have attuned yourself to it. At 17th level, you pick one Feruchemical attribute. You can now store up to 40 Feruchemical charges in 1 lb of its corresponding metal, and you can store extra charges corresponding to this attribute equal to your half your monk level without them counting against your total stored charges. In addition, you can compress the tapping/storing process for that metal even further, to 8 times its usual intensity and 1/8th the duration.

Feruchemy

Beginning when you choose this tradition at 3rd level, you gain the ability to store your power in Metalminds. Each of the 16 Feruchemical metals corresponds to a specific attribute that it stores. A 1 pound Metalmind can hold a total of 10 Feruchemical charges. As a bonus action, you can choose to store or tap a single charge of an attribute, though only 1 attribute at once. You cannot store attributes while unconscious unless it specifically says that you can. Your Metalminds are specifically keyed to you, and nobody else, even if they have Feruchemical abilities, can access them. The maximum amount of Feruchemical charges that you can have stored is equal to your Wisdom modifier times one-half your monk level, rounded up.

Aluminum

While storing Identity your sense of self diminishes, and you suffer a -2 penalty to Charisma and Wisdom Saving throws. Storing for 1 hour grants you 1 Feruchemical Charge. In addition, you temporarily lose your attunement to your magic items for the duration.

While tapping Identity your sense of self is enhanced, and you gain a +2 increase to Charisma and Wisdom Saving throws. 1 Feruchemical charge lasts for 1 hour of enhanced Identity.

Bendalloy

While eating, you can store 1 day worth of food for 1 Feruchemical charge.

When you tap Bendalloy, you can expend 1 charge to not need to eat for 1 day.

In a separate Bendalloymind, you can store 5 liters of water for 1 charge, and expend that charge to relieve you of thirst as if you had drunk 5 liters.

Brass

While storing warmth your body temperature drops, and everything seems 15 degrees colder to you. You suffer a -2 penalty to Constitution Saving throws to resist cold and become vulnerable to cold damage, though you receive a +2 bonus to Constitution Saving throws to resist overheating. Storing warmth for 1 hour grants you 1 Feruchemical charge.

While tapping warmth your body temperature rises, and everything seems 15 degrees warmer to you. You gain a +2 bonus to Constitution Saving throws to resist cold and become resistant to cold damage, though you suffer a -2 penalty to Constitution Saving throws to resist overheating. 1 Feruchemical charge grants you warmth for 1 hour.

Bronze

While taking a long rest, you can choose to enter a comalike state, gaining 1 Feruchemical Charge for every additional long rest worth of time spent sleeping. While sleeping in this way, it is incredibly difficult to wake you up.

While tapping wakefulness, you can expend 1 charge to reduce your exhaustion level by 1.

Cadmuim

While storing breath, your oxygen levels drop significantly. The time you can hold your breath is halved, and you suffer a -2 penalty to Constitution Saving throws to breathe at high elevations. You gain 1 charge for every hour spent in that state.

While tapping breath, your blood is flooded with stored oxygen, and you gain extra breath equal to the amount of time you can hold your breath per charge expended. Alternatively, you can expend a charge to gain a +2 bonus to Constitution Saving throws to breathe at high elevations for 1 hour.

Chromium

While storing luck the universe seems out to get you, enemy creatures have advantage on all attack rolls against you, saving throws against effects you or your allies create, and you have disadvantage on all attack rolls, saving throws, and ability checks. This disadvantage levels out advantage. In addition, unlikely events with negative outcomes (such as a mishap with the teleport spell, losing a dice game, or unexpectedly bumping into enemies) become far more common at your DMs discretion. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping luck the entire universe is on your side, you can expend 1 charge to gain advantage on all attack rolls, saving throws, and ability checks, as well as give disadvantage on your enemies attack rolls against you, and saving throws against effects you or your allies create for one minute. In addition, unlikely events with positive outcomes (such as being on target with the teleport spell, winning a card game, or unexpectedly bumping into allies in a dire situation) become far more common at your DMs discretion.

Copper

While reading or gaining information in some other way, you can tuck it into the back of your Coppermind for later use for 1 charge. While in your Coppermind, you automatically fail any Intelligence checks to recall said information, as it has been erased from your memory. You can recall this information at any time while in contact with the Coppermind it is stored in, you automatically succeed any Intelligence checks to recall that information for 1 minute. If the information is outside the Coppermind for more than 1 minute, it dissolves into your memory, and you can no longer store it in your Coppermind. Recalling information once stored in your Coppermind is the same as recalling any other information.

Duralumin

While storing connection you feel disconnected and separated from other people, you suffer a -2 penalty to Charisma (Deception), Charisma (Intimidation), Charisma (Persuasion), and Wisdom (Insight) checks. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping connection you feel closer and more deeply connected to other people, you gain a +2 bonus to Charisma (Deception), Charisma (Intimidation), Charisma (Persuasion), and Wisdom (Insight) checks. You can expend 1 Feruchemical charge for 1 hour of enhanced connection.

Electrum

While storing determination you enter a depressed state, you just want to lie down and do nothing. You suffer a -2 penalty to Constitution Saving throws to maintain concentration. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping determination you enter a manic phase of unstoppable determination, you feel like you can take on anything and everything. You gain a +2 bonus to Constitution Saving throws to maintain concentration. You can expend 1 Feruchemical charge for 1 hour of determination.

Gold

While storing health your body's immune system shuts down, you suffer a -2 penalty to Constitution Saving throws to resist disease or poison, and you have vulnerability to poison damage. In addition, any hit points you gain are halved, and wounds take twice as long to heal. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping health your body's immune system gains a massive boost, have a +2 bonus to Constitution Saving throws to resist disease or poison, and you have resistance to poison damage. In addition, any hit points you gain are doubled, and you heal twice as quickly. You can expend 1 Feruchemical charge for 1 hour of enhanced health.

Iron

While storing weight, your body loses half its mass. You take half as much damage from falling, and any attempt to move you by pushing or shoving has advantage and moves you twice as far as normal. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping weight, your body doubles its mass. You take twice as much damage from falling, and any attempt to move you by pushing or shoving has disadvantage and moves you half as far as normal. You expend a Feruchemical charge for every hour in this state.

Nicrosil

You can store ki points in a Nicrosil mind by expending 1 ki point to transform it into 1 Feruchemy point and vice versa.

Pewter

While storing strength your body seems to deflate, losing all of its muscle mass, your carrying capacity is halved, and you suffer a -2 penalty to your Strength modifier. You gain 1 Feruchemical charge for every hour spent in this state.

While storing strength your body seems to inflate, gaining twice of its normal muscle mass, your carrying capacity is doubled, and you gain a +2 bonus to your Strength Modifier. You expend a Feruchemical charge for every hour in this state.

Steel

While storing speed you seem to be moving through some thick substance, you suffer a -2 penalty to AC and Dexterity Saving throws and you lose 10 feet of movement speed. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping speed your motions become blurringly quick, you gain a +2 bonus to AC and Dexterity Saving throws and you gain 10 feet of movement speed. You expend a Feruchemical charge for every hour in this state.

Tin

While storing tin, you pick which one of your senses you would like to store. That sense is dulled greatly you suffer a -2 penalty to all Wisdom (Perception) checks regarding that sense. You gain 1 Feruchemical charge for every hour spent in this state. Each Tinmind can only store 1 sense at a time.

While tapping tin, you pick which one of your senses for which you have Feruchemical charges that you would like to enhance. That sense is enhanced greatly you gain a +2 bonus to all Wisdom (Perception) checks regarding that sense. You expend a Feruchemical charge for every hour in this state. Each Tinmind can only store 1 sense at a time.

Zinc

While storing mental speed your mind slows, you suffer a -2 penalty to Dexterity (Sleight of Hand) and Intelligence (Investigation) checks, as well as Intelligence Saving throws and Initiative rolls. You gain 1 Feruchemical charge for every hour spent in this state.

While tapping mental speed your mind speeds up, you gain a +2 bonus to Dexterity (Sleight of Hand) and Intelligence (Investigation) checks, as well as Intelligence Saving throws and Initiative rolls. You expend a Feruchemical charge for every hour in this state. 

Compressed Storage

Starting at 11th level the number of Feruchemical charges that 1 lb of metal can hold for you becomes 20.

Trance

You have learned to meditate in a way that draws you closer to the metals. Starting at 6th level you can enter a trance that lasts for a number of hours equal to your Monk level divided by 3, rounded down, until you choose to end it, or until you lose concentration (as if concentrating on a spell). During this trance, you can store a number of attributes equal to your Wisdom modifier. Once you activate this ability you cannot do so again until you finish a long rest.

Enhanced Storage

You have learned how to enhance some of your abilities. Starting at 6th level, you can speed up the storing and tapping process for the following metals: Aluminum, Brass, Cadmium, Duralumin, Gold, Iron, Pewter, Steel, Tin, and Zinc. While storing these metals, you can choose to halve the time it takes to store 1 Feruchemical charge, but receive double the penalty while storing. While tapping these metals, you can choose to halve the duration that they last in exchange for twice the effectiveness. At 11th level, you can quadruple both the penalty of storing and the reward of tapping with this feature.

Multitap

Starting at 11th level, you can tap any number of attributes less than or equal to half your Wisdom modifier, rounded up. In addition, when you use a bonus action to tap into a Metalmind, you can tap a number of charges equal to your Wisdom modifier.

Feruchemical Savant

You have used Feruchemy in one attribute for so long that you have attuned yourself to it. At 17th level, you pick one Feruchemical attribute. You can now store up to 20 Feruchemical charges in 1 lb of its corresponding metal, and you can store extra charges corresponding to this attribute equal to your half your monk level without them counting against your total stored charges. In addition, you can compress the tapping/storing process for that metal even further, to 8 times its usual intensity and 1/8th the duration.

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