Monk
Base Class: Monk

When you choose this archetype at 3rd level, you learn to store or tap powers in metal minds— known as Feruchemy—that can temporarily alter your mental and physical abilities.

As a bonus action, you can consume a feruchemy point and tap one metal mind who’s effects last for 10 minutes, or until you choose to stop the effect.

As a bonus action you may also choose to store traits in one metal mind without consuming a feruchemy point. To fill a metal mind the effects last for 1 hour. 

Each metal mind can only have one charge per long rest. Until higher levels you can not tap or store from more than one metal mind at a time. You may not tap and store at the same time. You may cancel tapping or storing at any time. 

Metal Minds can be jewelry, bracers, or other metal that touches your body. Each type of metal stores a different trait. For example, by storing weight in an iron mind you make yourself lighter for a period of time, allowing you to tap into extra weight at a later time. 

Metal minds are designed for feruchemists and the power within can only be tapped by the one who stored it. Because much of the world doesn’t mix metals to the proper feruchemical purity, the traits you store lose their potency over time, these reset after a short or long rest. 

 

Monk

Level

Metal Minds

Filled During a Rest

Metal Minds Worn

3rd

1

4

7th

2

6

11th

3

8

15th

4

10

18th

5

12

 

The number of metal minds you have filled after a rest and the number of metal minds you can use in general increases as you gain levels in the monk class. Additionally, when you learn to use a new metal mind, you can replace one metal mind you already know with a new metal mind (like swapping spells for wizards). 

At level 3, you choose 4 metal minds to wear, from the options detailed at the end of this subclass description, and you can fill 1 metal mind of the 4 your are wearing when you finish a short or long rest. See chart above.

 

Copper Mind

3rd Level Way of the Feruchemist

At 3rd level, you begin to tap and store in your copper mind instinctively giving you better memory. You gain proficiency in history. 

Feruchists Metal Minds

When you choose this archetype at 3rd level, you learn to store or tap powers in metal minds— known as Feruchemy—that can temporarily alter your mental and physical abilities.

As a bonus action, you can consume a feruchemy point and tap one metal mind who’s effects last for 10 minutes, or until you choose to stop the effect (at any time). 

As a bonus action you may also choose to store traits in one metal mind without consuming a feruchemy point. To fill a metal mind the effects last for 1 hour. You may cancel your storing at any time. 

Metal Minds can be jewelry, bracers, or other metal that touches your body. Each type of metal stores a different trait. For example, by storing weight in an iron mind you make yourself lighter for a period of time, allowing you to tap into extra weight at a later time. 

Metal minds are designed for feruchemists and the power within can only be tapped by the one who stored it. Because much of the world doesn’t mix metals to the proper feruchemical purity, the traits you store lose their potency over time, these reset after a short or long rest. 

Each metal mind can only have one charge per long rest. 

Until higher levels you can not tap or store from more than one metal mind at a time. 

You may not tap and store at the same time. 

You may cancel tapping or storing at any time. 

Monk

Level

Metal Minds

Filled During a Rest

Metal Minds Worn

3rd

1

4

7th

2

6

11th

3

8

15th

4

10

18th

5

12

 

The number of metal minds you have filled after a rest and the number of metal minds you can use in general increases as you gain levels in the monk class. Additionally, when you learn to use a new metal mind, you can replace one metal mind you already know with a new metal mind (like swapping spells for wizards). 

At level 3, you choose 4 metal minds to wear, from the options detailed at the end of this subclass description, and you can fill 1 metal mind of the 4 your are wearing when you finish a short or long rest. See chart above. 

The Copper Mind

At 3rd level, you begin to tap and store in your copper mind instinctively giving you better memory. You gain proficiency in history. 

Multi Storing

At 7th Level, you are learning to be aware of your body and mind and you can now fill 2 metal minds at a time. You must not break concentration while storing traits, or else you choose one trait to stop storing. 

Multi-Tapping 

At 11th Level, you can tap 2 separate abilities at once. 

Instinctive Connection

At 15th level your connections to your metal minds becomes second nature, you can store metal minds as a reaction OR a bonus action. 

Purer Compounds

17th your experience with metal had grown, and you have learned how to recognize purer metal compounds. Because of this, storing a trait in your metal minds only takes 30 minutes, instead of 1 hour. 

Metal Minds

The Metal minds that are part of your feruchemy, and you can wear the metal mind as soon as the prerequisites are met. 

Iron (Stores Weight)

  • Tapping Weight allows you to 
    • double your current weight, 
    • gives you advantage on shoving, grappling, and barricading doors, etc. 
    • disadvantage on acrobatics & athletics checks
    • Fall damage is doubled
    • You sink in water
    • etc.
  • Storing Weight allows you 
    • to be 1/2 of your normal weight, 
    • you are resistant to fall damage, 
    • you can high jump or long jump twice as far,
    • advantage on acrobatics and athletics checks
    • Shoves and grapples on you have advantage.
    • Double swim speed
    • etc.

 

Tin (Stores Senses)

  • Tapping senses gives you 
    • Advantage on perception, insight and investigation. And all checks that rely on sight, hearing, and sound. 
    • You have Darkvision for 60ft. 
    • Sensitivity to acid, thunder, bludgeoning, cold, fire, lightning, piercing, poison, radiant, slashing and thunder damages. When you take these types of damage roll a d4  of psychic damage and add it. 
  • Storing this sense gives you
    • disadvantage on perception, insight, and investigation. And all checks that rely on sight, hearing, and sound. 
    • You lose Darkvision, and can only see 15 feet in normal light. 
    • Numbed to acid, thunder, bludgeoning, cold, fire, lightning, piercing, poison, radiant, slashing and thunder damages. When you take these types of damage roll a d4   And subtract it from the damage you would take (you can’t gain health from this). 

 

Pewter (Stores Strength)

  • Tapping Strength give you
    • You can lift twice your normal carrying capacity. 
    • Advantage on strength checks. 
  • Storing gives you
    • You can lift only half your normal carrying capacity, 
    • No two handed weapons, 
    • Disadvantage on strength checks.

 

Zinc (Stores Mental Speed)

  • Tapping Mental Speed gives you faster reasoning power. 
    • advantage on all Wisdom based checks (i.e. Animal Handling, Insight, Medicine, Perception, Survival)
    • Taking damage does not break concentration. 
  • Storing gives you slower reasoning power.
    • disadvantage on all Wisdom based checks (i.e. Animal Handling, Insight, Medicine, Perception, Survival) 
    • Taking damage is an automatic concentration break. 

 

Bendalloy (Stores Energy/Food) 

  • Tapping Bendalloy allows you to gain the energy of a meal without having to eat food.
  • Storing Bendalloy takes takes an hour of cramming food into your body while storing that energy in a metal mind. 

 

Brass (Stores Warmth)

  • Tapping warmth give you 
    • Resistance against cold damage. 
    • You can slow the effects of exhaustion from extreme cold.
  • Storing Warmth gives you 
    • Resistance against fire damage.
    • You can slow the effects of exhaustion from extreme heat.

 

Atium (Stores Age)

  • Tapping age allows you to appear
    • Up to 100 younger (minimum of 1 year old…)
  • Storing age allows you to appear
    • Up to 100 years older 

 

Electrum (Stores Determination) 

  • Tapping Determination outs you in an over confident and manic state giving you
    • advantage on and charisma checks and saves. 
    • resistance to being frightened
  • Storing electrum makes you depressed giving you 
    • disadvantage on all charisma saves or checks. 
    • weakness to being frightened

 

Aluminum (Stores Identity) 

  • Tapping identity gives you a sense of self. You gain
    • resistance to being charmed (advantage on saves)
    • immune to the command, charm person and suggestion spells
  • Storing sense of self gives you
    • weakness to being charmed
    • auto fail checks against suggest or puppet, charm person spells

 

Gold (Stores Health)

Prerequisite: 5th Level

  • Tapping health provides you with 2d6 temporary hit points.
    (3d6 at 10th level; 4d6 at 17th level)
  • Storing health does 2d6 psychic damage to you. (3d6 at 10th level; 4d6 at 17th level).

 

Steel (Stores Physical Speed)

Prerequisite: 7th Level

  • Tapping speed gives you 
    • + 15 more feet movement
    • If you don’t move on your turn you may make 2 melee attacks,
  • Storing movement gives you 
    • - 15 feet of movement
    • On your turn only have time for one action OR bonus action OR reaction (not all 3)

 

Chromium (Stores Fortune)

Prerequisite: 7th Level

  • Tapping fortune gives you one charge of “lucky feat” usable for 10 minutes. 
    • You have 1 luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
    • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
  • Storing fortune makes you incredibly unlucky. 
    • -3 to all attack rolls, ability checks or saving throws. 

 

Cadmium (Stores Breath)

Prerequisite: 11th Level

  • Tapping Breath allows you to 
    • give your body oxygen without having to breath. This can be used for toxic environments, or underwater. 
    • If you are running, fighting, or swimming, or exerting too much energy this only lasts 5 minutes. 
  • Storing Breath takes
    • takes 2 hours instead of one skipping every other breath and storing that in a metal mind. You cannot concentrate on spells or be moving to store breath. 

 

Bronze (Stores Wakefullness) 

Prerequisite: 15th Level

  • Tapping Wakefulness allows you to gain the benefits of a “short rest” without taking one. 
  • Storing wakefulness means you sleep, but without taking the benefits of a “short rest”.

 

Aluminum (Stores Identity)

  • Aluminum (Stores Identity) 

    • Tapping identity gives you a sense of self. You gain
      • resistance to being charmed (advantage on saves)
      • immune to the command, charm person and suggestion spells
    • Storing sense of self gives you
      • weakness to being charmed
      • auto fail checks against suggest or puppet, charm person spells

Atium (Stores Age)

Atium (Stores Age)

  • Tapping age allows you to appear
    • Up to 100 younger (minimum of 1 year old…)
  • Storing age allows you to appear
    • Up to 100 years older 

Bendalloy (Stores Energy/Food)

Bendalloy (Stores Energy/Food) 

  • Tapping Bendalloy allows you to gain the energy of a meal without having to eat food.
  • Storing Bendalloy takes takes an hour of cramming food into your body while storing that energy in a metal mind. 

Brass (Stores Warmth)

Brass (Stores Warmth)

  • Tapping warmth give you 
    • Resistance against cold damage. 
    • You can slow the effects of exhaustion from extreme cold.
  • Storing Warmth gives you 
    • Resistance against fire damage.
    • You can slow the effects of exhaustion from extreme heat.

 

Bronze (Stores Wakefullness)

Bronze (Stores Wakefullness) 

Prerequisite: 15th Level

  • Tapping Wakefulness allows you to gain the benefits of a “short rest” without taking one. 
  • Storing wakefulness means you sleep, but without taking the benefits of a “short rest”.

Cadmium (Stores Breath)

Cadmium (Stores Breath)

Prerequisite: 11th Level

  • Tapping Breath allows you to 
    • give your body oxygen without having to breath. This can be used for toxic environments, or underwater. 
    • If you are running, fighting, or swimming, or exerting too much energy this only lasts 5 minutes. 
  • Storing Breath takes
    • takes 2 hours instead of one skipping every other breath and storing that in a metal mind. You cannot concentrate on spells or be moving to store breath. 

Chromium (Stores Fortune)

Chromium (Stores Fortune)

Prerequisite: 7th Level

  • Tapping fortune gives you one charge of “lucky feat” usable for 10 minutes. 
    • You have 1 luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
    • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
  • Storing fortune makes you incredibly unlucky. 
    • -3 to all attack rolls, ability checks or saving throws. 

Electrum (Stores Determination)

Electrum (Stores Determination) 

  • Tapping Determination outs you in an over confident and manic state giving you
    • advantage on and charisma checks and saves. 
    • resistance to being frightened
  • Storing electrum makes you depressed giving you 
    • disadvantage on all charisma saves or checks. 
    • weakness to being frightened

Gold (Stores Health)

Gold (Stores Health)

Prerequisite: 5th Level

  • Tapping health provides you with 2d6 temporary hit points.
    (3d6 at 10th level; 4d6 at 17th level)
  • Storing health does 2d6 psychic damage to you. (3d6 at 10th level; 4d6 at 17th level).

Iron (Stores Weight)

Iron (Stores Weight)

  • Tapping Weight allows you to 
    • double your current weight, 
    • gives you advantage on shoving, grappling, and barricading doors, etc. 
    • disadvantage on acrobatics & athletics checks
    • Fall damage is doubled
    • You sink in water
    • etc.
  • Storing Weight allows you 
    • to be 1/2 of your normal weight, 
    • you are resistant to fall damage, 
    • you can high jump or long jump twice as far,
    • advantage on acrobatics and athletics checks
    • Shoves and grapples on you have advantage.
    • Double swim speed
    • etc.

Pewter (Stores Strength)

Pewter (Stores Strength)

  • Tapping Strength give you
    • You can lift twice your normal carrying capacity. 
    • Advantage on strength checks. 
  • Storing gives you
    • You can lift only half your normal carrying capacity, 
    • No two handed weapons, 
    • Disadvantage on strength checks

Steel (Stores Physical Speed)

Steel (Stores Physical Speed)

Prerequisite: 7th Level

  • Tapping speed gives you 
    • + 15 more feet movement
    • If you don’t move on your turn you may make 2 melee attacks,
  • Storing movement gives you 
    • - 15 feet of movement
    • On your turn only have time for one action OR bonus action OR reaction (not all 3)

Tin (Stores Senses)

Tin (Stores Senses)

  • Tapping senses gives you 
    • Advantage on perception, insight and investigation. And all checks that rely on sight, hearing, and sound. 
    • You have Darkvision for 60ft. 
    • Sensitivity to acid, thunder, bludgeoning, cold, fire, lightning, piercing, poison, radiant, slashing and thunder damages. When you take these types of damage roll a d4  of psychic damage and add it. 
  • Storing this sense gives you
    • disadvantage on perception, insight, and investigation. And all checks that rely on sight, hearing, and sound. 
    • You lose Darkvision, and can only see 15 feet in normal light. 
    • Numbed to acid, thunder, bludgeoning, cold, fire, lightning, piercing, poison, radiant, slashing and thunder damages. When you take these types of damage roll a d4   And subtract it from the damage you would take (you can’t gain health from this). 

Zinc (Stores Mental Speed)

Zinc (Stores Mental Speed)

  • Tapping Mental Speed gives you faster reasoning power. 
    • advantage on all Wisdom based checks (i.e. Animal Handling, Insight, Medicine, Perception, Survival)
    • Taking damage does not break concentration. 
  • Storing gives you slower reasoning power.
    • disadvantage on all Wisdom based checks (i.e. Animal Handling, Insight, Medicine, Perception, Survival) 
    • Taking damage is an automatic concentration break. 

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