Base Class: Monk
As a Machine Monk, you have trained your body and mind to think and move like a machine does. While most other Monk initiations use their discipline to find inner peace and achieve the highest their bodies can manage, you cut all the flourishes out of your movement and accelerate to inhuman speeds. Your mind clear, you are no longer restricted by the limitations of standard mortality. You are hollow. You are Machine.
Efficiency Set: Protocol 1
Your ki inherently protects your mind and increases your speed, amplifying the force of your strikes and preventing others from interfering with your mental process.
Whenever you spend a Ki Point to use Flurry of Blows, your damage for your unarmed strikes gains an additional damage die equal to your current Martial Arts damage die and gain +2 to hit and damage.
Additionally, you automatically have advantage against all Wisdom and Intelligence Saving throws. At later levels, when you use Diamond Soul, you may use it to reroll both dice instead of just one.
Assault Set: Protocol 2
Your unarmed strikes now deal 2dx instead of 1dx normally, where x is the damage die number on your Martial Arts table. When you spend a Ki Point to use Flurry of Blows, your unarmed strikes get +3 to hit and damage until the end of the turn in addition to its secondary effect of adding a damage die of your current Martial Arts bonus.
You are immune to any status effects that result from broken bones, as your bones can no longer be broken.
You now sink in water and cannot swim without outside assistance. Your body weight increases by 50%.
You may spend 1 Ki point to give your unarmed strikes the Siege property for 1 minute.
Defense Set: Protocol 3
Your AC is increased by 1 if you have maximum Attunement to magical items. Whenever you spend a Ki Point, you gain resistance to non-magical Bludgeoning, Slashing, and Piercing damage until the start of your next turn (any damage that occurs at the start of your turn has this resistance applied).
If you fully block a physical ranged weapon projectile with Deflect Missiles, you may throw it back without spending a Ki Point. You may also use Deflect Missiles on magical projectiles; however, you must spend a Ki Point to throw it back if you fully block the damage. Note: Magic Missiles counts as several individual projectiles.
Furthermore, if you use your Reaction to Deflect Missiles, you may use Deflect Missiles again if you are attacked with another ranged attack.
Acceleration Set: Ascension Protocol
Whenever you use a Ki Point for Flurry of Blows, you gain two additional unarmed strikes during your Bonus Action. The bonus to your to-hit and damage is now +4.
You are immune to being Grappled. If you become Restrained, you may spend a Ki point to automatically break the Restraint.
You are now unable to forget. You are unable to forgive. You are unable to feel.
You are immune to Fear, Charm, Possession, Suggestions, Memory Alteration, and Forced Truth.
If you are damaged by Lightning, you lose your movement and cannot make Attacks of Opportunity until the end of your next turn. This applies even if you are immune to Lightning damage. Furthermore, your Charisma centric checks are treated as if you have a base Charisma score of 6.
Previous Versions
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8/14/2022 9:25:44 AM
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Coming Soon
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