Base Class: Monk
Monks that follow the Way of Augmentation believe that physical perfection can only be achieved via technological enhancement. These martial artists combine artificer style technology with their physical melee prowess in an effort to perfect their physical being.
Mechanical Perfection
At 3rd level, when choosing to follow the Way of Augmentation, obsession with perfection via technology has led you to begin experimenting on your own body. You replace your arms with mechanical augmentations of your own design. These augmentations act as focuses to channel many of your subclass abilities and melee attacks and grapple checks made with them can use your Intelligence modifier instead of Strength or Dexterity for the attack and damage rolls, as well as determining your AC and ki-save DC.
Overcharged
As a bonus action on your turn, you can expend 1 ki point to overcharge your augmentations. While Overcharged, you gain access to more powerful abilities detailed later in the class description, but run the risk of exhausting yourself or even breaking your own devices in extreme cases.
Overcharge lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your Overcharge on your turn as a bonus action. If you expend the last of your ki points while Overcharged, you gain 1 level of exhaustion. Also, roll a d100. Rolling any number equal to or below your level in this class will allow you to recover 2 ki points and not gain exhaustion. Rolling an 80 or above results in your augmentations breaking, stunning you until the start of your next turn and causing you to be unable to use that augmentation until it is repaired. The chance of breaking your augmentations are reduced as you level up in this class and improve your tech, improving to 90 at level 6, 95 at 11, and becoming unbreakable at level 17.
Static Buildup
While Overcharged, your mechanical augmentations begin to generate their own electricity. You deal bonus lightning damage equal to your Intelligence modifier on each hit made with your mechanical augmentations. Also, a creature hit with one of your augmentations has disadvantage on attack rolls against targets other than you until the start of your next turn, as the augmentations magically emit a distracting pulse when the creature attacks someone else.
Obsessive Skill
When you choose this path at level 3, you gain proficiency with tinker’s tools used to build and modify your mechanical prosthetics. You also gain proficiency with another artisan tool of your choice. This tool must be incorporated into your augmentations, and only useable if your augmentations are currently functioning
Unrelenting Progress
You regain 1 expended ki point each time you roll a 20 on the d20 roll for an attack with your mechanical augmentations or deal a killing blow with your mechanical augmentations to a creature of significant threat (DM’s discretion).
Pummeling Pistons
After taking the attack action on your turn while Overcharged, you can choose to expend ki points to continue making additional attacks, spending 1 ki point per each additional attack. If you choose to expend more than half of your total number of ki points rounded up, you take 1 point of exhaustion at the end of your turn. If you expend the last of your ki points while using Pummeling Pistons, you gain 2 levels of exhaustion and roll to determine if your augmentations break.
Enhanced Reflexes
Starting at 6th level, you begin to augment more of your body, enhancing your legs. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. You also can expend 2 ki points while Overcharged to effectively cast haste on yourself through the augmentations in your legs as an action. The chance of breaking your augmentations when you expend the last of your ki while Overcharged also reduces to rolling a 90 or higher on a d100 at this level.
Integrated Perfection
You continue to modify your body, integrating more technology into your being, replacing more and more of your body. You gain resistance to non-magical bludgeoning, slashing, and piercing damage. You don’t need to eat, drink, or breathe, you don’t need to sleep, and magic can’t put you to sleep.
The chance of breaking your augmentations when you expend the last of your ki while Overcharged also reduces to rolling a 95 or higher on a d100 at this level.
Unrelenting Deluge
At 17th level, you can attack three times whenever you take the Attack action on your turn.







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