Base Class: Monk
A monk who follows the Way of the Cybernetic believes their body is a building block to true power through mechanical components. Their version of Ki is the Static Charge that flows within them from these mechanical additions. Some believe that the flesh is weak and that their mechanical sides are the true version of them but most simply see it as a fair transaction between flesh and metal.
Way of the Cybernetic, augment your body with mechanical parts. This class uses Static Charges instead of Ki; a change mostly in name but providing its own problems for you the player to work around. Is that extra bit of damage or stunning strike worth being stunned yourself?
In this subclass you will have boosts centered around Unarmed Strikes and fighting without weapons, enhancing your sight, strength, speed and/or vision using cybernetics.
Static Charge
Starting when you choose this tradition at 3rd level your Ki points become Static Charge points. Any features referring to Ki or Static Charge points can be used with these points. When you expend all Static Charge points you become Stunned until the start of your next turn - this effect occurs immediately after the Static Charge points immediate effect ends.
Power Infusion
Starting when you choose this tradition at 3rd level your unarmed strikes gain damage equal to your Martial Arts die as Lightning damage when you expend at least One Static Charge point this turn.
Cybernetic Overcharge
When you reach 6th level, you can overcharge your cybernetics. As a bonus action or reaction, you can spend 1 Static Charge point to overcharge yourself for 10 minutes unless otherwise stated.
When you use this feature choose one of the following effects. You can only have a maximum of Three of these effects active at the same time. The same effect cannot be stacked.
Overcharged Vision: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. You have advantage on all Perception checks involving sight.
Overcharged Defense: Can only be used as a reaction to an attack or spell attack. Increase your AC by +2. If the attack or spell misses you can move up to your movement and make an Unarmed Strike against the attacker. If you cannot reach the target you do not make the attack. The AC bonus ends at the start of your next turn.
This increases to +4 AC at 11th level and +6 AC at 17th level.
Overcharged Speed: You are considered under the effects of the Haste spell. If you lose Concentration on this effect via a damage source you are effected by the regular effects of the Haste spell and take 1d10 Lightning damage. This effect only lasts one minute.
Overcharged Strength: You add your Wisdom Score to your Athletics skill. You count as one size larger when determining your carrying capacity and the weight you can Push, Drag or Lift.
Recycling Static
Starting at 11th level, when you are Stunned regain half of your Static Charge points. (rounded down)
This effect can only happen Once and restores on a Long Rest. This increases to Twice at 20th Level.
Completion
Starting at 17th Level your cybernetic augmentations have reached their peak performance. Choose one permanent effect from the list below; your body can only handle one effect active at a time. You can change the chosen effect over the course of a Long Rest. You do not maintain any benefits from prior choices when you change effects.
Defense
While you are wearing no armor and not wielding a shield your Unarmored Defense is now calculated as AC equals 10 + your Dexterity modifier + your Wisdom modifier + Constitution modifier.
Health
Your Maximum Hit Points increase by fifty.
(If DNDBeyond does not increase your HP automatically, manually increase your maximum HP by 50 or use the Snippet labeled Completion to set it in your Character Sheet builder.)
Power
Your Martial Arts Die becomes 1d12 and your Unarmed Strikes gain your Wisdom modifier To Hit and Damage.
Speed
Your base movement is increased by 30ft.
Vision
Your Passive Perception increases by Five and you gain the effects of Overcharged Vision.
Overcharged Vision: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. You have advantage on all Perception checks involving sight.
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Posted Jun 14, 2023This is my first homebrew subclass creation, looking for comments and criticisms for making well thought out balance changes.
Please playtest the content before commenting "X is just broken lmao, seriously come on." or at least thoroughly read the content.