Base Class: Monk
An organization of cyberware users that use their fists and martial arts to subdue and kill their opponents. They are known for their inhuman ability to dodge and catch bullets with their enhanced reflexes and limbs. Followers of this organization are also equipped with a shocking cyberware in their fists to shock and short-circuit an enemy's cyberware.
Cyber-adaptation
Starting at 3rd level, all hits made with cyberware get a +3 bonus to hit because of your adaption to the mechanical workings in your body. Additionally, when you make the saving throw against cyberpsychosis you get an extra +3 to the roll.
Overcharge
Starting at 3rd level you can spend 3 Ki points to overcharge your own cyberware to attack more and move faster at the cost of being exhausted after its over. Whenever this ability is activated, gain the effects and drawbacks of Haste. This ability is usable a number of times equal to DEX mod.
Static Strikes
By 6th level, you have upgraded your cyberware to gather static energy to release it onto your foes through electrifying your fists for 1d6 electric damage by spending a Ki point. This turns to 1d8 at 11th level, and 1d10 at 17th level.
Iron Body
Starting at 11th level, you can take more hits with your body becoming more like steel than flesh with all the cyberware installed. Spend 2 Ki points to reduce damage taken by a melee attack by 1d10 + DEX mod + WIS mod.
Cyber-Perfection
Upon reaching 17th level, you've become chromed up to the max but still have control. Raises Con and Wis by 2 and raises their maximums to 22, also greatly reduces the chance of cyberpsychosis by making the saving throw have advantage.
Previous Versions
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