Base Class: Monk
Monks of the Way of Innovation take a different approach to their craft. Rather than focusing on meditation and spiritual connection, they spend their lives honing their bodies and minds, crafting weapons of elegance and brutality to assist their work. Becoming a monk of innovation requires years of training both in craftsmanship and martial arts, favoring heavy steel weapons over the standard, light weapons traditionally used by monks.
Bonus Proficiencies
Starting when you choose this tradition at 3rd level, you learn the basics of your choice of mechanical or chemical engineering. You gain your choice of proficiency with tinkering tools or alchemist's supplies
Spark of Inspiration
Starting when you choose this tradition at 3rd level, you learn the channel your ki into brief inspiration. As a bonus action on your turn you can expend 1 ki point to give yourself, or to touch a willing creature and give them a d4 inspiration die. Once during the next 10 minutes, when the creature makes an ability check, attack roll, or saving throw they can roll the die, adding the number rolled to the total roll, this die can be rolled after the d20 has been rolled, but before the DM says whether the check succeeds or fails.
This die increases with your monk die.
Student of Steel
At 6th level, you've learned to expertly wield not just your monk weapons but heavier weapons not normally used by other traditions. You gain your choice of proficiency with any two of the following, these weapons count as monk weapons for you: Battleaxe, Warhammer, Longsword, War pick, Flail, Rapier, Morningstar, heavy crossbow, longbow.
In addition, whenever you or another creature rolls an inspiration die provided by your "Spark of Inspiration" trait and adds it to an attack roll and hits, the inspiration bonus is added to the damage roll of the weapon or spell as well.
Siege Expert
Beginning at 11th level, you are an expert in assaulting buildings of all kinds from village houses to orcish strongholds, you gain the "Siege" property, meaning you deal double damage to structures. In addition, you may add your proficiency to any attack roll using a siege weapon you are helping operate.
Well-Oiled Machine
At 11th level, you are fully adept at working seamlessly in and out of combat with even the weakest of your allies. You have half cover while within 5 feet of an ally that is not incapacitated and if you would be forcefully moved while within 5 feet of an ally that is not incapacitated you may use your reaction to reduce this movement by 15 feet.
Iron Butterfly
At 17th level, you have mastered balance over both metal and flesh, embodying machine and martial artist alike. For one minute, you may enter a deep concentration, becoming as swift as the wind and stronger than steel. You gain resistance to bludgeoning, piercing, and slashing damage as well as a +2 to AC and a +10 to your movement speed and advantage on dexterity saving throws. You may additionally use your Spark of Inspiration ability for free at a range of 30 feet while in this state.
Once this state ends you must take a long rest before using it again.
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