Monk
Base Class: Monk

Monks of the Way of the Edgerunner fuse ancient monastic teachings with advanced cyberware, reflecting a blend of tradition and technology. These monks risk Cyberpsychosis, a state where they push their augmentations to their limits, gaining power at the cost of potential uncontrollable rage. They enhance their abilities with various cyberware, from powerful arm modifications to high-tech operating systems, altering their physical and combat prowess. As they progress, they embody legendary figures from the cyberpunk mythos, gaining iconic powers and abilities.

Cyberpsychosis

Starting when you choose this tradition at 3rd level, you risk falling into Cyberpsychosis when you push your cyberware to its limits. This feature activates when you spend all of your ki points before completing a short or long rest.

Trigger: If you spend all of your ki points before completing a short or long rest, you risk entering Cyberpsychosis.

Effect:

  • Uncontrollable Rage: As an action, you enter a state of Cyberpsychosis. When you enter this state, you regain a number of expended ki points equal to one-third of your Monk level, rounded down (minimum of 1). For 1 minute, at the start of each of your turns, you must make a Wisdom saving throw against your ki save DC. On a successful save, you gain control for that turn and can act normally. On a failed save, you attack the closest creature to you regardless of its allegiance. If the closest creature is an ally, they can make a Dexterity saving throw against your ki save DC to calm you during your rage. On a successful save, they take half damage from your attack. On a failed save, they take full damage.

  • Damage Reduction: While in Cyberpsychosis, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. Additionally, at the start of each of your turns while in this state, you take psychic damage equal to half your Monk level (rounded down, maximum of 5). You can make a Wisdom saving throw against your ki save DC to reduce this damage by half on a successful save.

  • Mind Overload: After the 1-minute duration ends, or if you drop to 0 hit points while in Cyberpsychosis, you gain the incapacitated condition until the end of your next turn.

Usage Restriction: You can only enter Cyberpsychosis once per long rest. If you enter Cyberpsychosis, you must complete a long rest before you can use your ki points again to avoid falling into Cyberpsychosis.

Cyberware Augmentation: Arm Enhancements

At 3rd level, you start enhancing your body with specific augmentations to your arms. Choose one augmentation for your arms.

Gorilla Arms

Enhanced Dexterity: Your Dexterity score becomes 17. If your Dexterity is already higher, it remains unchanged. Additionally, your unarmed strikes deal an additional 1d4 damage. You can also grapple or shove a creature as a bonus action, but this can only be done once per short or long rest.

Power Surge: You can spend 1 ki point to add 1d4 damage of your choice (fire, acid, or lightning) to all unarmed strikes you make until the end of your turn. This feature can be used once per short or long rest.

Mantis Blades

Retractable Blades: As a bonus action, you can deploy mantis blades, allowing your unarmed strikes to deal slashing damage. You can spend 1 ki point to add 1d4 damage of either fire, acid, or lightning to all unarmed strikes you make until the end of your turn.

Leaping Strike: As an action, you can spend 1 ki point to make a 15-foot leap and then make an unarmed strike that deals an additional 1d6 slashing damage on a hit.

Blade Block: When you land an unarmed strike with the mantis blades, you gain a +2 bonus to your AC until the start of your next turn.

Projectile Launch System

Integrated Launcher: You gain a ranged attack option using your integrated launcher. As an action, you can spend 1 ki point to launch a projectile, dealing 2d4 force damage to a target within 60 feet. The damage increases by 1d4 of either fire, acid, or lightning damage for each additional ki point spent, to a maximum of 3d4 additional damage.

Cyberware Augmentation: Operating System

At 6th level, you enhance your body with a high-tech Operating System (OS) that grants you unique abilities. Choose one of the following OS types:

Berserker

Adrenaline Surge: You can activate the Berserker OS as a bonus action by spending 2 ki points. For the next minute, you gain the following benefits:

  • You have advantage on Dexterity-based attack rolls, checks, and saving throws.
  • When you hit a creature with an unarmed strike, you can add half your Dexterity modifier (rounded down) to the damage roll as additional damage.
  • You gain temporary hit points equal to twice your Monk level.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Cyberdeck

Hacking Suite: You can activate the Cyberdeck OS as a bonus action by spending 2 ki points. For the next minute, you gain the following benefits:

  • You can cast detect thoughts once without using a spell slot or material components.
  • You can use your action to cast suggestion once without using a spell slot or material components.
  • You gain proficiency in Intelligence saving throws.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Sandevistan

Time Dilation: You can activate the Sandevistan OS as a bonus action by spending 2 ki points. For the next minute, you gain the following benefits:

  • Your movement speed increases by 10 feet.
  • You can make one additional attack when you take the Attack action on your turn.
  • You have +1 on attack rolls.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Cyberware Augmentation: Limbs Enhancements

At 6th level, you can choose one of the following cyberware augmentations for your limbs:

Hands

Shock Absorbers: Your unarmed strikes deal an additional +2 damage. This applies to any unarmed strike, including those made with Mantis Blades or Gorilla Arms. Spend 1 ki point to increase the damage of your unarmed strikes by an additional 1d4 until the end of your next turn. This can be used once per short or long rest.

Legs

Reinforced Tendons: You can jump twice the normal distance, and your movement speed increases by 10 feet. Spend 1 ki point to gain advantage on Dexterity (Acrobatics) checks and the ability to walk on vertical surfaces and across liquids for 1 minute. This can be used once per short or long rest.

Cyberware Augmentation: Body Enhancements

At 11th level, you can choose one of the following body augmentations:

Circulatory System

Regenerative Boost: You recover hit points equal to your Dexterity modifier at the start of each of your turns if you are below half your hit points. Spend 1 ki point as a reaction when you take damage to immediately regain hit points equal to your Dexterity modifier. This reaction can be used once per short or long rest.

Integumentary System

Armor Plating: Your AC increases by +1 and you gain resistance to acid and fire damage. Spend 2 ki points to gain resistance to all damage types for 1 minute. This feature can be used once per long rest.

Skeleton

Reinforced Frame: You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. You have advantage on Dexterity checks and saving throws. Spend 1 ki point to gain temporary hit points equal to your Dexterity modifier + half your Monk level for 1 minute. You also gain advantage on saving throws against being restrained or grappled for the duration. This feature can be used once per short or long rest.

Cyberware Augmentation: Cognitive Enhancements

At 11th level, you can choose one of the following cognitive enhancements:

Face

Clairvoyant Optics: You have Darkvision out to 60 feet and can see through normal and magical darkness to a distance of 30 feet. Spend 1 ki point to gain truesight out to 30 feet for 1 minute. This feature can be used once per long rest.

Frontal Cortex

Mental Resilience: You gain resistance to psychic damage and advantage on saving throws against being charmed or frightened. Spend 2 ki points to gain immunity to psychic damage and advantage on all Intelligence saving throws for 1 minute. This feature can be used once per long rest.

Nervous System

Quick Reflexes: You have advantage on Dexterity (Stealth) checks and Dexterity saving throws. Spend 3 ki points to gain the benefits of the Haste spell for 1 minute. This feature can be used once per long rest.

Embodiment of Legends

At 17th level, you can choose to embody the legacy of one of Night City’s most iconic figures. Your choice grants you powerful abilities that reflect the legend you strive to become:

Adam Smasher

Full-Borg Dominance: You can spend 5 ki points to enter a berserk mode for 1 minute. During this time, you gain the following benefits:

  • Your melee attacks deal an additional 1d6 force damage.
  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
  • You are immune to the charmed and frightened conditions.

Unyielding: If you drop to 0 hit points while in this state, you can spend 4 ki points to drop to 1 hit point instead. This can be used once per long rest.

Johnny Silverhand

Rockerboy’s Rebellion: You can spend 6 ki points to cast mass suggestion without using a spell slot or material components. You gain proficiency in Charisma saving throws. Additionally, you have advantage on Charisma checks made to inspire or rally others against oppression.

Legendary Legacy: As an action, you can spend 4 ki points to impose disadvantage on all attack rolls made against you until the start of your next turn. This feature can be used once per short or long rest.

V

Mercenary’s Resolve: You can spend 5 ki points to enter a heightened state of focus for 1 minute. During this time, you gain the following benefits:

  • You can make one additional attack when you take the Attack action on your turn.
  • You have advantage on either attack rolls or saving throws (your choice when you activate this ability).
  • You regain hit points equal to your Wisdom modifier at the start of each of your turns.

Urban Legend: Once per long rest, when you reduce a creature to 0 hit points, you can choose to immediately regain ki points equal to half your Monk level (rounded down). This feature can be used once per long rest.

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