Monk
Base Class: Monk

The Dire Order is the feared elite guard of the Dirakov clan, rulers of Drakovia. The Order has thousands of years of experience integrating Arcanotechnology into their martial arts practice. Through intense training and study of Arcanotech and Primordy channeling, these monks enhance their bodies and minds with mechanical augmentations. The Dire Order's members are known for precision, resilience, and the menacing blending of mechanisms around and into their bodies.

Enhanced Strikes

Upon entering this path at 3rd level, you integrate minor Arcanotechnology into your martial arts. You are fitted with Dire Gauntlets, a thin series of strips of arcane metal grafted around your wrists, along the metacarpals, and up along the phalanges, with a similar set around the ankles, through the tarsals and metatarsals and on along the phalanges of the feet, which allow you to channel ki to deal lightning or force damage instead of bludgeoning damage with your unarmed strikes. Additionally, you gain proficiency with tinker's tools, and you can use them to change your enhancement settings following a long rest.

Augmentation Options: When you finish a long rest, choose one of the following augmentations:

  • Vibro-Knuckles: Your unarmed strikes have a +1 bonus to attack and damage rolls.
  • Static Conduction: Once per turn when you hit a creature with an unarmed strike, you can deal an additional 1d4 lightning damage.
  • Shockwave Amplifier: When you use your Martial Arts feature to make an unarmed strike as a bonus action, you can choose to push the target up to 10 feet away from you if they are your size or smaller.

Ki-Channeling Collar

At 6th level, you are fitted with an Arcanotech collar that is attached like a torc around your lower neck, along the back of your neck to the base of your skull, and around the back of your head to your temples. The collar is made of a thin, flexible arcane metal, and is fused to your head and neck through Primordy-enhanced surgical techniques, becoming a part of you rather than an item. Through this collar, you can channel your ki in surprising ways. You gain the following abilities:

  • Overdrive Surge: As a bonus action, you can spend 2 ki points to overclock your body. For 1 minute, your movement speed increases by 15 feet, and you have advantage on Dexterity (Acrobatics) checks and saving throws.
  • Dire Watch: Your integration with the collar has sharpened your senses. You can add your Wisdom modifier to any Intelligence (Investigation) or Wisdom (Perception) checks you make to detect mechanical devices or traps.

Primordy Pulse Generator

At 11th level, you integrate a powerful Primordy pulse generator into your collar, manifesting as an extension from the ends of the torc down to a pendant-like disc of metal in the center of your chest. This is crafted of the same arcane material as the collar and gauntlets, and becomes a part of you. Once this has been implanted, as an action, you can expend 3 ki points to release a pulse of arcane energy in a 20-foot radius centered on you. Each creature of your choice in that radius must make a Constitution saving throw against your Ki save DC. On a failed save, a creature takes 3d8 force damage and is pushed back 10 feet. On a successful save, the creature takes half as much damage and isn't pushed back.

Perfected Integration

By 17th level, your body and the Archanotechnology within you have become one. Additional arcane metal strips are fused along your shoulders and arms to meet the Dire Gauntlets, and along the spine and legs to the gauntlets around the feet. You gain the following features:

  • Synchronous Mind: You can now communicate telepathically with constructs and mechanical beings within 60 feet.
  • Mechanical Perfection: When you are reduced to 0 hit points but not killed outright, you can spend 5 ki points to drop to 1 hit point instead. When you do, you release an Primordy pulse (as described in Primordy Pulse Generator) without expending ki points.
  • Dire Strike: Once per long rest, you can unleash a devastating strike using all the power of your enhancements. As an action, you can make one unarmed strike with advantage. On a hit, the target takes an additional 4d10 force damage and must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Comments

Posts Quoted:
Reply
Clear All Quotes