Monk
Base Class: Monk

Monks of this path channel their discipline and focus through technological marvels and the mastery of heat based energy. By their own style of martial arts combined with mechanical brilliance, they forge their own path as warriors of steam.

Level 3: Steam

Starting at 3rd level, you can create and manipulate steam clouds as both a tool and a weapon. Steam is produced under the boiling heat needed for your Enhancers to function. For this reason Enhancer's are usually filled with water to regulate temperature alongside produce manipulable steam. Manipulating it using focus proves difficult for many new warriors of steam.

If a creature is inside of a steam cloud they are considered blinded when attempting to look outside of it. However creatures outside can see normally when looking inside. If a creature ends its turn or enters for a steam cloud fully for the first time in the turn, it takes 1d4 fire damage

This damage increases to 2d4 at 7th level, 3d4 at 13th level, and 4d4 at 17th level.

Level 3: Unique Enhancers

Also at 3rd level, you become able to create an "Enhancer" whenever you finish a short or long rest – a special item that fits perfectly around your wrist or heel and resembles a bracer. As a bonus action, you can switch the position of your enhancer from your heel to wrist or vice versa. When making your Enhancer, you may choose between Chain Enhancer (3rd level), Piston Enhancer (6th level), Or Drill Enhancer (11th level). Saving throw DCs for Enhancer features are determined by your Monk save DC.

Chain Enhancer:

If placed on your wrist. Your unarmed strikes are replaced with a retractable whip-like chain. Once per turn after making an unarmed strike you can immediately expend a focus point to target a creature within 15 ft of you that you can see. That creature must make a strength saving throw or be pulled towards you until they are within 5 ft of you. A creature automatically fails this saving throw if they are medium or smaller.

If placed on your heel. You gain a climbing speed equal to your walking speed. Additionally, whenever you expend a focus point, every space you occupied during your movement this turn, other than the space you're currently occupying, becomes filled with steam as you leave a grounded trail steam in your wake using leftover focus. This steam lasts until the start of your next turn.

Any previously built enhancers are destroyed if more are made at the end of a short or long rest

Level 6: Unique Enhancers: Piston Enhancer

At 6th level, You learn how to alter your enhancer to something with a bit more blunt power.

If placed on your wrist, your unarmed strikes are replaced with the blunt force of a hydraulic piston. Your unarmed strikes deal 1d6 additional bludgeoning damage. At the end of your turn you may choose to expend 3 focus points to summon a cloud of steam in a 10 ft radius around you through purposely overworking the piston and using focus to contain it in a designated area. This steam cloud lasts until the end of your next turn 

If placed on your heel, you can jump an additional 15 ft alongside how much you could before, vertically and horizontally. Additionally your unarmed strikes are automatically critical hits against non-magical objects.

Level 11: Perfected Design

At 11th level, your chain and piston Enhancers have been tweaked to perfection. You gain the following benefits:

Chain Enhancer:

When placed on your wrist it's range is now 30 ft.

When placed on your heel the steam clouds summoned by movement no longer needs to be activated by using a focus related ability. And instead can be activated on and off as a free action on your turn. 

Piston Enhancer:

When placed on your wrist the additional additional damage granted when landing an unarmed strike becomes 1d10.

When placed on your heel the additional jump bonus it grants becomes 30 ft.

Level 11: Unique Enhancers: Drill Enhancer

Additionally at 11th level you learn to create a high power drill used for drilling through both terrain and foes.

If placed on your wrist, When you make an unarmed strike against a corporeal enemy, once per turn, you can spend 2 focus points to imbed your drill in them. On subsequent turns either you or the embedded target can spend half of their movement speed to free themselves. Otherwise you and the embedded target are unable to move (either can still teleport). Embedded creatures take 1d8 piercing damage at the start of their turn.

If placed on your heel, you gain a burrowing speed equal to your walking speed that may only traverse soft earth. and at the beginning of your turn you may root yourself into the ground, dropping your speed to zero and making you immune to forced movement until the start of your next turn. You also gain resistance to force damage during this rooted state.

Level 17: Master of the Craft

At 17th level you've nearly perfected your unique tinkering skills. Building Enhancers and revolutionary inventions has become as simple as blinking to you. Thus you've learned how to combine and innovate two Enhancers.

At the end of a short or long rest, you may now build and wear two Enhancers and two Enhancers made by you may be in existence at the same time. You can build two different Enhancers or wear two of the same for a greater effect.

Switching the Enhancers still takes a bonus action, you may switch them around as much as you'd like with one use 

Different Enhancers can be put on different limbs such as drill on heels and chain on wrist or two chains on separate wrists to 'combine' them (see below for effects of 'combined' Enhancers)

 

Combined Chain: When two Chain Enhancer's are placed on your wrists, The distance the chain can travel becomes 60 ft and huge or smaller creatures instantly fail instead. After a creature fails this saving throw you may cause them to make a dex save or they become restrained as long as they remain within 5 ft of you. When two Chain Enhancer's are placed on your heels, Your climbing speed no longer requires free hands to use and creatures of your choosing are not affected by your trail's steam.

Combined Piston: When two Piston Enhancer's are placed on separate wrists, their additional damage goes up to 2d10 and gets a +2 to damage and to hit when making an unarmed strike. When two Piston Enhancer's are placed on your heels, You become immune to fall damage and unarmed strikes using your legs automatically critical hit against non-magical objects. dealing 3x damage instead of 2x

Combined Drill: When two Drill Enhancer's are placed on separate wrists, they cause you to do a stacking +1 damage for each unarmed strike you hit without moving. When two Drill Enhancer's are placed on separate heels, you Instead become immune to force damage when rooted and not even teleportation can unroot you from the ground unless you allow it. Additionally your burrowing speed may go through stone or similar materials

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