Monk
Base Class: Monk

In a neon-drenched world of chrome and concrete, monks who follow the Way of the Augmented Fist blend ancient martial tradition with cutting-edge cybernetic enhancements. These warriors are living weapons, using implanted tech to amplify their bodies beyond biological limits. They do not hack systems or manipulate networks—they are hardware-focused, forged for raw physical dominance.

Cybernetic Augmentations

When you choose this tradition, you undergo extensive cybernetic enhancement. Your body is now a fusion of flesh and machine. Choose two of the following augmentations:

Adrenal Surge Regulator

You have a controlled adrenal injector that boosts your reflexes in key moments.

  • When you roll for initiative, you can spend 1 ki point to gain advantage on the roll and take an immediate bonus action.

  • You also gain a +20ft to your movement speed for the first round of combat.

Graviton Core Projector

An exotic gravity manipulator integrated into your spine lets you bend the battlefield.

  • Once per long rest (or 3 ki points), you may create a Gravitic Vortex as an action:

    • 20 ft radius, 10 ft high, 60 ft range.

    • Creatures of your choice must make a Strength save (Ki DC) or be pulled 15 ft toward the center and knocked prone.

    • You may immediately teleport to the center of the vortex (no action required).

  • While standing in the vortex area (lasts 1 round), you gain advantage on attack rolls and resistance to ranged attacks.

Integrated Drone Companion

You deploy a small shoulder-mounted or wrist-launched drone.

  • As a bonus action, the drone can move up to 30 feet and emit a bright flash or high-pitched tone. One creature of your choice within 10 feet of the drone must make a Constitution saving throw or have disadvantage on attack rolls until the start of your next turn.

  • You can use this ability a number of times equal to your Wisdom modifier per long rest.

Jump Pistons

You can add your Dexterity modifier to your jumping distance and height. In addition, you do not take damage from falling 40 feet or less if not incapacitated.

Modular Armament System

  • As a bonus action, you can transform one or both of your arms into melee weapons that count as monk weapons.

  • These weapons are integrated into your body, cannot be disarmed, and are considered magical for overcoming resistance.

  • While active, you gain a +1 bonus to attack rolls with these weapons.

  • Once per turn, when you hit with one of these weapons, you can deal an additional 1d4 of the weapon's damage type.

  • Choose the weapon’s profile when activating:
  • 6th level: Shortsword (1d6 piercing/slashing), Mace (1d6 bludgeoning), Longsword (1d8 slashing (1d10 versatile)), Warhammer (1d8 bludgeoning/piercing)
  • 11th level: Integrated Kinetic Pistol ((1d6 force damage) When used as part of the Attack action, you can fire once without breaking Martial Arts or Flurry of Blows.

    You may spend 1 ki point to make it a burst shot, dealing damage to two targets within 5 feet of each other (make separate attack rolls).  No extra attacks beyond one shot per turn.), Arm-Mounted Grapple Blade (((counts as a whip or spiked chain) 1d6 slashing, 10 ft reach, finesse) Once per turn, you can pull a creature up to one size larger than you 10 feet closer (Dex save vs Ki DC to resist). Can be used with Stunning Strike and Flurry of Blows.)

  • 17th level: Railblade Executioner ((1d12 slashing (force or lightning), monk weapon, versatile) Critical hits with this weapon explode with concussive force, dealing an additional 2d6 force to the target and every creature within 5 feet.), Shock Cannon Palm ((1d10 thunder, 30 ft cone, Dex save or take full damage, half on save (DC = Ki Save)) Costs 2 ki points. Doesn’t break Martial Arts feature, but can only be used once per turn.)

 

  • You can only have one active weapon form (e.g., Plasma Blade or Gun, not both).

  • Switching forms is a bonus action.

  • All forms are monk weapons and work with your Martial Arts and ki abilities.

  • Forms count as magical.

Neural Overclock Core

Your brain and body run at near-instant speed, blurring the line between thought and action.

  • You can take 2 bonus actions per turn instead of 1, once per short rest.

  • You can use 2 reactions per round, each for a different trigger.

  • Your movement speed increases by +20 feet.

  • You gain immunity to the slow spell and any effect that reduces your movement speed.

Optical Targeting Array

You gain advantage on one attack roll per turn with a monk weapon or unarmed strike.

Recoil Dampeners

When you use your Step of the Wind, you gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

Servo-Laced Limbs

Your unarmed strikes count as magical and deal an additional +1 damage. This increases to +2 at level 11 and +3 at level 17.

Thermal Pulse Nodes

You have built-in capacitors that discharge excess heat in close proximity.

  • You can expend 1 ki point to add 2d6 fire damage to your melee attacks until the start of your next turn.

  • Once per short rest, you can emit a pulse that melts mundane locks and restraints.

 

Reactive Servo System

  • Deflect melee attacks: When hit by a melee attack, roll your Martial Arts die and reduce the damage by the number rolled + your Dexterity modifier + your monk level. If damage is reduced to 0, you can make an unarmed strike against the attacker.

  • Instant Counter: If a creature misses you with a melee attack, you can spend 1 ki point to immediately make a counterattack.

Overclocked Body

You can push your cybernetics into overdrive. As a bonus action, you can enter an overclocked state for 1 minute. While overclocked, you gain the following benefits:

  • You gain +10 ft to your movement speed.

  • You have advantage on Dexterity saving throws.

  • You can make one additional unarmed strike as part of your Attack action (doesn’t stack with Martial Arts bonus attack).

Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 4 ki points to use it again.

Omega Frame Protocol

You’ve installed military-grade hardware into your frame. As an action, you can activate your Omega Frame for 1 minute. During this time:

  • Your unarmed strikes score a critical hit on a roll of 19 or 20.

  • You gain temporary hit points equal to your monk level at the start of each of your turns.

  • You can teleport up to 30 feet as a bonus action once per turn, appearing in a burst of light and static.

You can use this feature once per long rest, or by spending 6 ki points.

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