Monk
Base Class: Monk

Prerequisite: To take this subclass, you must select Warforged for your species.

Warriors of the Iron-Bound Soul are warforged who seek to perfect the union between their constructed bodies and the living spirits within them. Through rigorous discipline, they learn to reinforce their frames beyond their intended limits, turning armored plating into an impenetrable defense and heavy limbs into devastating weapons. To these warriors, steel and stone are more than the materials of their creation—they are extensions of the soul, strengthened through will as readily as flesh is strengthened through training.

Level 3: Armament Configuration

When you attack with an Unarmed Strike, you can instead make one of the following special Unarmed Strikes.

Breaching Spike. The Unarmed Strike deals Piercing damage, and has a reach of 10 feet.
Hammering Fist. 
The Unarmed Strike deals Bludgeoning damage, and can push a target up to 5 feet away from you on a hit.
Sweeping Blade. The Unarmed Strike deals Slashing damage. If you miss with the attack roll, the target takes Slashing damage equal to half the damage the Unarmed Strike would normally deal, ignoring any additional damage that occurs only on a hit.

Level 3: Overclocking

At the start of your turn, you can expend 1 Focus Point to overclock your internal mechanisms for 10 minutes. For the duration, your Armor Class increases by 1, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and you can't be moved against your will or gain the Prone condition.

When you activate Overclocking, you also gain Temporary Hit Points equal to two rolls of your Martial Arts die.

In addition, once per turn when you hit a creature with an Unarmed Strike while Overclocking is active, you can expend 1 Focus Point to deal extra damage to the target equal to one roll of your Martial Arts die. The extra damage is the same type dealt by the Unarmed Strike.

Level 6: Enhanced Weaponry

Your integrated armaments become even more formidable while your internal mechanisms are pushed beyond their normal limits.

While your Overclocking is active, you can use the Mastery property associated with each of your Armament Configurations, as shown below. You don't need to have the Weapon Mastery feature to use these properties.

  • Breaching Spike - Slow
  • Hammering Fist - Topple
  • Sweeping Blade - Cleave

In addition, while your Overclocking is active, the Martial Arts die used to determine the damage of your Unarmed Strikes increases by one step: from 1d8 to 1d10, from 1d10 to 1d12, or from 1d12 to 2d8.

Level 11: Alloyed Plating

When you activate your Overclocking, choose one of the following metals to infuse into your armored plating. You gain the chosen metal's benefits until your Overclocking ends.

Adamantine. Critical Hits against you become normal hits, and your Unarmed Strikes deal double damage to objects and structures. In addition, you have Resistance to Bludgeoning, Piercing, and Slashing damage.
Mithral. Your Speed increases by 15 feet, and you have Advantage on Dexterity saving throws and Dexterity ability checks. In addition, when you use Flurry of Blows, you can make five Unarmed Strikes instead of three. When you do so, each of those strikes deals half its normal damage on a hit. If one of those attacks misses, it deals no damage, regardless of any other feature that would cause it to deal damage on a miss.
Orichalcum. You have Resistance to damage dealt by spells, and you gain a +1 bonus to Intelligence, Wisdom, and Charisma saving throws.

 

Level 17: Core Rupture

When you activate your Overclocking, you can expend 1 additional Focus Point to rupture your internal components and push your body beyond its designed limitations. When you do so, you take damage equal to two rolls of your Martial Arts die. This damage has no damage type, can't be reduced or prevented in any way, and ignores Temporary Hit Points.

Until your Overclocking ends, your Speed increases by 10 feet, and your Unarmed Strikes deal an additional 2d6 Force damage on a hit.

In addition, when you activate Core Rupture, the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Prone, Restrained, and Stunned conditions end on you. You are immune to those conditions until your Overclocking ends.

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