Monk
Base Class: Monk

In a long forgotten realm, the origin of Duergar and Drow was never related to neither vile fiends, spiders in the dark or damnable actions of tyrannic overlords. Instead, it was to flee from such origins, to not walk in the footsteps of the Dwarves and Elves they did not agree with. These figures were changed forever more, as they found the form of an ancient Giant, and put down their arms and differences in order to learn from the elder Titan. Together, they learned to tend the fire of the mountain and to bend the cold metals found underneath. They have different names in both of their cultures, they are few in numbers, yet both names translate into “Forge Hand” in both languages. 

   The Dwarves and Elves who worked the Titan’s forge had their skin turned dark as the ash, iron and rock around them, and some Duergar and Drow continue to uphold these ancient traditions, even as they have changed and been twisted by their differing cultures. Svirfneblin Gnomes were the third to follow suit, but discovered these arts separately from either Duergar or Drow, and thus have a different cultural role given to their Forge Hands. Rather than seen as traditionalists, Gnomish Forge Hands are seen as dangerous, corruptive and damnable.

   There has only been a single known Human Forge Hand, an unnamed and scrawny figure who was found working alongside the Titan by the time that the Duergar and Drow first met their Giant Lord. There is a theory that the name given to them hailed from this individual, the Hand of the Forge, the assistant of the Titan Smith.

Monastic Artisan

When you choose this tradition at 3rd level, you  gain proficiency with two of your choice of Glassblower's tools, Jeweler's tools, Mason's tools, Potter's tools, Smith's tools or Tinker's tools.
   In addition, you add your Wisdom modifier to any roll associated with these Tools.

Hammer & Anvil

At 3rd level, your special metallurgic training leads you to mold stone, clay, metal and fire with both a fine touch and powerful strikes. You gain the following benefits:

Hammerhand. For 3 ki points, you can become the forge in the midst of a battlefield. For minute, you can cause your monk weapons and your unarmed attacks to deal bludgeoning, fire, piercing or slashing damage, as they are reshaped and molded against the anvil that is your enemies.

• To My Will. When you attempt to create, utilize or manipulate something with a Tool you are proficient with, you can spend 1 ki point to add your martial arts die to the roll.

Break the Mold. For 1 ki point, you can use a bonus action on your turn to make your attacks destroy any type of artifice. When you do so, any construct or inanimate object you hit with a melee attack using a monk weapon or your unarmed attack takes an extra 1d10 damage. You retain this benefit until the end of the current turn.

Ashen Skin

At 6th level, your body changes, granting you the following benefits as long as you possess 1 ki point:

Iron Dust. Your skin shimmers like dark, oiled and polished black iron. You gain resistance to cold and fire damage.

Tools of Creation. You may use your bare hands as if they were the tools mentioned in your Monastic Artisan feature.

Reshaping Touch

When reaching 11th level, your touch is like a whetstone for a dulled blade. As part of creating, repairing or reforging something, you may place 1 ki point into a nonmagical item made out of a worked mineral such as glass, stone or metal. When you do, the object counts as magial but is not affected by effects which would cancel magical features, such as an antimagic field or counterspell. It retains the ki point forever, the item breaks, or you touch it and reclaim your ki. You may, if you so desire, pour more than 1 ki point into an item, up to a total of 3 ki points. For each ki point placed within an object, it gets one of the following benefits:

• Heat Treated(Armor, Buildings & Shields only). The item is as durable as the forge itself. The enhanced object gains resistance to cold and fire damage. If it is worn by someone in the form of a armor or shield, its wielder gains this resistance as well.

• Glowing Hot (Weapons Only). The weapon can, as an action, burst into flame, gaining 1d6 fire damage until it is dismissed. It sheds a bright light, as if it was a torch, and will cause anything or anyone who are struck by the weapon to be lit aflame unless they succeed on a DC 14 Dexterity saving throw. Those who are caught on fire takes the fire damage of this weapon at the start of their turn, and are given a new chance at patting out the flames.

• Mastercrafted. The item in question gains a +1 modifier to it, as if it was a magically enchanted object. This benefit can be selected up to three times.

• Keen. Moving almost as if it was animated with the power you bestowed it, a weapon or tool is created with true passion. When attempting a roll with this weapon or tool, it critically succeeds on a roll of 19-20. 

• Everlasting. The item in question is not only durable, but is made to live longer than its creator. The item remains clean, sharpened and seemingly repairs itself if it receives wear and tear.

• Lasting Bond. This item can connect to its wearer. As a bonus action, the owner of this item can call it to their side, as long as both of them are on the same plane of existence, causing it to appear in their hand.

Melt Away

Finally, at 17th level, the fiery titan's pride lives on in you. You gain immunity to cold and fire damage, and ignore the resistance of any artifice, including inanimate objects, constructs and the like, magical or not. In addition, as a bonus action, you may spend 6 ki point to melt away anything you strike with a monk weapon or your unarmed strike, dealing 6d10 fire damage to it. If you perform this ability upon worked or unworked stone, you may melt through it at such a rate where you may walk forward up to your movement, creating a tunnel through the molten mineral.