Monk
Base Class: Monk

Way of the Metal Fist monks are unique in the fact that they specialize in utilizing martial arts while wearing protective armor, a necessity on the battlefields they frequently find themeselves in. They train to act as the representatives for temples and monasteries who are forced to partake in a major conflict directly, or as defenders of the most valuable relics and artifacts their order possesses. They are trained in battlefield tactics and stratagem to help end conflicts as quickly as possible so the temple or monastery can return their focus to their normal activities.

Way of the Metal Fist monks wear heavy armor and fight using their now metal clad fists, rather than any other monk weapons. They are able to modify more traditional armor to allow for more maneuverability while still offering increased protection, and give up some utility for the ability to stand on the frontlines of a fight more readily.

Armored Arts

At level 3 when you take this tradition, you replace the Unarmored Defense feature with this feature. You also gain proficiency with heavy armor if you do not already have it.

Heavy armor you wear is modified by you to function better with you martial arts and nimble movements, adding your Dex modifier to the AC (max +2) and getting a +1 on all Stealth checks while wearing it. When you acquire a new set of heavy armor, you must spend time making modifications to allow it to function properly, this can be done as part of a long rest or over the course of 3 short rests. Until you do so, the heavy armor will function as normal armor and prevent you from using any monk class features until you complete the modifications.

Your armored fists and feet now deal and additional 1d4 Bludgeoning damage when performing an unarmed attack action (Unarmed strikes done as bonus actions or as part of a feat or feature do not apply this bonus damage).

Ki-Enforced Metal

At 6th level, you gain the ability to infuse your armor with your ki, allowing you to make it withstand powerful blows or strike with even more force.

During each of your turns you can do one of the following:

  • Spend 1 Ki point as a bonus action to have your next unarmed attack deal 1d12 additional Bludgeoning damage, and have the unarmed attack count as magical for overcoming resistances and immunities.
  • Spend 2 Ki points as a bonus action to strengthen the armor you're wearing, giving you +2 AC until you next spend Ki points. After you take damage from an attack, you must spend 1 Ki point to maintain the ki infusion.
  • Spend 2 additional Ki points when using Flurry of Blows or Deflect Missile to increase the damage by 1d6 Bludgeoning, and have the attacks count as magical for overcoming resistances and immunities.

Precise Armor Adjustments

After gaining enough experience with fighting in heavy armor, you have identified many small customizations that would aid you without giving up any benefits. As part of a Long Rest, you can work on a set of armor that you have already fitted for yourself to improve it further by choosing one of the following:

  • Remove most of the armor of your legs and instead have a skirt made of lightweight metal plates protect you, while freeing up your legs. You have +5 Speed while wearing this armor.
  • Adjust the armor so most of the weight is in the gauntlets and boots, adding extra weight behind your unarmed blows. You deal 1d8 additional Bludgeoning damage with your unarmed attacks while wearing this armor (This replaces the 1d4 damage granted by the Armored Arts feature).
  • You add extra plating to fortify the armor as much as possible without restricting your movement. You have +1 AC while wearing this armor.

You can only improve an armor with one of these improvements at a time. You can change which improvement is on an armor during a long rest.

The Perfect Weapon and Wall

You have become so accustomed to performing martial arts while wearing your armor, it feels nearly weightless to you, and you know how to utilize it into defending and attacking perfectly.

Your armor has its carry weight halved while you are wearing it. You can also now put the entirety of your heavily clad body into your blows, and channeling small amounts of Ki through it from the world around you. You can deal 1d6 additional Force, Bludgeoning, or Radiant damage with your unarmed attacks and your Flurry of blows.

Once per long rest, if you would take damage from an attack, you can roll a Wisdom saving throw with a DC of 18. If you succeed your armor and Ki deflect the attack. On a failed throw, you take half damage instead.

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