Monk
Base Class: Monk

Way of the Gear followers, or Gears for short, are artificially enhanced creatures, created with the intention to advance evolution but were eventually utilized as biological weapons of war. Though they are physically altered versions of existing species, they are not considered a new species of their own.

The Way of the Gear is different from most monastic traditions. Where most would have their members practice a certain art of combat, Gears share a fundamental trait: the possession of Gear Cells. Through the injection of these organisms and the application of magic, the cells can awake and manifest special abilities on the creature they reside on, making them faster and stronger than normal variants of their species could ever be.

But those who wish to become Gears themselves must know of the Gear's main flaw. The process of activating the Gear Cells can cause damage to an individual's psyche, making them run purely on instinct and be little more than mindless killing machines. But some—especially those derived from humanoid subjects—are able to retain their free will.

Burst

When you embrace this tradition at 3rd level, you become innately aware of the Gear Cells that reside within you, which resonate with your ki as you fight. When a creature makes a melee attack against you, you can spend 2 ki points as a reaction to impose disadvantage on the attack roll. You can do so after the creature rolls but before any effects of the roll occur.

At 8th level, your ability to harness Gear Cells as a defensive tool amplifies. You can use this feature when a creature makes either a melee or ranged attack against you, and afterward, you gain advantage on Dexterity saving throws until the start of your next turn.

Gear Weaponry

At 6th level, you gain the ability to confer your Gear Cells to your weapons, enhancing their lethality. By spending 1 hour in meditation, which can be done during a short rest, you can choose a weapon you're proficient with and imbue it with elemental energy. Choose fire, lightning, force, cold or radiant.

Attacks with this weapon deal additional damage equal to your Martial Arts dice. Additionally, this damage count as magical for the purpose of overcoming resistance and immunity to nonmagical damage. Only one weapon can have this effect at a time.

Roman Cancel

At 11th level, your connection to your Gear Cells has heightened your combat prowess, allowing for momentary bursts of adrenaline.

Once per turn, if you hit a creature with an attack, you can spend 4 ki points to gain an additional Action. This Action can be used to attack a creature you have previously hit this turn, use the Dodge action or the Disengage action.

Dragon Install

At 17th level, the Gear Cells within you have entwined to your body and soul so deeply that you can temporarily push yourself past your mortal limits.

As a Bonus Action, you can activate this feature and gain the following effects until the end of your next turn:

  • You add an extra Martial Arts dice of force damage to the damage of any of your attacks.
  • You gain advantage on Strength and Dexterity ability checks and saving throws.

When these effects end, you are overwhelmed by lethargy, leaving you Stunned until the start of your next turn.

This feature can be used once every 10 minutes, but as many times as half your proficiency modifier (rounded down) and expended uses are regained on a short or long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes