Monk
Base Class: Monk

Way of Metal Monks started with the dwarfs. The idea of running around in nothing but a robe is just asking for death in the deep recesses of underground. They would train for long hours, first wearing heavy weights until they earned their own set of armor. Repeated strikes on hard rock for years help to prepare for any some of opponent. Their hands, callused till rock hard, can beat through almost any material.

The Way of Metal fighting style is slow compared to that of other monks, but each strike is calculated, with brutal precision. Their armor not only provides protection, but it enhances their unarmed strikes as well. Some can even replicate different metals and stone into their fighting style, gaining their power to overcome any obstacle.

The Way of the Metal is one of the few monk traditions warforges can learn, but is most popular among dwarfs, though any race can learn it. 

Armor Training

Way of Metal monks feel fighting in nothing but robes is asking for death. Steel can be trusted, and the Metal monks lose little in speed, even with the increased weight. When you choose this tradition at 1st level, you gain proficiency in Light, Medium and Heavy armor, but they must be made of either metal or other non living material. Ie: (Not hide or dragon plate) You can use your Martial Arts while wearing armor.

When you choose this subclass at level 1, you can gain either Scale Mail or Chain Mail as part of your starting equipment.

Brass Knuckles

Starting when you choose this tradition at 3rd level, you learn how to put the weight of your armor into your unarmed strikes.  While wearing Medium or Heavy armor that includes gauntlets, and using Strength, you gain +2 bonus to damage with your unarmed strikes. In addition, while wearing magical armor, you can add the enchantment bonus to your damage as well.

Ie. A third level Monk of Metal in +1 armor, gains a +3 bonus to damage with their unarmed strikes.

At 9th level, your bonus from Brass Knuckles increases to +3, and again to +4 at 16th level.

Titanium Body

Way of Metal monks practice as much on defense as offense. At 6th level, you gain advantage on any roll to resist being involuntarily moved, knocked prone or grappled. In addition, as a bonus action, you can enter a more defensive state, increasing your Ac equal to your bonus from Brass Knuckles, as you put more effort into blocking incoming attacks. The bonus to Ac lasts until you spend another bonus action to dismiss it, regaining your extra damage to unarmed strikes.

In addition, you can increased movement, even while wearing your armor. 10ft at level 6, +15 at level 10, +20 at level 14 and +25 at level 18.

Aspects of Metal

At 11th level, you learn how to adopt characteristics of metal and stone. By spending 2 Ki points at the start of your turn, you gain the benefits of one of the following benefits:

  • Adamantine Skin: Resistance vs Slashing, Piercing, and Bludgeoning damage.
  • Mithril's Grace: Advantage on Dexterity Saving Throws and Dexterity based skill checks.
  • Lead Mind: Advantage on Intelligence, Wisdom, and Charisma Saving Throws, though this gives no benefit against spells or effects you are already under the effect of. You are also considered to be surrounded by a thin sheet of lead for spell purposes.
  • Stone's Embrace: You gain the Petrified Condition.

Only one of these effects can be on active at one time. Each effect lasts until the start of your next turn.

Iron Soul

At 17th level, you have become one with your armor. Your armor cannot be damaged while we are wearing it and is immune to deterioration, such as rusting. While wearing armor, you are Immune to any spell or effect that would involuntarily alter your form. You are also Immune to Exhaustion and gain Resistance to Psychic damage.

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