Way of the Forge (5e Subclass)

Monk: Way of the Forge

Way of the steel monks are members of an old and forgotten tradition of martial artists specialized in the use of armors in combat. This method of combat was created by dwarven blacksmiths, who used their ki to shape and infuse metal, using armors almost like a second skin.

Steel Mastery

When you reach 3rd level, you have been trained on the secrets of forging and fighting with metal armors. You gain the following benefits:

• You gain proficiency with medium armor and heavy armor made of metal. Wearing these armors does not restrict the use of any of your monk features.

• You can don or doff any armor you are proficient with as a bonus action on your turn.

• You gain proficiency with smith's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Armored Combatant

Starting at 3rd level, you can use your armor effectively as a weapon. You can use the following techniques:

Devastating Gauntlet. While wearing an armor made of metal, as a bonus action, you may channel your power into a singular fearsome strike. If you do, your next unarmed strike during this turn has advantage. On a hit, you deal additional damage equal to your Martial Arts die + your Strength modifier. In addition, the attack deals double damage to objects and structures.
Iron Bull. While wearing an armor made of metal, you can spend 1 ki point to take the Dash action as a bonus action. The next attack you make after taking this action deals additional 1 point of damage for each 5 feet of movement taken, and the target must make a Strength saving throw against your Ki save DC or is knocked prone.
Inner Furnace

Steel monks are known for their ability to control hit with their ki to work metal. At 6th level, you gain the following abilities.

Heat Generation. You can spend 2 ki points to cast heat metal. Wisdom is your spell-casting ability. In addition, when you cast heat metal on an non magical object, you can mold the metal structure, object or transform raw metal into an object, spending the duration of the spell to make the changes. You need to have your smith's tools in hand to do it, and complex metal object creations may require a tool proficiency check, at DM's discretion.
Heat Absorption. While wearing a metal armor, you can control your temperature inside it. You become immune to the effects of the extreme heat or cold. In addition, as a reaction against an effect that deals fire or cold damage, you can spend 1 ki point to give yourself resistance to the chosen damage until the end of your next turn. If the damage is fire, the heat is absorbed by your armor, and your next unarmed strike deals additional 1d6 fire damage. You can increase this damage in 1d6 per additional ki point spent, for a maximum of 5 ki points.
Ki Smithing

Starting at 11th level, you learn how to imbue metal armors with your ki. When you finish a short or a long rest, you can spend 3 ki points and touch a nonmagical armor to infuse it with one of the following magical properties. The infusion lasts until your next rest.

You know two ki smithing Infusions, and can have two minor infusions or one major infusion active at the same time. You can't use the same infusion more than one time on the same armor, unless the infusion specifies the contrary.

Ironclad Monk

At 17th level, while wearing armor, you gain resistance to slashing, piercing or bludgeoning damage from weapons.

In addition, while you're wearing a heavy armor, any critical hit against you becomes a normal hit.

Infusions

Offensive Armor.
The attack trajectory is corrected towards the target, giving the wearer +1 to attack and damage rolls with unarmed strikes. Infusing this a second time will give a bonus of +2.
Defensive Armor.
A invisible ki barrier surround the armor, giving the wearer +1 to the AC. Infusing this a second time will give a bonus of +2.
Alter Density.
You increase the hardness of the metal in some specific spots, while decreasing in others. Chose two of the following damage types: bludgeoning, piercing or slashing damage. You gain resistance to one and vulnerability to another.
Elemental Protection.
When you learn this infusion, choose one of the following damage types: fire, cold, lighting or thunder damage. Your armor give you resistance to the chosen damage type.
Arrow Attraction.
While wearing this armor, you have resistance to attacks made with ranged weapons. In addition, whenever a ranged weapon attack is made against a target within 10 feet of you, you become the target instead.
Spell Breaker (major).
While wearing this armor, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

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