Way of the Mechanised Fist (5e Subclass)
From D&D Wiki
Way of the Mechanised Fist[edit]
Monk Subclass
The way of the mechanised fist are warrior monks that have lost their arms in battle but given a new lease on life via arcane constructs that have been attached on their person to replace what was lost. with these new appendages these monks are now able to perform new and more powerful feats be that elemental in nature or arcane in nature
- Mechanized Prowess
At 3rd level, your mechanical knowledge enables you to craft special arms that merge both your knowledge of engineering and ki. These metallic arms work as an armor that cover only your arms (don't count as armor for the purpose of your monk features) or as magical prosthetics if you don't have one or two arms.
You can use your Wisdom modifier, rather than Strength, for Strength checks and saving throws relating to your arms; you also can use your Wisdom modifier, rather than Strength or Dexterity for attacks and damage rolls with unarmed strikes and attacks with weapons made using those arms.
If your arms are ever destroyed, you can craft another pair over the course of a short or a long rest. You can also choose one modification for your arms, from the list below. You can choose a new modification at 6th, 11th and 17th levels.
- Spiked Knuckles. You can spend 1 ki point to activate the spikes for 1 minute. For the duration, your unarmed strikes made using the arms cause additional piercing damage equal to your martial arts die.
- Vice Palms. These palms make your grappling a lot easier. You can spend 1 ki point to activate the strong palm grip for 1 minute, giving you Advantage on grappling checks and on Strength checks made to keep your hold onto a creature, surface or object. You also gain a climbing speed equal to your movement speed when you do so.
- Clawed Fingers. You can spend 1 ki point to activate those claws when you hit a creature with an unarmed strike. When you do so, the creature takes slashing damage, rather than bludgeoning, and bleeds profusely for 1 minute, or until it regains at least 1 hit point. For the duration, at the start of each of its turns, that creature will lose a number of hit points equal to your martial arts die. This doesn't affect creatures that don't have blood.
- Chained Fist. You add a short chain that can be activated for 1 minute by spending 1 ki point. When you do so, your unarmed strikes with the metal arms can be made against creatures within 30 feet. In addition, whenever you hit a creature with a Chained Fist, you can pull that creature or unheld object Large or smaller up to 10 feet in a straight line towards you. If the creature or object is Huge or larger or is not unheld, you are pulled towards it instead.
- Hammer Elbows. You add small steam rockets that increase the impulse of your strikes. You can spend 1 ki point to activate these steam rockets for 1 minute. For the duration, whenever you hit a creature, you can attempt to shove that creature. In addition, while active, attacks against non-magical objects are criticals using these arms.
- Elemental Capsules
At 3rd level, you gain the ability to empower your mechanized arms with capsules infused with elemental power, that can be fired through your strikes. To craft said capsules, you need to have the tinker's tools or the jewelers tools in hand, and spend 1 gp per capsule and an amount of gold in gem dust of the appropriate type for the capsule. The process takes 10 minutes, requires you to spend 2 ki points and counts as light activity.
Each arm can hold one capsule. When you hit a creature with an unarmed strike, you can choose to use one of the capsules, infusing the strike and causing additional 2d6 damage from the capsule type.
Each capsule is depleted after an infused strike, and is automatically expelled on the ground after depleted. Loading a capsule in the arms requires a Bonus Action. Depleted capsules can be collected and used as raw material for new infused capsules.
The capsule's damage type depend on the type of gem dust used on its creation: acid (20 gp sulfur), cold (15 gp opal), fire (15 gp ruby), lightning (15 gp opal), necrotic (25 gp onix), poison (10 gp cinnabar), radiant (25 gp diamond), thunder (20 gp topaz).
- Sparks of the Arcane
At 6th level, your arms can now store small amounts of arcane energy. You can use an empty capsule to store spells of 1st and 2nd levels. To do so, a willing creature must hold the capsule, choose a spell known or prepared, and spend the appropriated spell slot.
When you load the capsule on your arm, you can cast that spell as if you knew that spell, by depleting that capsule. If the spell requires a spell save DC, use your ki save DC. If it requires a spell attack bonus, use the following number: your Wisdom modifier + your proficiency bonus.
- Mechanized Fortification
At 11th level, you embrace your metallic arms, increasing their potency and adding new functions to them. You can choose one of the following benefits, that reinforce your arms. You gain a new modification at 17th level:
- Adamantine Plating. These fortified defenses give you a bonus of +2 to your AC. In addition, whenever you take bludgeoning, piercing and slashing damage, you can use your reaction to halve that damage.
- Siege Reinforcement. You cause double damage to objects, structures and constructs with this modification. In addition, you can push creatures hit by your unarmed strikes 10 feet back.
- Deflective Shield. You can now deflect any type of attacks (not only missiles and ranged weapon attacks) with your Deflect Projectiles feature.
- Superior Force. You score critical hits with a 19-20 and your damage die becomes 1d10 with unarmed strikes made with these arms. This increases to 18-20 and 1d12 at 17th level.
- Hidden Blades. You attach three small and fine blades, which come out from between your knuckles. When you roll initiative, or as a bonus action during your turn, you can activate the blades. These blades are monk weapons, have the light and finesse properties, and cause 2d6 slashing damage on a hit. The blades are considered magical, and have a bonus of +3 on attacks and damage rolls. You have Advantage on attack rolls with this blades on your first turn of combat.
- Mastery Over Metal
At 17th level, your mastery over your metallic arms go beyond you could have ever dreamed. You gain the following benefits:
- Your elemental capsules cause 4d6 damage, rather than 2d6.
- You can infuse your metallic arms with ki. You can spend up to 3 ki points to magically infuse your arms, granting yourself a +1 to +3 bonus on attacks and damage rolls, depending on the amount of ki spent. This bonus is not cumulative to magical bonuses granted by spells or magic items.
Back to Main Page → 5e Homebrew → Character Options → Subclasses