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Way of the Metalbender

The Way of the Metalbender allows monks to manipulate metal using their ki. Those who follow this monastic tradition train and fight through a special set of metal armour designed to be easily controlled by the monk. Using this special armour, the metalbending monk expertly switches between armoured and unarmored styles of fighting. The most adept metalbenders can use their ki to control other metal objects.

Metalbending Armour

3rd-level Way of the Metalbender feature
You possess unique masteries with the element of metal. You gain proficiency in heavy armour and shields. You also learn the mending cantrip, which uses Wisdom as your spellcasting modifier.   While you’re wearing nonmagical heavy armour, you can use an action to channel your ki and turn it into Metalbending Armour, gaining the following benefits:
  • If the armour normally has a Strength requirement, it lacks this requirement for you. Additionally, you can use your Martial Arts feature while wearing your Metalbending Armour.
  • The armour can’t be removed against your will.
  • You can doff or don this armour as an action. When you do, you can use Flurry of Blows on the same turn as a bonus action.
  • The armour continues to be Metalbending Armour until you channel your ki into another suit of heavy armour or until you die.

Metalbending Techniques

3rd-level Way of the Metalbender feature
You use your Metalbending Armour as a weapon, deftly switching between armoured and unarmoured styles of fighting. While wearing this armour, you can use the following techniques shown below.   Each technique uses a piece of your Metalbending Armour, which decreases its AC by 1 for each piece used. When the armour’s AC reaches 10, you are no longer wearing the armour and considered unarmoured.   If your armour is missing any pieces as a result of using these techniques, you can cast mending on the largest intact piece. The armour will reassemble itself at the end of the spell’s casting and reconstruct any missing or destroyed pieces, bringing the AC back to its full amount.   Armour Burst. As an action, you can violently expel any number of remaining armour pieces in a 10-foot radius circle centred on yourself. You can also substitute a nonmagical metal shield in place of a piece of armour. Each creature of your choice inside the area must make a Dexterity saving throw against your ki save DC. On a failed save, the creature takes damage and is restrained for 1 minute (as if you were concentrating on a spell). On a successful save, the creature takes half damage and isn’t restrained. The damage roll for this technique is a number of Martial Arts dice equal to the number of armour pieces you expend, which is piercing damage. Also, a creature restrained in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.   Clasping Projectile. When you take the Attack action or use your Flurry of Blows, you can make a ranged weapon attack by shooting a piece of armour or a nonmagical shield you are wielding. This ranged weapon (range 30/90 ft.) is a monk weapon you are proficient in. On a hit, it deals piercing damage equal to a Martial Arts die, and you can force the target to succeed on a Strength saving throw against your ki save DC or have its speed reduced to 0 or become incapacitated until the start of your next turn (your choice). The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.   Metallic Force. Once on each of your turns, when you hit a creature with an unarmed strike, you can expend a piece of the armour to deal extra damage equal to a Martial Arts die.  

Gather Fragments

6th-level Way of the Metalbender feature
You use your ki to quickly regenerate your armour. As an action, you can spend 4 ki points to recall all pieces of your Metalbending Armour back to you. This also reconstructs any missing or destroyed pieces. If a creature is affected by one of your Metalbending Techniques when you use this action, the effect no longer persists. When you take this action, you can use Flurry of Blows on the same turn as a bonus action.   In addition, the damage you deal with your Metalbending Techniques now count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Metallic Manipulation

11th-level Way of the Metalbender feature
You’ve further honed your metalbending abilities. You can spend 2 ki points to cast one of the following spells without material components, which use your ki save DC: catapult, hold person, or heat metal. When you cast catapult, the chosen object must be made of metal, which can be a piece of your Metalbending Armour; when you cast hold person, the target must be wearing metal.   You can spend additional ki points to cast the spell as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points you can spend on this feature equals half your monk level (2 plus any additional points).

Metal Savant

17th-level Way of the Metalbender feature
Your metalbending has reached near mastery. While wearing heavy armour, bludgeoning, piercing, and slashing damage from nonmagical attacks is reduced by 3. Your Metalbending Techniques also gain additional benefits:   Armour Burst. The area effect is now a 30-foot radius centred on yourself. A creature that fails its saving throw also falls prone.   Clasping Projectile. A creature that fails its saving throw is now incapacitated and has a speed of 0. As a bonus action, you can move any number of creatures incapacitated by this technique 15 feet in any direction.   Metallic Force. The extra damage you deal on a hit is now equal to two Martial Arts dice.

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