Way of the Augment

by ptelzcra

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Way of the Augment

Whether out of necessity, lust for power, or some other driving force, some individuals choose to augment their bodies with Warforged technologies. These augmentations allow them to push their bodies beyond their physical limits and perform feats exceeding the capabilities of the average humanoid.

Augmentations

When you choose this tradition at 3rd level, you begin to augment your body with mechanical parts. You gain 3 Aug Points. You gain additional Aug Points with each Monastic Tradition feature.

Whenever you complete a long rest under the supervision of a Warforged mechanic, you can add any number of augmentations to yourself or replace any number of them that you have with other available augmentations. The total Aug Point cost of all your augmentations must be less than or equal to your total Aug Points.

Mechanical Ki

Beginning at 3rd level, you can choose to use your Constitution modifier in place of your Wisdom modifier when calculating your Ki save DC.

Mechanical Resilience

Beginning at 6th level, you can choose to use your Constitution modifier in place of your Wisdom modifier when calculating your AC with the Unarmored Defense feature from the monk class.

You gain 4 additional Aug Points. You should have a total of 7 Aug Points.

Release Restraint

Starting at 11th level, you have overcome the subconscious restraint on yourself when performing feats of strength, and you no longer have the same fear of overexerting your body. Whenever you make an Athletics (Strength) check, you gain a bonus to the check equal to your Constitution modifier.

In addition, you ignore the effects of exhaustion if your current exhaustion level is less than or equal to one quarter of your monk level, rounded up. If your exhaustion level is greater than one quarter of your monk level (rounded up), you suffer the effect of your current level of exhaustion as well as all lower levels, as normal. This feature has no effect when you reach 6 levels of exhaustion.

You also gain 5 additional Aug Points. You should have a total of 12 Aug Points.

Way of the Augment Monk
Level Total Aug Points Features
3rd 3 Augmentations, Mechanical Ki
6th 7 Mechanical Resilience
11th 12 Release Restraint
17th 18 Self Maintenance

Self-Maintenance

At 17th level, you are able to reliably perform self-maintenance and can replace any damaged or lost parts. You gain proficiency in either smith's tools or tinker's tools. Once per long rest, you can spend 10 minutes to repair yourself using either smith's or tinker's tools. When you do so, you regain hit points equal to 5d8 + your Constitution modifier. You can perform these repairs as part of a short rest.

When you use your Self-Maintenance feature, you can also reattach severed body members (fingers, legs, tails, and so on). You may need to purchase or otherwise procure replacements for lost body members. Consult your DM on ways you can obtain replacement body members.

In addition, you gain 6 additional Aug Points. You should have a total of 18 Aug Points.

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Augmentations

If an augmentation requires a level, you must be the level in this class to gain the augmentation. Some augmentations require ki points to activate. Some augmentations are upgrades of others and require another augmentation as a prerequisite. All augmentations and spells cast using augmentations use your Ki save DC.

Arm-Blades


  • Cost: 2 Aug Points

A shortsword embedded into each of your forearms. As a free action, you can cause the blades to erupt from your forearms. You can attack with these weapons as normal and can engage in two-weapon fighting. As a bonus action, you can retract the blades back into your forearms. While the blades are retracted, you cannot be disarmed of these blades, and these weapons are hidden from any search of your person unless someone knows how to discover them or passes an Investigation (Intelligence) check with a DC equal to your Ki Save DC.

As an action, you can make a ranged weapon attack with one of these blades, firing it from your wrist as a projectile with a range of 30 ft. On a hit, the projectile deals piercing damage equal to 1d6 + your Dexterity modifier. A launched blade can be collected and returned to the arm, or a new blade can be obtained from most Warforged mechanics.

Heated Arm-Blades


  • Cost: 2 Aug Points
  • Prerequisite: Arm-Blades

Your arm-blades now deal an additional 1d4 fire damage, including when launched as a projectile. When drawn, the blades emit a low glow of orange light in a 5 foot radius.

Arm Prosthesis Strength Enhancer


  • Cost: 1 Aug Point

Your Strength score is increased by 2. As normal, you can't increase an ability score above 20 using this augmentation.

Advanced Strength Therapy


  • Cost: 2 Aug Points
  • Prerequisite: Arm Prosthesis Strength Enhancer augmentation

Your Strength score is increased by an additional 2. As normal, you can't increase an ability score above 20 using this augmentation.

Drake Crowd Dispersion Unit


  • Cost: 3 Aug Points

While you have this augmentation, you can use an action to cast a spell by expending a Drake Crowd Dispersion Unit fuel cell. The spell you cast must be an evocation spell from the wizard spell list and must create either a cone or a line of effect that originates from you. The spell's level must be less than or equal to one half of your monk level, rounded up. The following table lists spells that can be cast using this augmentation.

When you cast a spell using this augmentation, you use its casting time and other rules, but you don't need to provide material components for it. In addition, you can spend ki points to increase the level of a spell that you cast using this augmentation, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each ki point you spend. When increased in this way, the spell's level cannot exceed one half of your monk level, rounded up.

The maximum number of fuel cells you can have at any time is equal to your proficiency modifier. New fuel cells can be obtained from most Warforged mechanics.

Drake Crowd Dispersion Unit Spells
Monk Level Spells
1st burning hands, frost fingers, tasha's caustic brew
3rd aganazzar's scorcher, gust of wind, rime's binding ice
5th lightning bolt
9th cone of cold
11th sunbeam
13th prismatic spray

Firearm Processing Servos


  • Cost: 1 Aug Point

You gain proficiency in firearms.

You can use a bonus action on your turn to make your ranged attacks with a firearm more deadly. When you do so, any target you hit with a ranged attack using a firearm takes an extra 1d4 damage of the weapon's type. Scatter damage is unaffected by this bonus action. You retain this benefit until the end of the current turn.

Aim Stability and Compensation


  • Cost: 1 Aug Point
  • Prerequisite: Firearm Processing Servos augmentation

You gain a +1 to attack rolls and damage rolls with firearms.

Force Application Processing System


  • Cost: 1 Aug Point

When you hit a creature with an unarmed strike, you can spend 2 ki points to deal 1d4 thunder damage to the creature and force the creature to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet.

Concussive Force Modifier


  • Cost: 3 Aug Points
  • Prerequisite: 5th level, Force Application Processing System augmentation

The damage die of your Force Application Processing System changes to your Martial Arts die.

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Glass-Shield Cloaking System


  • Cost: 2 Aug Point
  • Prerequisite: 3rd level

You can spend 2 ki points to cast invisibilty at 2nd-level, targeting yourself.

Advanced Cloaking Technology


  • Cost: 3 Aug Points
  • Prerequisite: 7th level, Glass-Shield Cloaking System augmentation

You can spend 4 ki points to cast greater invisibilty at 4th-level, targeting yourself.

Gravity Adjustment Receiving Mechanism


  • Cost: 1 Aug Point

You can now use the Deflect Missiles feature on small, high velocity projectiles, such as bullets from firearms.

Catalytic Gravity Manipulator


  • Cost: 1 Aug Point
  • Prerequisite: Gravity Adjustment Receiving Mechanism augmentation

Using this augmentation, you can cast the mage hand cantrip. When you cast it in this way, you cast it without verbal or somatic components, and the spectral hand is invisible. In addition, the range of the hand is halved, but the hand can carry up to 20 pounds of weight.

Hideaway Storage Compartment


  • Cost: 1 Aug Point

Both of your legs gain small service compartments inside your prosthetic thighs. The hideaway storage compartment can hold up to 20 sling bullets or 50 blowgun needles, among other things. It can hold up to one-fifth cubic foot or 6 pounds of gear. These compartments cannot be removed from your person except by a Warforged mechanic, and these compartments are hidden from any search of your person unless someone knows how to discover them or passes an Investigation (Intelligence) check with a DC equal to your Ki Save DC.

Icarus Dash


  • Cost: 1 Aug Point

When you use your Step of the Wind feature, your movement speed and jump distance are increased by 10 feet for the rest of the turn.

Icarus Strike


  • Cost: 1 Aug Point
  • Prerequisite: 4th level

When you use your Slow Fall feature and are not unconscious (including after any fall damage), you can create a shockwave of force. All creatures within 10 feet of you are pushed back 5 feet and take force damage equal to 1d10 + your Constitution modifier.

Wings of the Angel


  • Cost: 1 Aug Point
  • Prerequisite: Icarus Strike

The damage from your Icarus Strike now deals an extra 1d10 radiant damage, but a creature reduced to 0 hit points by your Icarus Strike falls unconscious and is stable. Your Icarus Strike and landing are now silent.

Implanted Rebreather


  • Cost: 1 Aug Point

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

Silent Subvocalizer


  • Cost: 1 Aug Point
  • Prerequisite: InfoLink

Transmissions using InfoLink are now sent via artificial telepathic communication. No sound is produced when transmitting a message.

Klipspringer Jump System


  • Cost: 1 Aug Point
  • Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Night Vision


  • Cost: 1 Aug Point

You gain darkvision up to 60 feet. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision from your race, its range increases by 30 feet.

Thermal Imaging


  • Cost: 1 Aug Point
  • Prerequisite: Night Vision

The range of your darkvision granted by the Night Vision augmentation increases by an additional 60 feet. All sources of heat within range of your darkvision emit a bright white glow. As such, these sources of heat do not benefit from nor are you hindered by anything which would lightly or heavily obscure the source of heat. This can be used to see invisible targets.

Optimized Musculature


  • Cost: 1 Aug Point

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

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Regenerative Health System


  • Cost: 2 Aug Points

Whenever you take the Dodge action in combat, you can spend one Hit Die and 1 ki point to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Retinal Interface


  • Cost: 1 Aug Point

You gain a heads-up display. You can use a bonus action to learn the following attributes about a creature you can see: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.

Retinal Filtering


  • Cost: 1 Aug Point
  • Prerequisite: Retinal Interface

You are immune to any negative effect which requires you to see an object, creature, or spell effect. In addition, you are cannot be blinded by any effect other than darkness or similar low-light situation.

Rhino Dermal Armor Mark I


  • Cost: 2 Aug Points

Your AC increases by 1 when using Unarmored Defense.

Rhino Dermal Armor Mark II


  • Cost: 2 Aug Points
  • Prerequisite: Rhino Dermal Armor Mark I

Your AC increases by an additional 1 when using Unarmored Defense.

Sentinel Health System


  • Cost: 1 Aug Point

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or somatic and material components.

Angiogenesis Protein Therapy


  • Cost: 2 Aug Points
  • Prerequisite: Sentinel Health System augmentation

Your maximum hit points increase by 8 + your Constitution modifier.

Smart Vision


  • Cost: 1 Aug Point

You gain a +1 to Investigation (Intelligence) and Perception (Wisdom) checks when scanning a localized area. Smart Vision can be used to help identify objects (not necessarily as detailed as an Identify spell) and to detect physical conditions.

Wall-Penetrating Imaging


  • Cost: 1 Aug Point
  • Prerequisite: Smart Vision

When you touch a surface, you can spend 1 ki point to see up to a 10 foot cube of space beyond that surface. This effect lasts until you remove your hand from the surface.

Social Enhancer


  • Cost: 1 Aug Point

You can spend 1 ki point to analyze the mental state of a creature while engaged in a social encounter. You learn the current emotional and mental wellbeing of the creature, such as their mood, as well as their exhaustion level and if they are currently concentrating on anything, such as a spell. You then gain a +2 to Insight (Wisdom) checks against the creature, until you finish a short or long rest.

Emotion Manipulator


  • Cost: 1 Aug Point
  • Prerequisite: Social Enhancer augmentation

When you use your Social Enhancer augmentation, you also gain a +2 to Deception (Charisma), Intimidation (Charisma), and Persuasion (Charisma) checks against the target until you finish a short or long rest.

Titan Arcane Shield


  • Cost: 3 Aug Points

You can spend 1 ki point to cast shield as a 1st-level spell without expending a spell slot.

Typhoon Crowd Disperser


  • Cost: 1 Aug Point

You must choose either lethal or non-lethal when you gain this augmentation.

You can spend 2 ki points to take a knee, exposing your back, and unleash a 360-degree burst of projectiles as an action. If lethal, you pelt all creatures within a 10-foot radius with incendiary projectiles dealing fire damage equal to 2d10 + your Constitution modifier. If non-lethal, you create a concussive force that deals bludgeoning damage equal to 2d10 + your Constitution modifier, and the creature falls unconscious and is stable if it is reduced to 0 hit points.

The Typhoon Crowd Disperser can only be used a number of times equal to your proficiency modifier before retrieving a reload from a Warforged mechanic.

Wall-Breaching System


  • Cost: 1 Aug Point

As an action, you can spend 1 ki point to punch a 3 foot by 6 foot hole in a wall, floor, or similar surface. To do so, you must succeed on a Strength check of 10 + the thickness of the surface in inches. The surface must be destructible.

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Warforged Hacking


  • Cost: 1 Aug Point

Using experimental docking ports connecting the head to any Warforged Inc. device, you can attempt to hack a machine, construct, or Warforged. You can interface with computer systems to send and receive information as well as issue light commands, including the command to shut down.

You can spend 1 ki point to cast command as a 1st-level spell. When you do so in this manner, the spell has a range of touch and requires no verbal component, but you can only target Warforged and constructs. The target does not need to understand a language.

Domination Software


  • Cost: 1 Aug Point
  • Prerequisite: 6th level, Warforged Hacking augmentation

You can spend 5 ki points to cast dominate person as a 5th-level spell. When you do so in this manner, the spell has a range of touch and requires no verbal, somatic, or material components. The target restriction is changed from humanoids to constructs and Warforged. A target immune to the charmed condition is still affected by this spell.

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