Way of the Grafted Fist

Way of the Grafted Fist

3rd-level Way of the Grafted Fist feature

Monks of the Way of the Grafted Fist have achieved harmony between flesh and machine. Unlike the brutal Grafted barbarians, these monks use precise technological implants to enhance their martial arts, channeling ki through cybernetic meridians. They are most common in monasteries near Lirath Vale, where masters teach that perfection lies not in rejecting technology, but in integrating it with discipline and control.

Integrated Strikes

At 3rd level, you've implanted subtle technological enhancements into your body. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you hit with an unarmed strike, you can spend 1 ki point to deal an additional 1d6 lightning damage. This damage increases to 1d8 at 11th level and 1d10 at 17th level.

Cybernetic Enhancement

At 3rd level, choose one enhancement from the list below. You gain an additional enhancement at 6th, 11th, and 17th level.

Enhancement Options:
- Optical Augment: You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet. Additionally, you have advantage on Perception checks that rely on sight.
- Reflex Boosters: Your walking speed increases by 10 feet. This bonus increases by 10 feet at 11th level and again at 17th level.
- Subdermal Weave: Your AC increases by 1.
- Neural Interface: You can interface with pre-Unveiling technology. You have advantage on Intelligence checks to understand or operate such devices.
- Targeting Matrix: Once per turn, when you miss with an unarmed strike, you can reroll the attack. You must use the new roll.

Overclock

At 6th level, you can push your augmentations beyond their limits. As a bonus action, you can spend 2 ki points to enter an overclocked state for 1 minute. While overclocked:

  • Your unarmed strikes deal an additional 1d6 lightning damage (this stacks with Integrated Strikes if you spend ki).
  • Your movement speed increases by 20 feet.
  • You have advantage on Dexterity saving throws.

When the overclocked state ends, you must succeed on a DC 12 Constitution saving throw or gain one level of exhaustion.

Perfect Balance

At 11th level, you've achieved perfect harmony between flesh and machine. You gain the following benefits:

  • You are immune to disease.
  • You have advantage on saving throws against being paralyzed or stunned.
  • The mending cantrip can be cast on you to restore hit points equal to your Martial Arts die + your Wisdom modifier.

Techno-Ki Strike

At 17th level, you can channel your ki through your augmentations with devastating effect. When you hit a creature with an unarmed strike, you can spend 3 ki points to force the target to make a Constitution saving throw. On a failed save, the target is stunned until the end of your next turn and takes 10d10 lightning damage. On a successful save, the target takes half damage and isn't stunned.


Features

Integrated Strikes
Cybernetic Enhancement
Enhancement Options
Optical Augment
Reflex Boosters
Subdermal Weave
Neural Interface
Targeting Matrix
Overclock
Perfect Balance