Forgemaster Order
Monks of the Forgemaster Order train tirelessly to master not only the intricacies of properly forging armor but also the history of the galaxy's arms and armors. Monks of the Forgemaster Order are just as capable of sundering armor as they are at creating it and through their training have learned how to implement their Armormech's tools as deadly weapons on the battlefield.
Order of the Forge
Beginning when you choose this order at 3rd level, your special training and knowledge in the art of armor forging grant you the following benefits.
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Forgemaster's Tools: You gain proficiency with Armormech's Tools, if you already have proficiency with them, you are considered to have expertise with them instead. In addition, over the course of your training, you have learned to use certain tools from your Armormech's Tools in combat. Armormech's Tools are considered Monk weapons with which you are proficient and they have the Light property.
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Forging History: You have advantage on any Lore checks related to weapons and armor.
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Branding Strike: If you take the attack action on your turn, you can expend a focus point and use your bonus action to perform a Branding Strike with your Forgemaster's Tools which deals 1d4 fire damage + your Dexterity modifier. While a creature is branded by you, any attack roll against it has advantage, it can’t benefit from being invisible, and it has disadvantage on stealth checks. This effect lasts until the end of your next turn.
Blacksmith's Tactics
At 6th level, you've formed a closer bond with your tools and can more efficiently use them in combat.
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Custom Tools: Your attacks with your Forgemaster's Tools count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
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Blaster Redirection: While wielding your Forgemaster's Tools you can attempt to take control of an enemy's arm and force them to fire their blaster at a target. To do so, first make a grapple check in which you can use your Dexterity (Sleight of Hand) instead of your Strength (Athletics) score contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the grappled target takes your normal Forgemaster's Tool damage or no damage if you fail. Once successful, you can then make a ranged weapon attack against a creature other than your grappled target as part of this action, which has a range of 20/60 feet, and deals your Martial Arts Die + your Dexterity modifier in energy, ion, or kinetic damage depending on the type of blaster. You can spend a focus point to make an additional attack in this way again on either the same target or a new one. You can expend up to 3 focus points to make these additional attacks.
Field Reinforcements
Starting at 11th level, you can reinforce a number of allies' armor equal to your Dexterity modifier within 5 feet of you as an action. Allies reinforced in this way gain temporary hit points equal to your proficiency bonus + half your Monk level.
Strategic Sundering
At 17th level you know enough about armor to know that all it takes is a strike in just the right spot to reveal the wearer's weakness. On your turn, you can take the Armor Crack action to attempt to damage an enemy's armor with your Forgemaster's Tools. Make a melee attack with your Forgemaster's Tools, on a hit the target then has to make a Constitution check with a DC equal to 12 + your Dexterity modifier. On a failed save, they take your Forgemaster's Tools' normal weapon damage, their AC decreases by 2 until the end of your next turn, and weapon attacks against them score a critical on 19 or 20 until the end of your next turn. On a successful save, they only take your Forgemaster's Tool damage.
In addition, you no longer have disadvantage when attempting to sunder an enemy's weapon.