The Way of Iron and Steel

by Jadeor

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The Way of Iron and Steel

The Way of Iron and Steel

Metal doesn't think or feel. Metal doesn't fear or tremble. Metal is hard and unyielding, strong and deadly. And that's what you must be: as hard as steel, as tough as iron. You need to be a weapon.

A Monastic Tradition

Monks of the way of iron and steel have spent their lives training for war. They have learnt to manipulate metal and magnetism through their ki to a deadly degree on the battlefield.

Magnetic Affinity

At 3rd level, your magnetic abilities let you lift and move metallic objects. You learn the mage hand cantrip. You can cast this cantrip without verbal or somatic components, and you can make the spectral hand invisible, but you can only use it to lift metal objects or objects with metal in them. Wisdom is your spellcasting ability for this cantrip.

Steelpush

Also at 3rd level, your magnetic abilities allow you to push objects. You gain the following features:

Magnetic push. As an action, or as a bonus action if you spend 1 ki point, you can choose a metallic object within 15 feet of you that you can see and isn't being worn or carried by another creature, and push on it telekinetically. If the object weighs more than 1,5 times your weight or it is on the ground directly beneath you or tethered to the ground or wall, you are pushed up to 30 feet away from it. If it weighs less than half your weight it is pushed up to 30 feet away from you. If its weight is similar to your own, you are both pushed up to 15 feet away from each other.

Steel strike. If you are holding a metal object and it weighs 5 ounces or less, you can fire it as a projectile. The object counts as a simple ranged monk weapon that you are proficient with and has a range of 45/60 feet. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls you make with this weapon. Additionally, once per turn you can make an attack this way when you would normally only be able to make an unarmed strike (for example, once when you use Flurry of Blows).

Ironpull

Starting at 6th level, you can use your magnetic abilities to pull things towards you. You gain the following features:

Magnetic pull. As an action, or as a bonus action if you spend 1 ki point, you can choose a metallic object within 30 feet of you that you can see and isn't being worn by a creature, and pull on it telekinetically. If it weighs more than 1,5 times your weight, or it is tethered to the ground or wall, you are pulled up to 30 feet towards it. If it weighs less than half your weight, it is pulled up to 30 feet towards you. If its weight is similar to your own, you are both pulled up to 15 feet towards each other. You can use this to lift yourself into the air if the object is higher than you. If the object's weight is similar to or less than yours and it is being held by a creature,

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that creature must succeed on a Strength saving throw against your Ki save DC, or the object is wrenched from their hands as you pull it towards you.

Returning strike. Whenever you hit a creature with your Steel Strike feature, you can spend 1 ki point to pull the projectile back to your hand (no action required). The creature takes additional damage equal to two times your monk die. You cannot use this feature more than once each turn.

Magnetic Mastery

At 11th level, your magnetic abilities are truly formidable. As an action you can cast the telekinesis spell without using a spell slot or material components, but you can only use it to lift metallic objects or creatures wearing or containing metal when you do so. When you cast this spell this way, you do not need to concentrate on it. Once you have done this, you cannot use this feature again until you've finished a long rest, unless you spend 2 ki points to do so. Wisdom is your spellcasting ability for this spel.

Metalborn

At 17th level, you have mastered your metallic powers. Your magnetic abilities are strengthened in the following ways:

Magnetic Push and Magnetic Pull. The ranges of both these features and the distance up to which you can use them to push or pull increase by 30 feet.

Steel Strike. The range of this feature doubles.

Returning Strike. You can now use this feature more than once per turn, and the first time you use this feature each turn, you do so without spending a ki point.

Optional Rule: Weight based on Size

Your DM may decide to implement the following rule to determine the weight of an object quickly: if an object is the same size as you, its weight is similar to yours; if it's at least 1 size larger, it's heavier; if it's at least 1 size smaller, it's lighter.

 

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