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1 Force Capacitors - very rare, attunement by monk

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4 This set of cloth wraps is worn by wrapping each wrap about the hands, wrists, feet,
and ankles. When all four are worn they
5 make the wearer more sensitive to vibrations and act as a kind of battery for kinetic
force, allowing the user to store energy
6 which they can release to enhance movemenets and attacks.
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9 The wraps can store up to 13 charges. While wearing them, you can expend charges to
expend some of its stored kinetic force to cause
10 the following effects. When you expend any charges in a round, the capacitor
becomes unable to gain charges until the next round.
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12 Kinetic Smite: When you hit a target with an unarmed attack, you can expend all stored
charges to increase the force of the strike.
13 For every 3 charges expended, add one martial arts die to your damage.
14 Additionally, if the attack is using the "push" version of Open Hand
Technique, increase the DC of the Strength save
15 and the distance of the push by 5' for every 2 charges expended.
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17 Tremorsense: For 1 charge as a free action, gain Tremorsense 5' USoNT.
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19 Springing: For 1 charge as a free action, triple your jump distance UEoT.
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21 Lifting: For 1 charge as a free action, gain the benefits of the Powerful Build
trait UEoT.
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23 Haste: For 4 charges as a free action, gain the benefits of the haste spell
until the start of your next turn.
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25 Dust Cloud: For 2 charges as a standard action, you kick up dust from the ground to
create an area of heavy obscurement in all squares within 10' of
26 you. At the EoNT it becomes light obscurement, and at the end of the
following turn fades entirely.
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28 Cushion Blow: When you are hit with an attack, or when you take force or thunder
damage, as a reaction you can expend 7 charges
29 to halve the damage taken.
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31 ---
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33 The capacitors gain charges by absorbing kinetic energy from your motions. The
following describe ways the wearer can generate charges.
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35 Movement: Whenever you take a move or dash action and you movement speed is 30 or
higher, half your base movement speed for
36 the action to gain 1 charge. Reduce your movement speed for the action
to 0 to gain two charges.
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38 Attack: Impose disadvantage on an attack to gain 1 charge
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40 Slow Fall: For every 25 damage negated by slow fall, gain 1 charge.
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42 Defl. missile: For every 10 points of damage negated by deflect missiles, gain 1 charge.

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