Monk
Base Class: Monk

A storm can be described in many different ways: devastating, majestic, dreadful. But a storm is power, and monks who follow the Way of the Tempestuous Fist know this. These warriors take the power of a hurricane into their bodies and become a vessel for a strength that is frightening to behold. Able to take flight, channel lightning through their very flesh, summon thunder from their very stride, and harness the power of the wind to their defense, monks who cleave to this discipline are truly formidable. Monks of the Way of the Tempestuous Fist don't always worship a god who deals in such power, but certain groups pledge allegiance to Kord, the Stormfather, or worse, they swear fealty to Aiavar, the Wrath, inspiring hope or fear in the communities that they find themselves in. Whether they owe their loyalty to an evil god, a good god, or no gods at all, these monks should not be trifled with, for a storm cannot be chained, and releasing one is the height of foolishness. 

Storm's Chosen

Starting when you choose this tradition at 3rd level, your harmony with the forces of storm and squall begin to permeate your use of your martial arts. You learn new ways to manipulate your ki:

  • When you use your Step of the Wind, you gain a flying speed equal to your movement speed until the end of your next turn.
  • When you hit a creature with an attack granted by your Flurry of Blows, you can choose to charge your hands with lightning. Until the end of your turn, your unarmed strikes deals additional lightning damage equal to one roll of your Martial Arts die.

Tempest's Aspect

Beginning at 6th level, your relationship with the power of the storm strengthens. You become resistant to lightning and thunder damage.

Additionally, whenever you take lightning or thunder damage, you can use your reaction to spend 2 ki points to absorb the energy sent at you. Until the end of your next turn, the first time you hit with an attack, you deal the damage you previously absorbed along with the attack’s normal damage. If you do not make an attack before the end of your next turn, you take the damage yourself. 



Thunderous Retreat

At 11th level, your attunement to the unrelenting power of thunder becomes evident. As an action, you can spend 3 ki points to teleport to an unoccupied space up to 60 feet away, leaving an ear-splittingly loud shockwave of sonic energy in your wake. Each creature within 10 feet of the space from which you teleported must make a Constitution saving throw against your ki save DC, taking 3d10 thunder damage on a failed save and half as much on a successful one. The thunder can be heard from up to 300 feet away.  



Guise of the Storm

At 17th level, you gain the ability to channel the might of a vortex through yourself. As a bonus action, you can spend 5 ki points to summon the Guise of the Storm. Your entire body becomes wreathed in lightning, and your eyes glow brightly. You remain in this form for 10 minutes, or until you are brought to 0 hit points or are killed.
While in this form, you gain the following benefits: 

  • You are immune to lightning and thunder damage. 
  • You have advantage on Dexterity saving throws. 
  • You cannot be restrained.
  • When a creature that you can see hits you with a melee attack, they take lightning damage equal to two rolls of your Martial Arts die. 
  • Powerful winds blow around you in a 10-foot radius and move with you. The attack rolls of ranged weapons have disadvantage if the attacks pass in or out of the wind. 

 

 

 

 

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