Base Class: Monk
Those who find tranquility and resolve in the fierce roar of the storm often find themselves taking the Way of the Roaring Thunder. Their ki is not gentle; rather, it is a rumbling maelstrom begging for release. Thunder monks harness their ki in order to embody the violent tempests they meditate in.
On Domiran, stormy ocean shores and dark mountain peaks are host to monasteries of these Kord worshippers. Though they isolate themselves from society, their ruthless and violent demeanors differ greatly from other monks across the world. Their temples resemble gladiator pits and bear the records and structural damage of countless sparring matches and battle royales across the ages.
Disciple of Thunder
The ki in your veins sends lightning through your bloodstream. Starting at 3rd level, you are resistant to lightning and thunder damage, and you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
Thunderous Blows
You have learned a technique that allows you to supercharge your strikes. Also at 3rd level, once during a turn in which you have spent at least 1 ki point, when you hit a creature with a monk weapon or an unarmed strike, you can change the attack’s damage type to lightning. If you do so, you can impose one of the following effects upon the target:
- The target and creatures adjacent to it must make a Constitution saving throw. On a failed save, the creature takes thunder damage equal to your Wisdom modifier as thunderous energy explodes from your body.
- The target is wreathed in crackling lightning. The next time the target is hit by an attack before the beginning of your next turn, they take lightning damage equal to your Wisdom modifier.
- Your body is propelled by the force of the blow, allowing you to leap up to 10 feet without provoking opportunity attacks.
Discharge
Your mere presence is electrifying, shocking creatures within your reach. At 6th level, when an adjacent creature misses a weapon attack against you, you can spend 1 ki point and your reaction to make an attack with a monk weapon or an unarmed strike.
You can also charge projectiles in this way. When you use your Deflect Missiles feature, the damage you take from the attack is reduced by an additional amount equal to one roll of your Martial Arts die. If you reduce the damage to 0 and throw the projectile back, it is considered a monk weapon, and attacking at long range doesn’t impose disadvantage on the attack roll.
Living Lightning
You can imbue yourself with crackling ki, momentarily becoming pure lightning. At 11th level, when you use your action to Dash, you can make an attack with a monk weapon or an unarmed strike as part of the move. If this attack hits, you gain the benefits of your Thunderous Blows feature, and the creature takes an additional amount of lightning damage equal to one roll of your Martial Arts die. You also gain the benefits of an additional Dash action, during which you can make another attack with a monk weapon or an unarmed strike with the same benefits applied. The number of times you can Dash in one turn in this way is equal to half your proficiency bonus (rounded down).
When you Dash in this way, your jump distance is doubled, and you can move through creatures as if they were difficult terrain. You take 1d10 force damage and fall prone in the nearest adjacent space if you end your turn inside a creature. This force damage cannot be reduced in any way.
You can use this feature once, and you regain a use of it when you finish a long rest. While you have no uses available, you can spend 3 ki points to use this feature again.
Voltaic Fist
You can release a fulminous storm to scorch your foes. At 17th level, as an action, you can leap up to your walking speed to an unoccupied space that you can see, striking the ground with an electric fist as you land. Each creature within 20 feet of the space must make a Dexterity saving throw. On a failed save, a creature takes thunder damage equal to six rolls of your Martial Arts die and is pushed back 10 feet. On a successful save, the creature takes half as much damage and isn't pushed.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 ki points to use it again.







Comments