Monk
Base Class: Monk

Monks of the Way of the Storm attune themselves to the natural energies of air, water, and lightning that are ever-present around us. They learn to manipulate these energies in a number of ways, allowing them to make their movements lightning fast, call out to elementals to aid them, or even become a storm themselves. A monastery that teaches these techniques might be located at the top of a stormy mountain range or on a remote tropical island that frequently gets hit by hurricanes.

Cloudbender

Starting at 3rd level, you gain the gust and shape water cantrips. Wisdom is your spellcasting modifier for these spells. When you use your action to cast either spell, you may use a bonus action to make an unarmed strike or spend 1 ki point to make two unarmed strikes.

In addition, you can speak, read, and write Primordial.

Ride the Lightning

Starting when you choose this tradition at 3rd level, you can channel the power of the storm to make your movements lightning fast and your body as light as a cloud. Whenever you use your Step of the Wind feature you gain the benefits of both the Dash and the Disengage action and your jump distance is quadrupled for the turn, instead of doubled. This does not stack with any other effects that increase your jump distance.

In addition, when you use Step of the Wind, you may choose to spend 1 additional ki point to become an entity of pure lightning energy until the end of your turn, allowing you to pass through other creatures as if they were difficult terrain. Any creature whose space you pass through in this way must make a Dexterity saving throw. On a failed save, each creature takes lightning damage equal to your Martial Arts die + your Wisdom modifier, or half that on a successful one. A creature may take damage from this ability only once per turn.

One with the Storm

At 6th level, you have become more attuned to the storm, gaining the following benefits:

  • You can breathe underwater
  • A swim speed equal to your walking speed
  • Resistance to lightning and thunder damage

Windspeaker

Beginning at 6th level, you can call upon the winds to carry you. As an action or as a bonus action, you can gain a flying speed equal to your walking speed for 10 minutes, during which you can hover. You can use this ability a number of times equal to your proficiency bonus, unless you spend 1 ki point to do so again. You regain all expended uses when you finish a long rest.

Storm's Guidance

Beginning at 11th level, you gain the ability to call upon the aid of a local air or water elemental, allowing you to cast the commune with nature spell, but only as a ritual.

Storm's Herald

At 11th level, you can spend 3 ki points as an action to become a conduit for lightning and thunder for the next minute. When you do so, choose a point within 60 feet that you can see. You cause an explosion of storm energy at that location. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 4d10 lightning or thunder damage (your choice) on a failed save, or half as much on a successful one. On each of your turns while this ability is active, you can use your action to cause another explosion, targeting the same point or a different one. When you use your action to activate or interact with this ability, you may use a bonus action to make an unarmed strike or spend 1 ki point to make two unarmed strikes.

When a creature takes damage from this ability, you can attempt a stunning strike. You can do this against any number of creatures that took damage, but must spend 1 ki point for each creature you choose. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

The damage of this feature increases to 5d10 at 13th level, and 6d10 at 17th level.

Become the Storm

At 17th level, you gain immunity to lightning and thunder damage.

In addition, you can become the physical embodiment of the storm by transforming into a storm elemental. As an action, you gain the following benefits for 1 minute:

  • You gain a flying speed equal to your walking speed, during which you can hover
  • If you use a bonus action to use your Step of the Wind feature, your Ride the Lightning ability costs no additional ki points to use
  • As part of the action of taking on this form, you can summon an explosion of storm energy as described in your Storm's Herald feature, and may continue to do so as an action on your turn while you maintain this form
  • You gain a bonus to attack and damage rolls with unarmed strikes equal to your Wisdom modifier
  • Your attacks with unarmed strikes have a reach of 30 feet
  • Each time you hit with an unarmed strike, you can choose to convert the damage to lightning or thunder damage (your choice)
  • You gain resistance to Bludgeoning, Piercing, and Slashing damage from Nonmagical Attacks
  • You are immune to the following conditions: Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained.
  • You can move through a space as narrow as 1 inch wide without squeezing

Once you use this action, you can't use it again until you finish a long rest, unless you spend 5 ki points to use it again.

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