Monk
Base Class: Monk

A small sect of blue dragonborn have formed a society that worships the Storm King. They created a monastery in his honor and those who show true reverence to the Thunder God are imbued with his divine spirit. 

Divine Thunder Strike

Starting when you choose this tradition at 3rd level, you can hurl divine arcs of lightning.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is lightning, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Voice of the Thunder God

At 6th level, you gain the ability to channel your ki into a destructive wave of force. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the thunderwave spell as a bonus action.

You can spend additional ki points to cast thunderwave as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Ball Lightning

At 11th level, you gain the ability to create an ball of electrical energy that erupts into a devastating shockwave. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of electricity for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Dexterity saving throw or take 2d6 lightning damage. A creature doesn’t need to make the save if the creature is behind total cover that does not conduct electricity.

You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Fully Charged

At 17th level, you become wreathed in a pulsating, electrical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the aura as a bonus action.

If a creature hits you with a melee attack while this electrical aura surrounds you, you can use your reaction to deal lightning damage to the creature. The lightning damage equals 5 + your Wisdom modifier.

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