Base Class: Monk
"Think not that we speak for the Flame, for the Flame of Frenzy has no master nor does it seek to create masters of its own accord. We who speak, have through consult agreed to these doctrines, not by direction, but through independent revelations of the Flame. Know with confidence then, that these words are true and are fit for enlightenment along your path." - Threya, Elder Berserker of the Frenzied Flame.
Warriors of Furious Lightning are independent martial practitioners who follow the Frenzied Flame. This Flame resides within all who follow it, and has many branches that stretch out across the world, and beyond. The Warriors of Furious Lightning manifest the power of their Frenzied Flames in the manifestation of Lightning. Practitioners indulge in facing their enemies head-on, with little to no regard for their personal safety or well-being. It is mastery of one's fear of death that gives these warriors their power. Few overcome this hurdle, but those who make the leap will find a deep well of power within.
Being solo practitioners, followers of the Flame allow pain and struggle to be their masters, tempering their strength in on the hard road they walk, toward whatever goal they seek. Those who engross themselves in their path will find no shortage of power to draw from, though followers will find greater difficulty in dealing with threats, both ephemeral and of the mind, that do no follow the path they tread. Temper your steps and heed your power against foes whom your path stray from.
The path of the Frenzied Flame draws many eyes, and the eyes of Demons and Devils draw no shortage of ire. Your power will grow mightily when facing the Fiends of Hell and the Abyss. Drink deep of their pain and wade through the rivers of anguish you will reap from their souls, and grow more powerful! You are not so different from these fiends, however, the fiend that dwells within you, your Frenzied Flame, is one tempered by your mortal soul, the Struggler, who quells the beast within. Should your soul lose this battle for control, you will turn into that which hates you most.
Level 3: Fear the Flame
"The simple baring of one’s fangs is sometimes all that is required to defeat one’s foe. Gather your Frenzy and with a mere look or phrase, exert your dominance and feed from the fears of your enemies or bolster the resolve of your allies."
As an action, you may expend 2 Focus Points to make an Intimidation check that replaces your Charisma score with your Wisdom score, against any number of creatures within 100 feet. If you are proficient or have expertise, adjust the roll accordingly. The opposing enemy must make an opposing insight check that meets or beats your intimidation check. If the target fails, you have advantage on all rolls (except damage) against them until one of you is defeated or a day has passed. You also gain 1 Focus Point for every target that fails, these cannot go above your Focus Point maximum. If they succeed, they will be enraged by you and have advantage on all rolls against you (except damage) until one of you is defeated or a day has passed. If the enemy fails by more than 10, the enemy has to run away from you, can't willingly end a turn within 30 ft. of you if it can help it, and can only take the dash or dodge action. You cannot use this ability against a target more than once per day.
This ability automatically succeeds against Fiends. However, all targets of this ability and yourself will have advantage on all rolls against each other (except damage) until one of you is defeated or a day has passed.
Level 3: Odds Against Me
"There is no greater thrill than a challenge. Without challenge, without struggle, there can be no progression. The cowardly prey on those who are weaker to ensure easy victory, but the Berserker seeks to oppose strength far above his own. When facing greater odds, either by strength, numbers, or both, this technique will generate enormous amounts of Frenzy by suppressing your inner fears and unleashing your Flame’s full potential. The power of this technique is limitless, bound only by the strength of your foe and your ability to withstand him."
If you enter into combat and you or your group are outnumbered, gain a number of Focus Points equal to the number of enemies present. If you are facing a singular creature that is of greater challenge to your group, gain a number of Focus Points equal to half of the creature's CR level. It is up to the DM to determine when this feature triggers. The focus points gained from this ability can go above your maximum focus points, but they are lost after the battle if not used.
Level 3: Indifference
"The path of the Struggler is forever filled with tribulation. This technique will convert your Frenzy into an iron will of determination that even others can feel and see."
As a reaction to taking damage, you can make an Intimidation check, the DC is equal to the damage you took from the attack. On a success, you take half damage and gain 1 Focus Point back. On a failure, the enemy is emboldened, and their critical range against you is increased by 5 for their next attack.
This ability automatically succeeds against Fiends. However, the enemy's next attack against you is an automatic critical hit.
Level 6: My Turn
"A retaliation technique used best when combined with [Indifference]. Unleash a mighty burst of Frenzy with your next strike by releasing the stored Pain energy of any previous attacks endured."
As a trigger for using Indifference, you may spend 5 Focus Points to unleash an attack at the creature that just hit you. Make an attack role with advantage, rolling weapon damage as normal, and adding the damage taken from Indifference before it was reduced.
Level 6: Manifest Lightning
"By utilizing solid Frenzy and moving it through your meridians, the user is capable of manifesting lightning and weaving it into several techniques."
Frenzied Lightning (1-5 focus points): As an action, you unleash a bolt of lightning from your palm to strike a foe. Make an unarmed strike; the damage is lightning and equals 1d10 per focus point spent, up to a maximum of 5d10.
Lighting Arc Strike (3 focus points): As a free action, you coat your weapon in lightning, adding 1d8 lightning damage to all your attacks for the round.
Level 11: Marks of Frenzy
"Take special care when utilizing the marks. While initially only one Mark may be used at a time, higher levels can sustain as much as two. In very rare practitioners, all three marks can be manifested, but take heed, as such will quickly Frenzy thy Flame towards complete madness."
Marks are a physical transformations that alter ones body, but also imbue powerful abilities into the practitioner. At level 11, you can only use one of these marks at a time. At level 15, you can employ 2 marks. at 17th level, you can employ all 3 at the same time, however, you need to make Wisdom saving saving throw at the start of every turn all 3 marks are used. The DC of this saving throw is 25. If failed, you will go berserk and attack anything in reach. This ends only when you are knocked unconscious. Each mark costs 1 focus point per turn to keep active. When you drop a form, you need to complete a short rest before you can use it again.
Mark of the Beast - Take on the likeness of a frenzied beast, greatly increasing one’s reflexes and speed. While this mark is active, your speed is doubled and you have advantage on all Dexterity saving throws.
Mark of the Giant - Grow in physical size, greatly increase all of one’s physical strength and power. While this mark is active, your size is large, and your strength is increased by 10.
Mark of the Demon - Take on the likeness of a demon, greatly increasing the potency of one’s Frenzy and the effectiveness of Frenzy techniques. While this mark is active, you generate double the Focus Points from your techniques, and you have advantage on attack and damage rolls with your Focus Point combat techniques.
Level 17: Wrath of a Thousand Slain Souls
The Ultimate technique of the Warriors of Furious Lightning. This techniques are immensely powerful, and if not properly channeled, will cripple the user in body and spirit.
Wrath of a Thousand Slain Souls (minimum 10 focus points) - This technique is limited only by the power the wielder invests. As an action, you expend a minimum of 10 Focus Points to deal 10d10 lightning damage in a 30-foot radius, ignoring resistance. Each additional Focus Point spent increases the damage by 1d10, up to a maximum of 20 Focus Points. After using this technique, you must make a DC 20 Constitution saving throw, increasing by 1 for each Focus Point spent beyond 10. On a failure, you gain 3 levels of exhaustion and cannot generate Focus Points through techniques until the exhaustion is removed.
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