Base Class: Monk
Monks of the Way of the Stormfist are inhumanly fast, striking their enemies with all the might of the storm. they learn techniques to paralyze and shock their enemies, "Jump" short distances wreathed in lightning, and project lightning in powerful bursts
monks of this tradition have lightning-quick reaction timing
Ride the Lightning
Starting when you choose this tradition at 3rd level, you can choose to leave thunder resonating from your footsteps and lightning crackling in your wake
Beginning at 3rd level, lightning strikes twice where you step. Whenever you take the Disengage action, you can choose to move in a straight line through enemy spaces. Every creature of your choice that you moved through then must make a dexterity saving throw, taking lightning damage equal to your martial arts die on a failed save or half as much on a success. you may also spend one ki point to fly for the remainder of your movement speed, although you must end your turn on a solid surface.
Awakening Spark
You may spend Ki points to cast various Lightning spells from the list below:
- You may spend 1 Ki point to cast Shocking Grasp, The damage of this cantrip increases with your martial arts die.
- You may spend 1 Ki point to cast Thunderclap as a bonus action
- You may spend 2 Ki points to cast Thunderwave
- You may spend 1 Ki point to cast Lightning Lure as a bonus action
- You may spend 2 Ki points to cast Witch Bolt
Branching Storm
at 6th level, you choose one of the three following benefits:
- Ball Lightning: You spend 2 ki points to hurl a ball of unstable lightning at a target you can see within 30 feet of you. the target has to make a Dexterity saving throw using your Ki save DC. on a failure, the target takes 3d6 lightning damage and is stunned until the beginning of their next turn, on a success, the target takes half damage and suffers no additional effects. the target can make a Constitution saving throw at the end of each turn, ending the effect on a success
- Thunder Strike: You spend 1 ki point to dash into one enemy you can see within 60 feet of you, make a melee attack roll against the target as you rush toward them with the might of storms. if you hit the target, they take 2d8+dex lightning damage. whether you hit or miss, your speed is reduced to 10 feet on your next turn
- Storm Shield: you spend 2 Ki points to enter a combat meditation, lightning crackling around your body. you gain a +2 bonus to AC as your speed is increased by 10 feet for one minute or until you decide to end it. You gain a bonus to your damage rolls equal to half your monk level, rounded down This ability lasts 2 minutes or until you end it early, whichever comes first
At 14th level, you may choose another ability from this feature.
Fractal Spark
At level 11, you select one of the following abilities:
- Heat Lightning: Your body rages with burning lightning, unable to contain it. you may spend 2 Ki points to make a melee attack against a creature, the target must make a dexterity saving throw or be electrified as the overflowing energy inside of you lashes out at them. on a failure, the target takes 2d8 fire and 2d8 lightning damage and they can't take reactions until the beginning of their next turn. on a success, they take half damage and suffer no additional effects.
- Storm Flurry: you reach inside yourself and wreathe your fists in lightning, allowing you to strike faster and with more force than you thought possible. When you make the Flurry of Blows action, you can spend 2 additional Ki points, if all attacks from your Flurry of Blows hit, the enemy is paralyzed until the beginning of their next turn. the target can make a Constitution saving throw at the end of every turn to end the effect early
- Tesla Coil: You may spend up to 4 ki points as a bonus action, summoning one small ball of lightning for each Ki point spent. The orbs of lightning hover around your head until you direct them to attack a targeted creature within 60 feet as an action. You may split the Coils of Lightning up between targets as you like, making a Ranged attack roll using your Wisdom modifier plus your Proficiency bonus with each Coil, each of them dealing 2d8 lightning damage on a hit.
Harmony within, Hurricane without.
At 17th level, you gain the ability to become unparalleled in your mastery of lightning, Filling your body with the essence of the Divine Storm. you may spend 4 Ki points to awaken the storm within. You gain the following benefit for 1 minute or until you decide to end it, whichever comes first:
- You have the benefit of the Haste spell for the duration of this ability
- You have immunity to lightning and thunder damage.
- you have a flying speed of 30 feet
- All of your attacks deal lightning damage
- Opportunity attacks made against you have disadvantage
- you can spend two Ki points to slam the ground, forcing all creatures within 15 feet of you to make a Dexterity saving throw against your Ki save DC or take Thunder damage equal to half your monk level, rounded down. This ability emits a loud Boom audible within 500 feet
At the end of each of your turns, make a DC 13 Constitution saving throw. If you fail, this effect ends immediately. When this effect ends, you immediately suffer 30 necrotic damage. this damage cannot be reduced in any way. the DC goes up by 1 for every success you make
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/18/2020 3:34:51 AM
|
4
|
1
|
5e
|
Coming Soon
|
|
|
2/18/2020 3:44:05 AM
|
13
|
1
|
--
|
Coming Soon
|
|
|
2/18/2020 6:46:41 PM
|
7
|
1
|
--
|
Coming Soon
|
|
|
3/18/2020 2:50:35 AM
|
41
|
1
|
--
|
Coming Soon
|
|
|
4/20/2020 2:50:14 AM
|
79
|
1
|
--
|
Coming Soon
|
|
|
4/25/2020 10:39:34 PM
|
54
|
1
|
--
|
Coming Soon
|
|
|
4/25/2020 10:54:01 PM
|
47
|
1
|
--
|
Coming Soon
|







Comments