Base Class: Monk
Monks of the Way of the Tempest Soul learn to channel their life energy into shocking bolts of lightning. They teach that meditation can unlock the ability to unleash the indomitable storm shed by the soul of every living creature.
Way of the Tempest Soul Features
| Monk Level | Feature |
|---|---|
| 3rd | Bolts of the Tempest |
| 6th | Ride the Lightning |
| 11th | Lightning Spear |
| 17th | Lightning Ward |
Bolts of the Tempest
Starting when you choose this tradition at 3rd level, you can throw punches that hurl bolts of magical 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.
Ride the Lightning
At 6th level, you cause 2 bolts of lightning to strike. First, 1 bolt strikes you, and then the other bolt strikes a space up to 60 feet away to an unoccupied space you can see.
As a bonus action you can teleport to that unoccupied space. All creatures within 5 feet of you after you teleport cannot take reactions until the end of their next turn.
Lightning Spear
At 11th level, you gain the ability to hurl a spear of crackling energy that bursts into a shocking storm upon impact. As an action, you magically create a spear made of pure lightning and hurl it at a point you choose within 150 feet, where it bursts into an electrical storm for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 lightning damage. A creature doesn’t need to make the save if the creature is behind total cover that is not made of metal.
You can increase the damage within the effected radius by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Lightning Ward
At 17th level, you become a conduit for electrical energy that sheds bright light in a 30-ft. radius and dim light for an additional 30 ft. You can ground the energy or summon it as a bonus action.
If a creature hits you with a melee attack while this energy flows, you can use your reaction to deal lightning damage to the creature. The lightning damage equals 5 + your Wisdom modifier.
Previous Versions
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10/25/2020 8:41:15 AM
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Coming Soon
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