Monk
Base Class: Monk

Monks of the Way of the Great Storm learn to channel their own life energy into searing bolts of lightning. They teach that meditation can unlock the ability to unleash the indomitable power shed by the life force from every living creature.

Storm Rush

At 3rd level, as a bonus action, you may spend 1 Ki point to become wreathed in an aura of crackling lightning. The aura remains active for a number of minutes equal to one half of your monk level. The aura ends early if you are incapacitated or chose to end it as a bonus action. While wreathed in the aura your speed is increased by amount given in the table below, and you gain resistance to lightning and thunder damage.

Storm Fists

Starting when you choose this tradition at 3rd level, the first unarmed strike you land on your turn while storm rush is activated deals additional lightning or thunder damage (your choice) equal to your martial arts die plus half your monk level.

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.

Lightning Dash

At 6th level, As an action, while the Storm Rush's lightning aura is active, you may transform yourself and your equipment into a streak of lightning. While transformed you may dash and you may move a distance up to your movement in a straight line Without provoking opportunity attacks. Every 30 feet you move during lightning dash, you may change direction. You cannot move through objects that grant total cover or through spaces that you have already crossed during this lightning dash. If something prevents you from moving 30 feet, the lightning dash ends. While transformed, you may pass through solid objects and creatures. Any hostile creature you pass through while transformed must make a Dexterity saving throw, on a fail they take 8d6 lightning damage and half as much on a successful save. The transformation ends at the end of your movement. Once you use this ability you cannot do so again until you finish a short or long Rest.

Lightning Surge

At 11th level you have learnt to manipulate the energy in other living creatures. As an action you may spend 3 Ki points to heal another character by 3d6 + your Wis modifier. You may spend additional Ki points, up to a total of 8, to increase the number of dice by 1d6 per additional Ki points spent.

Recharging Blow

At 17th level you gain the ability siphon energy from an opponent's life force. When you hit a creature with an unarmed strike, you may spend 4 Ki points to draw energy from the creature. The creature must make a constitution saving throw and on a failed save the creature takes 10d10 lightning damage and is paralyzed until the end of its next turn. On a successful save the Creature takes half damage and is not paralyzed. If the target is not undead or a construct, you recover hit points equal to half the damage dealt rounded down.

Comments

Posts Quoted:
Reply
Clear All Quotes