Base Class: Monk
For centuries, monks have sutudied the ways of the Thunder Dragon giving them the ability to attune to the powers of thunder and lightning.
Doing so, allows this monks to gain incredible speed, reflexes and power beyond any normal being has ever seen.
Disciple of Thunder
Starting when you choose this tradition at 3rd level, you can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
- You produce light in a 15ft radius from your palm for 1 minute.
- Visible Harmless lightning arcs surround your body.
- You produce a thunderous boom that can be heard at 500ft radious. Creatures in a radious of 10ft must make a Constitution saving thow or be deafened for 1 minute.
Thunder Punch
Starting at level 3 you can use your Ki to empower your unarmed attacks. You can spend up to half your level number of Ki points to add that many number of martial arts dice and deal that as extra thunder or lightning damage. Each ki point you spend gives you an extra range of 5ft for this attack.
Lightning Reflex
Starting at level 6 the power of lightning improves your reflexes and speed. Add half your proficiency modifier to your unarmored defence. As a reaction when missed by an attack, you may spend 1 Ki point move up to your unarmored movement in any direction without giving any enemies an oportunity attack.
Champion of the Storm
Starting from level 11 the power of the storms courses through your vains. As a bonus action you can spend 6 Ki points to gain the following benefits for 1 minute:
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- Any enemy creature that moves within 10 feet of you for the first time on a turn or ends its turn there takes 1d8 lightning damage.
- You double your unarmored movement and can move without granting opportunity attacks while this ability is active.
- As an action choose a point 60ft away from you. A bolt of lightning flashes from you to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until this ability ends, you can use your action to call lightning in this way again, targeting the same point or a different one.
Kirin
Starting at level 17 you have learnt how to become one with the forces of nature. As an action, you can spend 4 Ki points to cast Fly on yourself.
Whenever you are higher than 60ft off the ground, as an action, you can spend 6 Ki points to become overcharged and instantly dive downwards in a straight line, ignoring fall damage. On impact, each creature in a 30ft radius must make a Dexterity saving throw. A creature takes 5d10 lightning damage and 5d10 thunder damage on a failed save, or half as much if they succeed. You gain advantage on attacks against creatures that fail their saving throw until the end of your next turn, as they become surrounded with static energy attuned with you.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/29/2021 12:26:48 AM
|
3
|
0
|
1
|
Coming Soon
|
|
|
4/29/2021 3:44:36 PM
|
5
|
1
|
1,5
|
Coming Soon
|
|
|
4/29/2021 3:53:53 PM
|
13
|
1
|
2
|
Coming Soon
|
|
|
4/29/2021 4:11:05 PM
|
4
|
1
|
--
|
Coming Soon
|







Comments