Base Class: Monk
Monks of the Way of the storm attune themselves to the natural energies of a storm's essence. They learn to manipulate these energies in ways that allowing them to make their movements around the battlefield more chaotic, call out to the storms energy to aid them, or even become a element of the storm themselves.
Ride the Lightning
Starting when you choose this tradition at 3rd level, you can spend 2 Ki points as an action to briefly become an entity of pure lightning energy, allowing you to pass through other creatures causing an surge of lightning to erupt through them causing lighting damage. Any creature whose space you pass through in this way must make a dexeterity saving throw equal to 8 + your wisdom + your proficiency. On a failed save each creature takes lightning damage equal to your Martial arts die + your wisdom modifier, or half as much on a success. Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained, until the start of your next turn.
You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the your movement or attacks while using this feature.
One with the Storm
At 3rd level, you have become more attuned to the storm, gaining the following:
- You gain proficiency in the Nature skill
- You gain the ability to breathe Water
- A Swim speed equal to your walking speed
- Resistance to Lightning and Thunder damage
Storm's Guidance
Beginning at 6th level you gain the ability to commune with the storm. Speding 2 ki points you can briefly become one with the storm and gain knowledge of the surrounding territory. In the outdoors, this feature gives you knowledge of the land within 10 miles of you. This ability has no effect where the storm can not reach as in caves, dungeons, or underground. When in stormy conditions you gain addition benefits (GM's approval) up to and including honing in on a conversation being made.
You instantly gain knowledge of any facts of your choice about any of the following subjects as they relate to the area:
- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful celestials, fey, fiends, elementals, or undead
- influence from other planes of existence
- buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Storm's Herald
Starting at 6th level you as action can spend 3 Ki points to Call Lightning from yourself for up to 1 minute. You concentrate for 1 minute or can end it early as a free action. A bolt of lightning flashes from you in a 30 ft line 5 foot wide blast. Each creature 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 the effect ends, you can use your action to call lightning in this way again, targeting the same point or a different one, this does not use more Ki points. You can also spend additional Ki points to enhance this ability. This affect increases by 1d10 for each addition Ki point you spend up to 2 additional points. 5 being the maximum you can spend making it 5d10
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, this features damage increases by 1d10.
In addition when you use this action on your turn you can use a bonus action to make an unarmed strike or spend 1 ki point to do a Flurry of Blows.
Storm's Endurance
Beginning at 11th level when you use your Ride the Lightning feature, you gain these addition benefits until the start of your next turn:
- Ranged weapons attacks made by you or made against you have disadvantage.
- You gain a +2 to your AC
- You gain Temporary hit points equal to one roll of your martial arts die (Temp hit points do not stack).
- Anyone that fails their saving throw is now blinded until the end of their next turn
Become the Storm
At 17th level you gain immunity to lightning and thunder damage
In addition, you have gained ultimate mastery over the storm and can become the embodiment of it. You can now use an action to become a storm elemntal for one minute granting you the following benefits for the duration
- Your attacks with unarmed strikes gain a reach of 30 ft
- Each time you hit with an unarmed strike or monk weaponn you can choose to convert the damage to lightning or thunder damage.
- You gain a fly speed equal to your walking speed
- When you use your Storm Herald ability you increase the range to a 60 foot line 5 foot wide blast of lightning, and you can increase the Ki points up to additional 6 (maximum 9d10 Lightning)
You can use this feature once and must finish a long rest before you can do so again.
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