Base Class: Monk
The Heart of the Tempest is its calmest part, but when it turns its eye upon you, its force is never more than a moment behind. As a creature of both the spirit and material realms, practitioners of this discipline are uniquely suited to the Tempest. As part of the new triumvirate with the Way of Spirit Blade and the Way of the Emerald Heart, It's up to you to decide how best to preserve balance and keep the realms in harmony.
Mark of the Storm
Starting at the 3rd level, when you choose this Monastic Tradition. As a bonus action, you can spend 1 ki point to place a Mark of the Storm on a creature within 60ft. When you do so, the affected creature affected must succeed on a DC 16 Dexterity saving throw each turn or take 2d8 lightning damage per mark. At levels 6, and 11, you can place an additional mark for a total of 3 per targeted creature. Each mark lasts for 10 minutes after it is placed.
Thundering Weapon
Starting at the 6th level, you can spend 1 ki point to add the energy of the Tempest to your attacks. Make a ranged attack using any weapon. You have advantage if the weapon normally has ranged capabilities. If you are successful, the attack deals listed weapon damage, plus 1d12 thunder damage. The weapon will always return to you as well.
Storm Surge
Starting at the 11th level, you can choose to deal an additional 1d12 lighting damage per Mark of the Storm on the target when you make a weapon attack. This will remove each Mark that this feature is activated on. Also, when you use this ability, any target within 80ft will also have their Marks detonated and removed. If you fail on the initial attack roll, you still can activate the Marks' lightning damage.
Heart of the Tempest. As a reaction, when you or an ally that you can see is attacked by a marked enemy, you can choose to detonate 1 Mark for 1d10 plus your Wisdom modifier.
Lightning Rush
As a bonus action, you can spend a ki point to assume a form of pure lightning. Your movement speed triples, and you can pass through occupied spaces. Any enemy you choose to pass through takes 3d8 lightning damage. This effect lasts for 10 minutes, or you can dispel it at no cost.
Maelstrom
As an action or bonus action, you can spend 3 ki points to summon a magical storm (regardless of terrain). Once on each of your turns, you can strike any creature you can see with bolts that deal 2d12 lightning damage plus your Wisdom modifier. Additionally, any creature hit that has a Mark of the Storm will automatically detonate for its listed damage. If the target has no Marks activated on it, it will automatically gain a full 3 Marks.







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