Monk
Base Class: Monk

Arcstrider from Destiny 2

Modified from: u/Rain-Junkie

Imported into D&DBeyond

Storm Staff

Starting when you choose this tradition at 3rd level, you can summon a staff made from pure lightning when you take Attack action on your turn. The staff counts as a monk weapon that you wield with one hand, and it lasts until you dismiss it (no action required).

When you take the Attack action on your turn, you can make a special attack with your storm staff. This special attack is a melee spell attack with a reach of 10 feet. You are proficient with it, and you add your WIS 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.

Once per turn when you hit a creature with your storm staff, lightning surges through your body until the end of your turn. When you hit a creature with an unarmed strike while lightning surges through your body, it takes additional lightning damage equal to your martial arts die. 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.

Resounding Storm Blast

6th level, you gain the ability to channel your ki into thunderous waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the [spell[thunderwave[/spell] spell as a bonus action.

You can spend additional ki points to cast thunderwave as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Tempest Strike

At 11th level, as an action, you create a blast of lightning in a line that is 5 feet wide and 30 feet long.

Each creature in that line must succeed on a Dexterity saving throw or take 2d6 lightning damage, or half as much on a success.

You can increase the line's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Raging Storm Slam

At 17th level, you fully embrace the storm. As an action on your turn, you can spend 3 ki points to launch into the air, vanishing from sight. At the start of your next turn, you can crash down on an empty space within 120 feet of your original location. Each hostile creature within 30 feet of the space you land must make a Dexterity saving throw or take 4d10 lightning damage as lightning strikes them.

Additionally, this landing causes lightning to briefly surge through you, empowering your strikes. Each of your attacks with your storm staff until the end of your turn deals an additional 1d10 lightning damage.

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