Monk
Base Class: Monk

Monks of the way of the Lightning are focused warriors of speed, agility and ferocity, using their ki to channel the very essence of the storm through their bodies and both enhancing their attacks as well as aiding in their mobility.

Charged Self

Starting when you choose this tradition at 3rd level, your training in channelling the storm into your attacks allows you to infuse your strikes with lightning.

When you first hit with a melee attack on your turn, you may deal additional lightning damage equal to your wisdom modifier. If you spend 1 ki point, you can deal this damage on every subsequent attack until the end of your turn.

Additionally, when you take the Step of the Wind bonus action, you may teleport to an unoccupied space within your movement distance, a thunderclap erupting from the space that can be heard 300 feet away as you transform into a bolt of lightning and strike your target area. When you take this bonus action, you may choose to spend 1 ki point to deal your martial arts die in lightning damage to creatures within 5 feet of the space you appear on a failed dexterity saving throw, or half as much on a successful one.

Conductive Ki

Starting at 6th level, you learn an additional way to use your Deflect Missiles monk feature, able to absorb and redirect the flow of lightning.

When you are hit with a ranged spell or weapon attack that deals lightning damage, you can use your reaction to reduce the lightning damage by 1d10 + your Dexterity modifier + your monk level. 

If you reduce the damage to 0, you may then spend 1 ki point to redirect the attack as part of the same reaction. If the attack required a dexterity saving throw, the new target must make a save against your Ki save DC. If the attack was a ranged attack, you make a ranged spell attack, with which you are proficient and which uses your dexterity modifier for the attack roll with a range of 60 feet. This reaction only reduces lightning damage, any additional damage as part of the attack still going through.

Additionally, as a bonus action you may spend 2 ki points to make yourself resistant to lightning damage for 1 hour. If you would take lightning damage during this time, you can spend another 2 ki points to take no damage and instead convert the damage that would’ve been dealt into temporary hit points that last until your next short or long rest or until they are depleted. You can use this damage conversion a number of times equal to your proficiency bonus, and regain all expended uses on a long rest.

Conduction Improvement

At 11th level, your connection to lightning has grown stronger, improving your ability to absorb it. 

You are now resistant to lightning damage, and your Conduction feature now makes you immune for 1 hour. In addition, when you gain temporary hit points with your Conduction feature you now gain additional temporary hit points equal to your wisdom modifier.

Lightning Shroud

Once you reach 11th level, the energy of your inner lightning becomes so powerful it no longer remains contained within your body, the excess flowing out to defend you.

As a reaction when you take damage from a creature within 5 feet of you, you can force the creature to perform a dexterity saving throw. On a failed save the target takes your martial arts die in lightning damage, or half as much on a successful one.

Furthermore, as a bonus action, you can activate your lightning shroud for 1 minute, the crackling energy surrounding your body as your skin, eyes and hair glow with the essence of lightning itself. While this ability is active, your speed increases by 10 feet and creatures within 5 feet of you that damage you with a melee attack take lightning damage equal to one roll of your martial arts die. If you take the Flurry of Blows bonus action, you can forgo one of your unarmed strikes to instead hit a creature within 30 feet of you with a blast of lightning. The target must make a dexterity saving throw, taking 2 of your martial arts die in lightning damage on a failed save, or half as much on a successful one. You may activate this feature a number of times equal to your wisdom modifier, regaining all expended uses on a long rest.

Thunderclap and Flash

By 17th level, you have learnt to channel your lightning into a single, devastating strike.

You must spend 8 ki points to perform this attack, replacing both of your attacks as your action but still allowing you to use your Martial Arts bonus action unarmed strike and anything following. When you do so, choose a target within 120 feet. You instantly travel to the target in as direct a route as possible, only changing directions to avoid total cover from non-metallic objects, passing through creatures and conductive materials with no trouble.

Every creature you pass through or within 5ft of during this movement must make a dexterity saving throw, taking 2 of your martial arts die in lightning damage on a failure and half as much on a success. You can only affect a number or creatures up to double your wisdom modifier in this way.

You then make a melee attack against the target, dealing normal damage + 3 of your martial arts die in lightning damage on a hit. Even if you miss, all creatures within 15ft of the target, including the target, must make a dexterity saving throw, taking 2 of your martial arts die in lightning damage on a failure, or half as much on a success. When this occurs, a thunderous boom can be heard up to 500ft away along with a bright flash of lightning.

When you finish this attack, you must succeed on a constitution saving throw against your ki save DC or become stunned until the end of your next turn.

Once you have used this feature once, you cannot use it again until you complete a long rest.

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