Base Class: Monk
THUNDEROUS STRIDE
At 3rd level, you can use the Step of the Wind feature without spending the ki point for Step of the Wind.
ONE WITH LIGHTNING
Starting at 3rd level you gain resistance to thunder and lightning damage. In addition, you can spend 1 ki to wreathe yourself in lightning for 1 minute. While One with Lightning is active. you may make one additional unarmed strike when you take the attack action. You can also choose whether your unarmed strikes are bludgeoning or thunder damage, you can choose between this option again on a short rest. In addition attack deals additional lightning damage equal to one roll of your Martial Arts die to the target it can't take reactions until the start of its next turn. You can use this feature only once per turn, This features damage is increased by an additional roll of your Martial Arts die at 6th. and 11th level.
ZEUS REFLEXES
Starting at 6th level you learn to use your lightning to control your muscles well beyond human reaction time. As a result
while under the effects of One with Lightning, you can spend 1 ki point to raise your AC by 2 until the start of your next turn, including against the triggering attack and make an unarmed strike as a reaction when an enemy within 5 feet of you attacks you with a melee attack.
SPEED OF LIGHTNING
Starting at 6th level as an action. you can expend 3 ki points to teleport yourself to an empty space you can see within 90 feet. Each creature within 10 feet of the space you teleport to makes a Dexterity save (8 + your proficiency+ your Wisdom modifier)À taking 3d10 thunder damage on a failure, or half damage on a success. Thunder booms out to 300 feet away.
STORM SURGE
Starting at 11th level you can channel your ki to give you a stunning burst of speed As an action. you can spend 3 ki to cast the haste spell targeting yourself, without providing material components. When you cast the spell this way, you can spend 1 ki point to gain Resistance to either thunder or lightning damage for 1 hour.
VOLTAIC STRIKE
Starting at 11th level you can use the extra kinetic energy built up by your speed to unleash a devastating strike. If you move at least 10 feet in a straight line immediately before making an unarmed strike. you can empower that attack. You have advantage on the attack roll and if it hits, it deals additional thunder damage cqual to one role of your martial art die. This damage can be increased by an additional role of your martial art die for each 10 feet of movement you took in a straight line before making the attack, a total maximum of 30 feet You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
LIGHTNING STRIKES TWICE
Starting at 17th level, One with Lightning now deals an additional 1d6 lightning damage on each unarmed strike while the effect is active. When you hit a creature with an unarmed strike, you can expend 3 ki points to surge an inicredible amount of electricity through their body. When you use this ability, the creature must make a Constitution saving throw (8 +your proficiency bonus your Wisdom modifier) It takes 12d12 damage on a failed save and half as much on a successful one.
BECOME THE STORM
At 17th level your ki mastery allows you to physically embody the destructive elements you wield. As a bonus action, you can spend 5ki to become a the embodiment of a bolt of lightning for 10 minutes. This form ends early if you are incapacitated or if you die. In this form you gain the following benefits.
Elemental Resistance. You are immune to thunder and lightning damage.
Empowered Fist of thunder and lightning. You can use Fists of Thunder and Lightning without spending the ki point for the ability, You can still use Fists of Thunder and Lightning only once per turn.
Improved Movement. While in this form you can move through creatures and objects as if they were difficult terrain. The first time you move through a creature on your turn it takes lighting damage equal to 5 + your wisdom modifier (Minimum of 1), If you end your turn inside a creature or object you take 1d10 force damage.
Voltaic Strike
Starting at 11th level you can use the extra kinetic energy built up by your speed to unleash a devastating strike. If you move at least 10 feet in a straight line immediately before making an unarmed strike. you can empower that attack. You have advantage on the attack roll and if it hits, it deals additional thunder damage cqual to one role of your martial art die. This damage can be increased by an additional role of your martial art die for each 10 feet of movement you took in a straight line before making the attack, a total maximum of 30 feet You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Storm Surge
Starting at 11th level you can channel your ki to give you a stunning burst of speed As an action. you can spend 3 ki to cast the haste spell targeting yourself, without providing material components. When you cast the spell this way, you can spend 1 ki point to gain Resistance to either thunder or lightning damage for 1 hour.
One With Lightning
Starting at 3rd level you gain resistance to thunder and lightning damage. In addition, you can spend 1 ki to wreathe yourself in lightning for 1 minute. While One with Lightning is active, you may make one additional unarmed strike when you take the attack action. You can also choose whether your unarmed strikes are bludgeoning or thunder damage, you can choose between this option again on a short rest. In addition attack deals additional lightning damage equal to one roll of your Martial Arts die to the target it can't take reactions until the start of its next turn. You can use this feature only once per turn, This features damage is increased by an additional roll of your Martial Arts die at 6th. and 11th level.
Thunderous Stride. At 3rd level, you can use the Step of the Wind feature without spending the ki point for Step of the Wind.
Reflexes of Zeus
Starting at 6th level you learn to use your lightning to control your muscles well beyond human reaction time. As a result while under the effects of One with Lightning, you can spend 1 ki point to raise your AC by 2 until the start of your next turn, including against the triggering attack and make an unarmed strike as a reaction when an enemy within 5 feet of you attacks you with a melee attack.
SPEED OF LIGHTNING
Starting at 6th level as an action. you can expend 3 ki points to teleport yourself to an empty space you can see within 90 feet. Each creature within 10 feet of the space you teleport to makes a Dexterity save (8 + your proficiency+ your Wisdom modifier) and taking 3d10 thunder damage on a failure, or half damage on a success. Thunder booms out to 300 feet away.
Extract Aspects
Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach. This benefit lasts until you finish a short or long rest.
Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Extort Truth
Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.
An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.
If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.
Mystical Erudition
Also by 6th level, you have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 11th and 17th level.
Mind of Jupiter
Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.
Lightning Strikes Twice
Starting at 17th level, One with Lightning now deals an additional 1d6 lightning damage on each unarmed strike while the effect is active. When you hit a creature with an unarmed strike, you can expend 3 ki points to surge an inicredible amount of electricity through their body. When you use this ability, the creature must make a Constitution saving throw (8 +your proficiency bonus your Wisdom modifier) It takes 12d12 damage on a failed save and half as much on a successful one.
Debilitating Barrage
Upon reaching 17th level, you’ve gained the knowledge to manipulate a creature’s ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.
If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.
Become The Storm
At 17th level your ki mastery allows you to physically embody the destructive elements you wield. As a bonus action, you can spend 5ki to become a the embodiment of a bolt of lightning for 10 minutes. This form ends early if you are incapacitated or if you die. In this form you gain the following benefits.
Elemental Resistance. You are immune to thunder and lightning damage.
Empowered Fist of thunder and lightning. You can use Fists of Thunder and Lightning without spending the ki point for the ability, You can still use Fists of Thunder and Lightning only once per turn.
Improved Movement. While in this form you can move through creatures and objects as if they were difficult terrain. The first time you move through a creature on your turn it takes lighting damage equal to 5 + your wisdom modifier (Minimum of 1), If you end your turn inside a creature or object you take 1d10 force damage.
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