Monk
Base Class: Monk

The Way of The Storm is a very old monastic tradition, created by a powerful sha-man hundreds of years ago, that allows one to channel the chaos and flow of the storm through their Ki, as they use wind, lightning and thunder to their advantage, embodying the storm with their bodies.

Step of The Storm

At 3rd level, you learn to channel the flow of the storm through your body, advancing your movement, and increasing your speed. 

as a bonus action, you can use step of the wind for dashing without expending a Ki point. while doing that, you add 5ft to your speed. your movement is unaffected by difficult terrain during this time.

while using step of the wind, you can freely enter hostile creature space. The first time you enter a creature's space, you can expend 1 Ki point to force the enemy to make a strength saving throw or take thunder damage equal to your martial die+ your dexterity modifier and be pushed 10ft back in the direction opposite to where you attacked from.

Hands of The Storm

at 6th level you can feel the storm writhing within your body, as you channel it into your strikes releasing the energy of wind lighting and thunder with your attacks. when you attack on your turn you can spend 1 ki point to make every attack that turn deal one of the following types of damage, each with their own effect: lightning, thunder and magical bludgeoning (wind).

Lightning  your attacks cause bursts of electricity to erupt from the target, causing every creature within 10ft of your choice to take 1d4 lighting damage per attack, including the main target.

Thunder your attacks create devastating bursts of sound, forcing every creature within 10ft of your choice to make constitution saving throw, on a failed throw, the creature is deafened and has disadvantage on all attacks and saving throws starting after the end of your turn, until the end of their next turn. this effect applies once per turn.

Wind your attacks release thrusts of wind from your body, forcing ever creature of your choice in a 15ft cone from you make a strength saving throw, on a failed throw, they are pushed 10ft back and knocked prone. this effect applies once per turn.

Disciple of Hurricanes

At 11th level, you have gained the ability to move as a part of the storm itself, harnessing the elements of tempest around you to charge your movement and attacks. when you move more than 15ft in a turn, after the initial 15ft, your movement becomes flying and you remain in the air until the end of your next turn unless moving otherwise.

additionally, when you use flurry of blows, if you land both attacks you can spend 1 Ki point to create a miniature hurricane centered on the target creature, and until the end of your next turn you can push them around in any direction up to 30ft, not necessarily in one direction. you can use this on your turn, requiring no action, or on the target's turn by using a reaction.

Destructive Flow

At 17th level, you have learned and mastered the forming of storms, as you embody their wrath with your energy, channeling they're most destructive capabilities through your Ki. you now add your wisdom modifier in addition to the lighting damage of Step pf the storm, and Wrath of the storm.

additionally, you can become a missile of booming lightning and thunder, as an action, you can pick a space within 120ft of you, and crash into it, forcing everyone within 20ft radius of the area to make a dexterity saving throw, on a failed throw taking 5d6 lightning damage and 5d6 thunder damage, and half as much on a successful one.

You can use this feature a number of times equal to your wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

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