Monk
Base Class: Monk

Monks of the Way of the Arcstrider are the masters of manifesting their ki. Through rigorous training, they learn how to conduct the flow of ki, or "Light" in their bodies into currents of electricity, and have trained restlessly to channel the ultimate weapon known as the Arcstaff. Ebbing and flowing through the field of combat, they zip like lightning from foe to foe, striking them down with equally elegant and deadly maneuvers.

 

Gambler's Dodge

Starting when you choose this tradition at 3rd level, you can replenish your Light by producing a static charge. On your turn when at least one enemy is adjacent to you, you can use your bonus action to roll deftly across the floor and build a static charge. When you roll, you must move 5 feet in any direction, provoking opportunity attacks as normal. At least one opportunity attack must be made against you and miss for the roll to be considered successful, and if it succeeds then you regain 1 lost ki point. Regardless of if the roll is successful or not, you then have an additional 5 feet reach on the first unarmed or monk weapon attack you make before the end of the turn. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and replenish all uses when you finish a short or long rest.

Whirlwind Guard

Also at 3rd level, you learn how to momentarily invoke the power of the Arcstaff to enhance your defense against ranged attacks. Your deflect missiles trait no longer requires a reaction but instead costs two ki points whether or not you successfully negate the damage. If you use this ability to reduce the damage of a projectile to 0, the reflected missile is enhanced, dealing an additional Martial Arts die of Lightning damage with a normal range of 40 feet and a long range of 120 feet.

Disorienting Blow

At 6th level, you overchannel your Light into already empowered attacks, causing them to become far deadlier. Whenever you hit a creature with your Stunning Strike attack, you can expend one additional ki point to impose one of the following effects:

  • Tempest Strike. The targeted creature takes extra thunder or lightning damage (your choice) equal to your Martial Arts die if it failed the saving throw, half as much on a success. When you reach 11th level in this class, the extra damage increases to two rolls of your Martial Arts die.
  • Blinding Light. Each creature within 5 feet of the original target that is size Large or smaller must succeed on a Constitution saving throw or become stunned until the end of your next turn.

Lightning Weave

Beginning at 11th level, your mastery over your Light and staggering speed allow you to flow like lightning. All opportunity attacks against you are made at disadvantage, and after successfully rolling, you gain temporary hitpoints equal to one roll of your Martial Arts die + your Dexterity modifier. Additionally, you gain proficiency with Acrobatics. If you already have proficiency in it, you can instead choose to double your proficiency bonus for any ability check you make that uses the skill.

One With the Light

At 17th level, you have mastered the art of conducting your Light into electrical currents, learning to call lightning itself to hand and wield it like a staff against your foes. As a bonus action, you can conjure up the Arcstaff, a one-handed simple melee weapon that you are proficient in. While you wield the Arcstaff, you gain the following benefits.

  • Arc Light surges through your body, modifying your appearance in a number of ways (eyes glowing blue, veins coursing with light, puddles of lightning appearing under your feet, etc.).
  • You can attack with the Arcstaff, dealing 2d8+DEX modifier Lightning damage on a hit. While you wield the Arcstaff, it has a +2 bonus to attack and damage rolls and overcomes nonmagical resistance to Lightning damage.
  • You can slam your Arcstaff against the floor and cause rippling waves of thunder to shoot out from around you. Immediately after taking the attack action with the Arcstaff, you can expend 6 ki points to cast thunderwave as a 3rd level spell using a bonus action, centered on yourself. The saving throw DC of this spell is 8 + your Wisdom modifier + your proficiency bonus. You are immune to the damage of the spell if it is cast in this way.
  • You can't be disarmed of the Arcstaff unless you are incapacitated

When you channel the Arcstaff, it exists until you drop it (no action required), or for one minute, before vanishing into a sparkle of blue light. Once you conjure the Arcstaff, you cannot do so again until you finish a Long Rest or spend 10 ki points to use this feature again.

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