Base Class: Monk
The Lord of Storms Teylas is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of Tempered Rage in this guise. The fundamental teaching of this tradition holds that by gaining mastery over emotion, a monk becomes a more integrated part of the world and its magic. By suppressing, refining, and channeling all emotion, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on wings of wind. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.
As a follower of the Way of Tempered Rage, you decide how you mastered even your most primal emotion and honed it into a deadly weapon.
Calm Sky
3rd-Level Way of Tempered Fury Feature
You can channel elemental power to magnify your presence and imbue your unarmed strikes with the fury of a storm. You gain the following benefits:
Tempestuous Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of a raging thunderstorm. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
Lightning Hands. You can spend 1 ki point to add damage equal to one Martial Arts die to any ranged attack.
Shocking Strike. When you damage a target with an unarmed strike, you can change the damage type to lightning and add damage equal to your proficiency bonus.
Whisper on the wind. You learn to speak, read, and write Auran or one other language of your choice. In addition, you gain the message cantrip if you don't already know it.
Atmospheric Discharge
3rd-Level Way of Tempered Fury Feature
You can channel your most destructive emotion into waves of energy, like those created by the most violent of tempests. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of elemental lightning energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Each creature in that area must make a Dexterity saving throw against your ki save DC, taking lightning or thunder damage equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. All conductive surfaces hit by the attack become charged with electrical energy for 1d4 turns and deal damage equal to one of your Martial Arts die to any creature who comes into contact with it.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
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. While you have no uses available, you can spend 2 ki points to use this feature again.
Wings Unfurled
6th-Level Way of Tempered Fury Feature
When you use your Step of the Wind, you can unfurl spectral wings of hardened air from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed. If you can already fly, increase your flying speed by 10ft
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.
Gathering Squall
11th-Level Way of Tempered Fury Feature
The power of your elemental spirit now radiates, crackling from you, warding your allies, or inspiring fear in your enemies. As a bonus action, you can create an aura of thunderous power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:
Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Vindictive Cloak. You and your allies within the aura are wrapped in a protective nimbus of crackling electrical charge. For the duration, the target of an attack that is protected by this ability deals lightning damage equal to a Martial Arts die when a creature withing 5 feet of them makes an attack.
Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.
Ascendant Aspect
17th-Level Way of Tempered Fury Feature
Your elemental fury reaches its peak. You gain the following benefits:
Augment Discharge. When you use your Atmospheric Discharge, you can spend 1 ki point to augment its shape and power. The discharge of lightning and thunder elemental energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
Blindsight. You gain blindsight out to 10 feet. By detecting vibrations in the air currents, you can effectively see anything that isn’t totally stationary, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Explosive Fury. When you activate your Gathering Squall, elemental lightning explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 lightning or thunder damage. In Addition, if the Dexterity saving throw is failed, the creature is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Previous Versions
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