Monk
Base Class: Monk

Locked away in a pocket dimeson resides a monastery where the Dragon Turtle Syvanti teaches a select few The Way of the Thundering Fist which, is a style of combat that is known for its terrifying speed and its powerful strikes that rival that of a thunder storm. This style is focused on channeling Ki through the air around you to move and strike at lighting speed this also relies on a high octane aggressiveness as after all. they can't hit you if you take them out first. 

Lighting Dash

Starting at Level 3 you unlock the ability to Lighting Dash. Lighting Dash is a bonus action that allows you to move up to 20ft. and strike a creature for 1d8 damage and forces them to be make dexterity saving throw or knocked prone. You may also spend ki points to move an extra 20ft. per ki point spent.

Damage increases at higher levels (2d8 at 6, 3d8 at 11, 4d8 at 17)  

Calming Storm

Starting at Level 3 you can sacrifice all of your movement (including lightning dash) to meditate an absorb Ki from the space around gaining back 1d4 Ki points ( Maxes out at how many ki point you can have Ex. you can only have 2 ki point at Level 2.)  This action can only be preformed as many times as half your monk Level per long rest (Ex. At level 4 you can use this ability  2 times per long rest.)   

Paralyzing Strike

Starting at 6th level you gain the ability to spend an extra Ki point when using Stunning Strike to send a surge of electricity into a creatures body giving them disadvantage on  the constitution saving throw against your stunning strike and deals 1d4 lighting damage (1d6 at 11 and 1d8 at 17). 

Lighting Blade

Staring at Level 6 you can spend 2 Ki points channel a ball of Lighting in your hand and strike a creature with it dealing 1d12 Lighting Damage, plus an extra 1d12 for every additional Ki point you spend.  

Syvanti's Breath

At level 11 as an action or a bonus action you can spend a Ki point  to channel lighting in the way your master Syvanti would and use it as a breath weapon and spurting lighting out in a 5 by 30ft. line attack dealing 2d6 damage on a failed dexterity saving throw or half as much on a successful one. 

Chain Lighting

Starting at Level 11 you can spend 2 Ki points after landing an attack on a creature to channel lighting through them and push it through every creature in a 10 foot radius dealing 2d6 to the initial creature and 1d6 to every other creature caught in the radius. (You can spend additional Ki points to widen the radius)  

Raijin's Punch

Starting at Level 17 you can spend 3 Ki points to use the thundering force of Rajni himself to strike a creature with 3d10 Lighting damage and causing the creature to make a constitution saving throw on failed saving throw the creature fills with thunderous energy so when the creature attempts to move 5ft. or more they take an additional 2d8 damage on a successful saving throw the effect only dose 2d6 Thunder damage.   

Previous Versions

Name Date Modified Views Adds Version Actions
5/18/2022 8:23:22 PM
7
0
1.0
Coming Soon
5/18/2022 8:45:02 PM
7
0
1.01
Coming Soon
1/9/2023 8:44:33 PM
8
3
1.01
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes