Monk
Base Class: Monk

Monks who follow the Way of the Storm harness the power of lightning and swift movement, becoming nimble and electrifying warriors. They channel the energy of storms, striking foes with lightning-fast strikes and evading attacks with unparalleled speed. These lightning-wielders embody the unpredictability and ferocity of a tempest, using their agility and electric power to overwhelm their enemies.

Electric Strikes

Starting at 3rd level when you pick this subclass your unarmed strikes become infused with electricity. Your unarmed strkes now deal lightning damage instead of bludgeoning damage.

Additionaly you gain resistance to lightning damage.

Electric Charge

At 6th level, you gain the ability to charge your allies with an electric force. As an action, you can spend 2 ki points and choose a number of willing creatures within 30ft of you (not including yourself) equal to your Wisdom modifier(minimum of 1). This charge lasts for 1 minute or until you dismiss it as a bonus action. While a creature is charged their weapon attacks and unarmed strikes deal additional lightning damage equal to your Wisdom modifier (minimum of 1). Additionally the charge ends early if the charged creature get unconscious. After a creature its charged they can't be charged again until they finish a long rest.

Additionaly  your Electric Strikes now deal an additional 1d4 lightning damage to your unarmed strikes.

Speed of Lightning

Beginning at 11th level, your speed increases by 10 feet.In addition, you can spend 5 ki points as a action to channel your inner electricity to be under the spell effects of haste and Ashardalon's Stride (lighting damage), for 1 minute and you can move through other creatures and objects as if they were difficult terrain. Because of the pull of all your inner electricity you suffer 2 levels of exhaustation after 1 minute. You can't benefit from your Electric Strikes feature until you finish a long rest. You can't pass through walls with this ability. To remove this Exhaustion levels you need a 2 long rests and to eat 5 times your average meal.

Furthermore your Electric Strikes damage increases to 2d4

Discharge

At 17th level, you gain the ability to release a powerful electrical discharge. As an action, you can spend 3 ki points to create a 20-foot-radius sphere of lightning energy centered on yourself. Each creature within the sphere must make a Dexterity saving throw against your ki save DC, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, all affected creatures are stunned until the end of their next turn on a failed save.

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