Monk
Base Class: Monk

There have been many religions and myths around the world regarding gods, monsters, and superhuman entities, but this one seems to be feared the most. A god of thunder is a physical god with supreme control over storms and other natural disasters. Thunder and lightning have always been associated with the unknowable majesty of the Heavens. Hence, the gods of thunder typically send out bolts of divine retribution to punish the accused for their hubris and wickedness. 

The fundamental teaching of this tradition holds that by emulating these great beings, a monk becomes a force of nature that can both protect and bring prosperity to their kin and country. The Way of the Storm Mantle is a spiritual journey, as the monk accepts a great thunder spirit as a guide, protector, and inspiration. By channeling their ki to resonate with the might of great storm entities, monks coat themselves in an aura that augments their prowess in battle. This aura allows them to dominate their opposition and make their presence known to all.

Armaments of the Storm Mantle

3rd-level Way of the Storm Mantle feature

Your mastery of your ki allows you to summon a portion of your storm mantle. As a bonus action, you can spend 1 ki point to summon the armaments of your storm mantle. When you do so, each creature of your choice that you can see within 15 feet of you must succeed on a Dexterity saving throw or take thunder or lightning damage equal to two rolls of your Martial Arts die.

For 10 minutes, these thunderous arms and legs and/or weapons hover near your shoulders or surround your limbs (your choice). You determine the thunderous armaments’ appearance, and they vanish early if you are incapacitated or die. While your storm mantle armaments are present, you gain the following benefits:

  • You can use your WIS modifier instead of your STR modifier when making STR checks/saving throws, and your thunderous armaments count as monk weapons.
  • You gain advantage on grapple and shove checks and saving throws.
  • You can make unarmed strikes, weapon attacks,  grapple attacks, shove attacks, and manipulate objects with these arms.
  • You count as one size larger when determining your carrying capacity, grapple and shove rolls, and the weight you can push, drag, break, or lift. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, drag, lift, or break objects.
  • These arms make your reach 10 ft. greater than normal (Total 15 ft).
  • The unarmed strikes and weapon attacks you make with this feature can use your WIS modifier instead of your STR or DEX modifier for the attack and damage rolls, and their damage type is either lightning or thunder (chosen before making the attack roll).

Visage of the Storm Mantle

6th-level Way of the Storm Mantle feature

You can summon the visage of your Storm Mantle. As a bonus action, or as part of the bonus action you take to activate Arms of the Storm Mantle, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The storm visage covers your face like a helmet or mask, your upper back like a halo, and your shoulders like pauldrons or a small cape. You determine its appearance. Additionally, if you can play instruments, you will summon a spectral representation of them that manifests within your Storm Mantle's Visage. These instruments orbit within 5 feet of the user. The instruments are intangible and invulnerable, lasting until the Storm Mantle is lost or dismissed. While the storm visage is present, you gain the following benefits:

Eyes of the Storm. Your unique connection to storms has enabled you to sense the faintest changes in the air and electrical pulses around you. You have blindsight to a distance of 120 feet. You are not deceived by illusions that rely on sight and sound. You have advantage at seeing creatures taking the Hide action.

Wisdom of the Lightning Lord. You have advantage on Wisdom (Insight), Charisma (Performance), and Charisma (Intimidation) checks. You can use your WIS modifier instead of your CHA modifier on your Performance and Intimidation checks.

Instruments of the Thunder God. When you speak, you can direct your words to creatures of your choice that you can see within 120 feet of you, making it so only those creatures can hear you. Alternatively, you can amplify your voice and the sounds of your instruments so that all creatures within 600 feet can hear you. You are also immune to any effect that would silence or mute you.

Jaws of the Lightning Beast. Immediately after hitting a creature with a melee attack on your turn, you can attempt to grapple or shove the target as part of the same action. The creature must succeed against your Ki Save DC or be grappled by you. As an action, the creature can escape the grapple by succeeding on your Ki Save DC Strength (Athletics) or Dexterity (Acrobatics) check. At the start of each of your turns, you can deal one Martial Arts Die in thunder or lightning damage to one creature grappled by you.

Body of the Storm Beast

11th-level Way of the Storm Mantle feature

When you have both your Storm Mantle Armaments and Visage summoned, you can cause an incomplete shell of your Storm Mantle to appear (no action required). This thunderous, beast-like shell covers your physical form like a suit of armor, combining with the armaments and visage. You determine its appearance. While the thunderous armor is present, you gain the following benefits:

Electromagnetic Aura. You resist bludgeoning, piercing, and slashing damage and are immune to lightning and thunder damage. Your Movement speed increases by 10ft. Any creature within 15 feet of you that hits you with a melee attack takes one Martial Arts die of thunder or lightning damage.

Ride The Lightning. You gain the ability to transform yourself into an explosive bolt of lightning. When you use your Step of the Wind feature, you have a flying speed equal to your walking speed. This movement doesn’t provoke opportunity attacks, and when you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes two Martial Arts die of thunder or lightning damage. At the cost of additional ki points (up to a max of 3), increase your speed by 5 feet for each ki point spent. The movement deals an additional two Martial Arts die of lightning or thunder damage for each ki point spent (up to a maximum of 8 dice). 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.

Storm Lord's Mantle

17th-level Way of the Storm Mantle feature

Your emulation of thunderous entities is complete, allowing you to unleash your Storm Mantle's full potential. At the start of combat, you can spend 3 ki points to summon the armaments, visage, and armor of your Storm Mantle and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die. While your Storm Mantle is awakened, you gain the following benefits:

Cloud Dance. You gain a +3 bonus to Armor Class. You also have a fly speed equal to twice your movement speed and can hover. This supersedes your Ride The Lightning feature, meaning you can fly without using Step of the Wind, and the flight given by Step of the Wind gains this feature's increased distance. You must still use Step of the Wind to use your Ride the Lightning feature.

Mind over Body. The limits of the words, possible or impossible, no longer bind you. Your size increases to count as Huge, and your reach increases by 5 feet. You quadruple your maximum when determining your carrying capacity and the weight you can push, drag, grapple, shove, or lift.

Thunderous Barrage. Whenever you use the Extra Attack feature to attack twice, you can attack thrice instead. You can overcharge your Storm Mantle Arms using your Flurry of Blows feature. You can make up to two additional attacks (three Flurry of Blows attacks max). 

Navel Consumption. When you reduce a creature to 0 hit points, you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1).

Previous Versions

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