Monk
Base Class: Monk

Monks of the storms have abilities intrinsically tied to thunder, water, and lighting. These subclass abilities all use your Ki Save Ability DC. 

 

 

3rd level

Crackling Blows:  Your martial arts dice has a duplicate thunder damage dice. I.E. if you have a d4, you now do 1d4 bludgeoning and 1d4 thunder damage. These dice progress as normal per the monk table.

Thunderwalk:  You can teleport up to your movement speed to anywhere you can see, dealing 1d10 of thunder damage and applies the condition deafened for one round to anyone within 10ft of the space you teleported to on a failed save. On a successful save there is no damage applied.

5th level

Thunderclap:  You can expend 1 Ki point to strike your hands and cause a wave of thunder to force itself outward creating a deafening clap of thunder, dealing 2d10 thunder damage and forcing anyone within range to make a constitution saving throw or be deafened for one minute. You can expend another Ki point to choose any creatures within range to be unaffected.

7th level

Water Prison:  You can expend 1 Ki point to attempt to entrap a creature in a 5 by 5 sphere of water, the creature gets a Str saving throw.

Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

9th level: 

Stormtouched: You gain immunity to lightning and thunder damage.

 

11th level:

Punch of the stormclouds:  If you land three or more attacks on the same foe in one turn, you can expend 3 ki points to call lightning down upon them, with the first two punches acting as the storm gathering. A creature takes 3d10 lightning damage on a failed saving throw. Every turn after this initial combo, you can use your action to expend another Ki point to recall the lightning; doing another 3d10 lightning damage. If this ability is used on a creature currently restrained by your Water Prison ability, treat the creature as Vulnerable to this ability's damage.

17th level

Stormborn: While you are in weather that would be considered "stormy" you have a fly speed equal to your total movement speed, but you must end your turn on the ground or fall from the sky. Being in this stormy weather also improves your Crackling Blows to Thunderous Blows.

Thunderous Blows: Each melee attack you connect creates a chain lightning effect, bouncing to multiple creatures. Bolts of lightning arc from your palms, and lash out at any creature you choose that is currently in the storm.

 

20th level:

Stormbringer: Once per dawn, you may use this ability to cast Storm of Vengeance from the Druid Spell list. The storm brought in from this spell counts for all of your Stormbringer Monk abilities.

 

Crackling Blows

Crackling Blows:  Your martial arts dice has a duplicate thunder damage dice. I.E. if you have a d4, you now do 1d4 bludgeoning and 1d4 thunder damage. These dice progress as normal per the monk table.

Thunderwalk

Thunderwalk:  You can teleport up to your movement speed to anywhere you can see, dealing 1d10 of thunder damage and applies the condition deafened for one round to anyone within 10ft of the space you teleported to on a failed save. On a successful save there is no damage applied.

Thunderclap

Thunderclap:  You can expend 1 Ki point to strike your hands and cause a wave of thunder to force itself outward creating a deafening clap of thunder, dealing 2d10 thunder damage and forcing anyone within range to make a constitution saving throw or be deafened for one minute. You can expend another Ki point to choose any creatures within range to be unaffected.

Water Prison

Water Prison:  You can expend 1 Ki point to attempt to entrap a creature in a 5 by 5 sphere of water, the creature gets a Str saving throw.

Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

Punch of the Stormclouds

Punch of the stormclouds:  If you land three or more attacks on the same foe in one turn, you can expend 3 ki points to call lightning down upon them, with the first two punches acting as the storm gathering. A creature takes 3d10 lightning damage on a failed saving throw. Every turn after this initial combo, you can use your action to expend another Ki point to recall the lightning; doing another 3d10 lightning damage. If this ability is used on a creature currently restrained by your Water Prison ability, treat the creature as Vulnerable to this ability's damage.

Stormborn

Stormborn: While you are in weather that would be considered "stormy" you have a fly speed equal to your total movement speed, but you must end your turn on the ground or fall from the sky. Being in this stormy weather also improves your Crackling Blows to Thunderous Blows.

Thunderous Blows: Each melee attack you connect creates a chain lightning effect, bouncing to multiple creatures. Bolts of lightning arc from your palms, and lash out at any creature you choose that is currently in the storm.

Stormbringer

Stormbringer: Once per dawn, you may use this ability to cast Storm of Vengeance from the Druid Spell list. The storm brought in from this spell counts for all of your Stormbringer Monk abilities.

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