Monk
Base Class: Monk

The Striker's subclass, a close-ranged attack class that allows one to "smash the ground and dissolve nearby enemies in a maelstrom of lightning and thunder damage. Built to take damage and toll it out, the striker subclass is built for the monk that wants to get up-close and personal. 

Please let me know what you think of this, just as a subclass, not as something destiny. How would this work in game, is this too busted, should traits or effects be added/removed/changed, anything like that? I want to know what you think of this, honestly. If you are reading this, thank you for taking the time to check this subclass out!

Touch of the Storm

Beginning at 3rd level you harness your battles within and can cast spells using your ki

You can spend 2 ki points to cast the thunderwave spell 

Likewise, when a creature within 5 ft. that you can see hits you with an attack, you can use your reaction to cause the creature to make a DEX saving throw or it takes 2d8 lightning damage, half damage on success. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. This damage increases at specific levels by 1d8, at lvl 7 (3d8), lvl 11(4d8), and at lvl 17 (5d8).

 

Storm Strike

Beginning at level 3rd lvl you can harness the lightning surging through you, you can call the powers of the storms into your fists. Starting at 3rd level you can imbue your punches with the power of the storm within, dealing an extra 1d6 + dexterity damage. This damage increases by 1d6 at specific levels, increasing at lvl 6 (2d6), lvl 11 (3d6), and at lvl 17(4d6). This effect likewise increases your melee range by five feet. You can use this action a number of times equal to 1 + your proficiency bonus plus your wisdom modifier.

 

Knockout

If you reduce an enemies hit points to zero, you can use this to amplify yourself, gaining temporary hit point equal to half the damage delt by your final blow 

Temp hit point gained increases to the full amount of damage delt by the final blow at lvl 17

Death from Above

Beginning at 6th level you can make a high jump on your turn, hurling yourself back down towards your foes

After landing back down on the ground, your thunderous damage ripples through the ground. Creatures within a 10 radius must make a Dexterity saving throw. The creatures takes 3d6 + your dexterity modifier lightning damage on a failed saving throw, and half as much damage on a successful one. You can use this a number of times equal to 1+ your wisdom modifier. This damage increases by 1d6 per specific level, at lvl 11 (4d6) and at lvl 17 (5d6).

The storm within

beginning at 6th lvl you can spend 2 ki points to cast shatter.

You also gain access to the Shocking Grasp cantrip that you can cast at will

Empowered and by years of battle, the storm within yourself have made you resistant to lightning and thunder damage

Storm caller

Beginning at lvl 11 you can spend 4 ki points to cast lightning bolt.

You can spend 4 ki points to cast call lightning

Your battles have empowered and amplified the storm within making you immune to thunder and lightning damage rather than resistant, and you have advantage against being struck by lightning from spells 

Thundercrash

Beginning at lvl 11 you can embrace the storm within, using lightning to launch yourself into your foes with the might of a great storm,  creating an echoing boom that can be heard from 300 ft. away. Opponents within a 20 foot radius must make a Dexterity saving throw. The creatures takes 4d10 lightning on a failed saving throw, and half as much damage on a successful one. Damage increases to 5d10 at lvl 17. You can use this action twice per long rest

Release the Storm

Beginning at level 11, you can release the storm within, letting loose the lightning. When you take an attack or cast a spell that deals lightning or thunder damage you can start by taking damage equal to 2d6 + your monk level, this damage can not be reduced in any way, now rather than rolling, you can deal the maximum roll of the dice as damage. You can use this effect once per long rest.

Master of the Storm

Beginning at lvl 17 your storm within has grown to immense power and when it escapes, it sets itself free

You can spend 5 ki point to cast chain lightning 

You can spend 5 ki point to cast storm sphere

Stromborn

At lvl 17 you can know harness the powers of the storm within, granting you a base flying speed is 50 feet, and now when you reduce an enemies hit point to 0, you now heal the full amount of damage dealt by the killing blow  

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