Monk
Base Class: Monk

Monks that walk through the Way of the Storm Strider are almost druidic in their monastic practices, they embody the might and eerie allure of a storm’s natural wrath like no other, they flow swiftly like lightning and strike mighty like thunder.

When they meditate, they usually do so in the middle of tempests, soaked in rain and with the rumbling sound of thunder in the back of their brain, as their monastery may have been in a coast or mountain, experiencing first-hand the might of the seas, storm and lightning.

Most monks that walk this path seem to be imbued with the anticipation of electricity, constantly moving, almost vibrating with the untapped swift and flashing power of the storm.

Stormchaser

Beginning when you choose this tradition at 3rd level, you learn to conjure a weapon of raw lightning, your Stormchaser. As a bonus action on your turn, you can summon it. It lasts for 10 minutes, and has the following properties:

  • You can use it to make unarmed strikes.
  • The unarmed strikes you make with the staff can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is lightning.

Your Stormchaser can have any shape or form you want, not necessarily a weapon, though it is always clearly made of lightning. Quarterstaffs are quite common, though blades and lightning knuckles don't fall far behind. Finally, as part of a short or long rest, you may spend an hour performing a ritual to transfer the properties of a magical weapon onto your Stormchaser, gaining all of its properties with the exception that its damage type, nonmagical weapon properties and dice don’t change. Your Stormchaser can hold the properties of up to one magical weapon at a time, and while your Stormchaser has the properties of a magical weapon, said magical weapon becomes nonmagical. You can only do so with a weapon that counts as a Monk weapon for you, or a weapon that deals lightning damage of any kind.

Overcharged

Also at 3rd level, you can surge and go into an overdrive of shocking speed, as you become imbued with the almost endless supply of energy that lightning provides. You have advantage on Initiative rolls.

Additionally, whenever you reduce a creature to 0 hit points, you use your action to Dash, you roll a critical hit on an unarmed strike or an attack with a monk weapon, or you roll a 20 on the d20 on an ability check or saving throw, you become overcharged until the end of your next turn. While overcharged, you gain the following benefits:

  • Your walking speed increases by an additional 10 feet.
  • You gain resistance to lightning damage.
  • You have advantage on Dexterity saving throws.
  • At the beginning of your turn, you may choose to have your form become raw energy, lightning itself. Until the end of that turn, attacks of opportunity against you are made at disadvantage, you can squeeze through a space as narrow as 1 inch wide, and you can’t attack or cast spells.

Shocking Release

Starting at 6th level, you can shock your enemies with the power of primordial lightning itself, unleashing its mighty power from you. Whenever you roll a critical hit on an attack with an unarmed strike or a monk weapon, you successfuly apply your Stunning Strike feature, or you finish moving your full movement in a straight line, you can cause an explosion of lightning around you.

One creature of your choice within 10 feet of you must succeed on a Dexterity saving throw against your Ki save DC or take lightning damage equal to one roll of your Martial Arts die + your Wisdom modifier and become shocked (a shocked creature can't take reactions, and on its turn, it can only take an Action or a bonus action, not both). A creature takes half as damage on a successful save and suffers no further effects. If the first creature fails the saving throw, you can choose a different creature within 5 feet of them to succeed on a Dexterity saving throw the same way, up to once per activation of this feature.

Jolting Strike

At 11th level, whenever you hit a creature with your Stormchaser or they failed the saving throw against your Shocking Release feature, you may choose to jolt it: until the end of your turn, attacks against the affected creature deal an additional 1d6 lightning damage, and any creature other than you within 10 feet of the jolted creature takes the same amount of lightning damage as them when they do, given the rampantly spreading crackling lightning.

You can use this feature once, regaining the ability to do so again when you finish a short rest, or if you expend 3 ki points to use it again.

Additionally, whenever you cause a creature to become jolted or shocked, you may choose to become Overcharged.

Tempestuous Feedback

By the time you’ve reached 17th level, your connection to the primordial storm as at its most powerful. You gain the following benefits:

  • You gain resistance to lightning damage.
  • While Overcharged, you gain immunity to lightning damage, resistance to thunder damage and your speed increases by an additional 10 feet.
  • Whenever you roll lightning damage, you can treat any 1s as the maximum possible roll instead.
  • Whenever you are hit by an attack, you can use your reaction to cause lightning to flow in between you and your attacker. They must succeed on a Dexterity saving throw against your Ki save DC. On a failed save, they become jolted (as described in the Jolting Strike subclass feature), and on a successful save, they become shocked (as described in the Shocking Release subclass feature.

Previous Versions

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