Monk
Base Class: Monk

Monks of the Way of the Great Storm learn to channel their own life energy into searing bolts of lightning. They teachthat meditation can unlock the ability to unleash the indomitable power shed by the life force from every living creature.

Storm Rush

At 3rd level, you become wreathed in an aura of crackling lightning, of a color of your choice. You can extinguish or restore the lightning as a bonus action. You can only restore the aura a number of times equal to your Wisdom modifier between each long rest. The aura remains active for 30 seconds (5 rounds) per monk level. While wreathed in the aura, you gain resistance to Lightning and Thunder damage, and your speed is increased by amount given in the table below:

Speed Bonus
level Speed Bonus
3rd-5th +5
6th-11th +10
12th-16th +15
17th-20th +20

Storm Bolt

Starting when you choose this tradition at 3rd level, you can hurl bolts of magical lightning. You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet (50 feet long range). You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is lightning or thunder, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. when you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two extra attacks as a bonus action.

Thunderous Blows

You may the regular damage type of your unarmed strikes to Thunder or Lightning.

Lightning Dash

At 6th level, while the Storm Rush lightning aura is active you can transform yourself and your equipped items into a streak of lightning. while the Storm Rush lightning aura is active you may spend 2 ki points to transform yourself and your equipped items into a streak of lightning. While transformed, as an action, you may move any direction up to your movement. in this form you may pass through creatures and any metal object though you cannot stop there. Any hostile creature you pass through while transformed must make a Dexterity saving throw, on a failure they take 1d12 + your Dex Modifier of lightning damage and half on a successful save. each creature can only be affected once per transformation. While transformed you may only make movement actions and you cannot trigger attacks of opportunity. The transformation ends at the end of your turn. You can undergo this transformation equal to half your proficiency bonus rounded up and regain all charges after a short or long rest.

Lightning Arc

At 6th level, your attacks from Storm Bolt have increased in power. your attacks from Storm bolt, have an increased Range of 60 feet (80 feet long range), and the damage die is increased by one size: d4>d6, d6>d8, d8>d10, d10>d12. This does not affect unarmed strikes or any other feature that uses your martial arts die. additionally, when you strike an opponent with a Storm bolt you can use your reaction to allow the bolt to hit a creature (apart from the one originally hit) 30ft away. you can use one ki point to hit a separate creature 15ft with Storm bolt for a maximum of 3 different creatures hit. 

Lightning Surge

At 11th level, you gain the ability to create an orb of lightning that erupts into a devastating explosion. As an action, you create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of lightning for a brief but deadly instant. Each creature in that 20-foot-radius sphere must succeed on a Dexterity saving throw or take 2d12 lightning damage, half on a failed save. A creature doesn't need to make the save if the creature is behind total cover that isn’t metal. You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d12 and radius by 5 feet per ki point spent.

 

Unleashed Tempest

Starting at level 17, you can activate your inner power to pose a threat worthy of the ages. When you activate your Storm Rush, you can spend and additional 5 ki points to activate your inner power. While in this state, lasting for an amount equal to your normal aura duration, you gain the following benifits along with your regular benifits:

  • Your walking speed doubles
  • You gain a flying speed equal to your walking speed. You can only use this flying speed by running at least 10 feet into the air. You stay in motion as long as you run at least 30 feet each turn, falling if you do not at the end of your turn.
  • When you take the attack action, you can make one additional Unarmed strike or Storm Bolt
  • You become immune to lightning and Thunder damage
  • You radiate a bright area of light (the same color as your aura) for 20 feet and dim light for an additional 10 feet

If you attempt to use this feature more than once per long rest, you must make a Constitution saving throw (DC 18) or suffer one point of exhaustion.

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