Monk
Base Class: Monk

The storm represents unbridled power. Its winds can tear homes from the ground, its rains can flood cities, and its lightning can set forests aflame. Most monastic schools forbid fighting styles inspired by the storm, considering them too dangerous. However, a loose collection of outcast monks, enticed by the storm's power, have begun developing techniques that channel its winds and lightning. Monks who follow the Way of the Storm Surge are capable of channeling the storm's power into their fists and riding the storm's lightning, and those who master this Way are capable of bending the storm itself to their will.

Thunder Punch

When you choose this tradition at 3rd level, you learn how to imitate a lightning strike when you attack - a quick dash followed by explosive power. If you move at least 10 feet towards a creature or object in a straight line before attacking it with a monk weapon or an unarmed strike, the attack deals extra thunder damage equal to your martial arts die and the target must succeed on a Strength saving throw or be pushed back 10 feet. These benefits only apply to the first attack made after moving the 10 feet. A creature can only be affected by this feature once per turn.

Ride the Winds

At 6th level, your familiarity with the ways of the storm allows you to ride the invisible wind currents in the air. When you take the Step of the Wind action, you immediately gain a fly speed equal to half your walking speed that lasts until the end of your current turn. If you already have a flying speed, it instead increases by an amount equal to half your walking speed.
Additionally, when you damage a target with an unarmed strike, you can change the damage type to lightning or thunder.

Lightning Dash

At 11th level, you gain the ability to surround yourself with crackling power and move as fast as lightning. As an action, you can surround yourself with electricity and instantly dash to a point you can see that is 10 feet away from your current location. This dash does not use any of your normal movement, does not provoke opportunity attacks, and allows you to move through enemy spaces. Any creatures between the point you started and the point you finished must make a Dexterity saving throw, taking 2d6 lightning damage on a failure or half as much on a success. A creature can only be damaged by this once per turn. If you finish this action inside another creature's space, you are harmlessly shunted to the nearest unoccupied space.

You can spend ki points, up your Monk level divided by four (rounded down), to dash further and deal more damage. For every ki point expended, the dash distance increases by 10 feet and the lightning damage increases by 2d6.

Avatar of the Storm

At 17th level, you can use a bonus action to bend the storm to your will for one minute. For the duration, storm clouds cover the sky, heavy rain falls from the heavens, and you gain the following benefits:

  • The winds of the storm whip around you, under your control and carrying you along their currents. You gain a fly speed equal to your current walking speed.
  • Your fists and weapons crackle with the lightning of the storm, arcing into anyone you attack. When you hit a creature with a monk weapon or an unarmed strike, or deal damage with your Lightning Dash feature, you deal additional lightning damage equal to your Wisdom modifier.
  • When you use Deflect Missiles and the damage is reduced to 0, you can make the ranged attack with the missile without spending ki or needing to catch the missile as the tempest surrounding you redirects the attack.

You can use this feature once per long rest, unless you use 4 ki points to use it again.

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