Base Class: Monk
While other martial art schools fixate on the improving of oneself, the way of the shocking socialite has always had a more personable outlook. People are an natural aspect of the world, and so embracing the power of those around you is just as important as finding the power in oneself. Those who study the way of the shocking socialite have mastered this idea, turning there social batteries into a physical force that lets them fry there foes. By physically connecting themselves with others, these monks are capable of moving themselves and others at incredible speeds, perfectly setting up there team for a dramatic victory. Everybody has there shining moment in life
The way of the Shocking socialite makes sure you get there.
Social battery
"The journey of a thousand steps starts with one. Better get walking" - Raiden Areofang, founder of the way of the shocking socialite
You have spent long hours not only studying yourself, but the life's of others. Not only are you able to naturally communicate with others, you are able to take a stance that allows you to physically manifest your social battery.
Trait [conductive] - Some features in this subclass have the [conductive] tag. When ever a class feature with the [conductive] tag causes an allied creature to move, that allied creature also gains the benefits of lightning layup until the end of there next turn.
Social battery- You gain proficiency in persuasion. You may use your wisdom modifier in place of charisma when making persuasion checks. As long as you don't have either armor or a shield equipped you can expended 1 focus point as a bonus action to enter Socialite stance. This lasts for 10 minutes or until you are incapacitated While in Socialite stance, you gain the following benefits:
Lightning layup- Whenever you hit with an unarmed strike, you can cause it to deal lighting damage rather than its normal damage type. Additionally whenever you hit a creature with an attack, it gains a stack of social shock. At the end of a round, a creature takes lighting damage equal to the number of stacks of social shock applied to it. (Max stacks per creature = twice your monk level)
Flickering foot work [conductive]- Whenever you dash and move within 5ft of an ally creature, you may move them along with you as you move. A creature can only be moved a distance equal to 10 x your proficiency bonus away from its starting position . Creatures moved in this way do not provoke Attacks of opportunity.
Arcing Associations
". Does lighting light up the sky if no one sees it? Does thunder roar if no one can hear it? Work with those around you and you might be fast enough to find out" - Raiden Aerofang
Your understanding of your social battery has reached a new level. You are capable of moving so quick most see you as nothing but a blur, perfectly setting up your allies to deliver devastating blows.
Lighting layup improvements- Damage caused by lighting layup, arc stride, and social shock ignore lighting resistance and deal half damage to creatures with lighting immunity. Additionally, if a creature fails a saving throw caused by an ally benefiting from lighting layup, that creature gains a stack of social shock.
Arc stride [Conductive]
Immediately before making an attack with flurry of blows, you can choose to arc stride. You cannot arc stride if your speed is zero. When you arc stride, you gain the following benefit's:
You move up to quadruple your speed, but you must end this movement within reach of the creature you’re using flurry of blows on. You are heavily obscured and can use flashing footwork during this movement. Until the start of your next turn, any creature benefiting from lighting layup gets a damage bonus to the first damage roll they make. This bonus damage is lighting, and it is equal to the number of creatures the monk got within 5ft of while arc striding. This bonus damage can not exceed half your monk level.
You can arc stride a number of times equal to your wisdom modifier, and get them all back on a long rest. Alternatively, you can expend an additional 2 focus points when using a flurry of blows to arc stride.
Charged companionship
"Everyone knows the right man in the right place makes all the difference. Problem is making sure they live long enough to get there." - Raiden Areofang
Your mastery over your social battery allows you to connect with others on a deeper level. You can draw greater power from the social battery of others, and can instinctively protect them from harm.
Double A Association- A creature gains 2 stacks of social shock per hit or failed save.
Social shield [Conductive]- When a creature you are capable of getting within 5 ft of without dashing takes damage that could be reduced by deflect attacks, you can move over to them and use your reaction to deflect attacks to reduce the damage the creature takes . If the creature is willing, you may then shove them 10ft in a straight line. You can choose to end your movement at the space you started in or in a space within 5ft of your ally. You must be able to see them to use this reaction.
The Moment
"At some point along the way, you'll start to realize that things never felt just right. There was always something missing, a spark that went unseen. Then on your darkest day, when all seems lost and it seems your time is finally come, you'll here it. A little voice in your head saying one simple word. Now". - Raiden Aerofang
You have absolute mastery over your social battery, becoming a true social butterfly. When you truly center yourself, embracing all of the experiences and lessons you've learned along the way, it’s as if time stands still.
Monarch metamorphosis - You are permanently in socialite stance. You also gain immunity to lighting damage, and the damage felt by lighting layup and social shock ignores damage immunity
"Now" [Conductive]
Once per Long rest, you can cast time stop as a bonus action or as a reaction when a creature you see within 1000 feet would take damage or would fail a saving throw. When time stop is cast this way, you get the following benefits:
- Your movement speed is quadrupled
- You may use temporal teamwork, and have no restrictions on how far you can move willing creatures. Moving any creature outside of the range of time stop ends the effect. If a creature is moved out of range of a spell, aoe, or attack when time stop ends, the creature is unaffected by said effect.
-In place of an unarmed strike, you may instead apply the maximum number of Social shock stacks to a creature. Social shock only triggers when the time stop spell ends instead of at the end of the round.







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