Base Class: Monk
Monks who follow the Way of the Surging Spirit learn to harness ki in a unique way, turning this calm inner flow wild and unstable—not unlike an electric current. Through careful practice, they learn to charge their bodies with this volatile energy and utilize it to move and strike with the speed and unpredictability of lightning. Masters of this tradition are even said to be able to become one with their inner currents, transforming into living bolts of lightning that arc between foes to devastating effect.
Charge Spirit
Beginning when you choose this tradition at 3rd level, you can charge your body with the wild, volatile energy that flows within you. As a bonus action, you can spend 1 ki point to make your ki surge within you for 1 minute, or until you are incapacitated. For the duration, you gain the following benefits:
- Your unarmed strikes deal lightning damage instead of bludgeoning damage.
- When a creature within 5 feet of you touches you or hits you with a melee attack, it takes lightning damage equal to your proficiency bonus.
- Once per turn when you hit a creature with an unarmed strike, you can cause each creature within 5 feet of the target to take lightning damage equal to one roll of your Martial Arts die.
Additionally, when you hit a creature with an unarmed strike while your Charge Spirit feature is active, you can choose to immediately end it (requires no action by you). When you do so, the target takes extra lightning damage equal to three rolls of your Martial Arts die. If you use Stunning Strike as part of this attack, the target suffers disadvantage on the Constitution saving throw to resist the effect.
Conductive Return
Also at 3rd level, you can charge projectiles with your inner current. When you make a ranged attack as part of your Deflect Missiles feature, the attack’s range increases to 80/320, and on a hit, it deals extra lightning damage equal to one roll of your Martial Arts die.
Arc Stride
At 6th level, you can ride the spiritual currents you unleash. You gain resistance to lightning damage. In addition, whenever you deal lightning damage to a creature or object with one of your subclass features, you can use your reaction to teleport to an unoccupied space within 10 feet of the target. If you do not have your reaction available, you can spend 1 ki point to activate this feature regardless.
Bolt of Culling
At 11th level, you can unleash your gathered energy into destructive bolts of lightning. While your Charge Spirit feature is active, you can use your action to immediately end it to cast the lightning bolt spell without requiring material components. When you do so, you can choose to spend 1-3 ki points as part of the same action, increasing the level at which the spell is cast by one per ki point you spend. Wisdom is your spellcasting ability for this spell.
Spark Conduit
Also at 11th level, you can siphon electricity from others to restore your spirit. Whenever you would take lightning damage from a source other than yourself, you can use your reaction to reduce the damage taken to 0. After doing so, you immediately regain a number of ki points equal to your proficiency bonus.
You can use this feature twice per long rest.
Living Lightning
At 17th level, you can transform yourself into living electricity. As an action, you can spend 1 to 5 ki points. For each ki point you spend, you can choose a target you can see, which must either be a creature, or an object capable of conducting electricity. The first target you choose must be within 30 feet of you, and each subsequent target must be within 30 feet of the previous target. You then vanish from your current space, transforming into a living current of lightning. Each creature you chose must then make a Dexterity saving throw against your Ki save DC. On a failed save, a creature takes 3d10 lightning damage and cannot take reactions until the beginning of your next turn. If Charge Spirit is active when you use this feature, you can choose to immediately end it to increase the lightning damage dealt by this feature by 2d10, for a total of 5d10. On a successful save, a creature takes half damage and can still take reactions. A single target can only take damage from this feature once per turn.
Previous Versions
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1/18/2025 9:10:32 PM
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