Base Class: Monk
Masters of controlling electromagnetism both within and outside of their bodies, Arcstriders are always changing, flowing, and striking. They can harness the potential energy of ambient static electricity to energize themselves or create explosive releases of power.
Arc Fragments
You have learned to channel electromagnetic energy through techniques are called Fragments. Chose 3 fragments when you take this subclass at 3rd level, and another 3 when you reach level 11 in this class. If a Fragment effect requires a saving throw, use your Focus save DC. You may change any of your Fragments at the end of a long rest.
Spark of Amplitude
When you reduce a creature to 0 hit points with a melee weapon attack or unarmed strike on your turn, you and all creatures of your choice within 10 feet gain +2 to AC until the end of your next turn.
Spark of Beacons
When you roll an 18-20 on a melee weapon or unarmed strike attack roll, all creatures other than yourself within 10 feet of you must succeed on a Constitution saving throw or have the Blinded condition until the end of their next turn.
Spark of Brilliance
When you reduce a creature with the Blinded, Paralyzed, or Stunned conditions to 0 hit points with a melee weapon attack or unarmed strike, each creature other than yourself within 30 feet must make a Constitution saving throw or take 3d8 Lightning damage and have the Blinded condition until the end of their next turn.
Spark of Discharge
When you hit a creature with a melee weapon attack or unarmed strike, you cause a jolt of lightning to jump to another creature within 5 feet of the original target, dealing 1d8 Lightning damage.
Spark of Feedback
When you are hit with a melee attack, your melee weapon attacks deal an additional 1d4 Lightning damage until the end of your next turn.
Spark of Focus
When you use Patient Defense, Step of the Wind, or Stunning Strike, roll 1d4. On a 4, you don't expend a Focus Point for that action.
Spark of Frequency
When you hit with a melee weapon attack or unarmed strike on your turn, your movement speed increases by 10 for the rest of that turn, and opportunity attacks made against you are made at disadvantage.
Spark of Haste
When you take the Dash action or use Step of the Wind, you gain resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn.
Spark of Instinct
While below 1/4 of your maximum hit points (rounded down), when a creature hits you with a melee attack, it takes 1d6 Lightning damage.
Spark of Recharge
While below 1/4 of your maximum hit points (rounded down), you gain hit points equal to your proficiency bonus at the start of your turn.
Spark of Resistance
While there is at least 2 hostile creatures within 5 feet of you, you have resistance to Bludgeoning, Piercing, and Slashing damage.
Spark of Volts
When you reduce a creature to 0 hit points with a melee weapon attack or unarmed strike, you have advantage on attack rolls and saving throws until the end of your next turn.
Static Conduit
At 6th level, you have learned to control the electromagnetic energy that moves through you and your environment. You gain resistance to Lightning damage. In addition, whenever you take Lightning damage, you gain advantage on all attack rolls until the end of your next turn, and your melee weapon attacks and unarmed strikes deal an additional 1d8 Lightning damage, and all Lightning damage you deal ignores resistance. You may spend 1 Focus Point as a bonus action to activate this effect without needing to take Lightning damage first.
Arc Super
At level 11, you may spend 4 Focus Points as a bonus action to activate your Super, an extremely powerful attack that shapes electromagnetic energy into a physical weapon. Each time you activate this ability, choose one of the forms below:
Arc Staff. You shape Arc energy into a staff. Until the end of your next turn, your movement speed increases by 20 feet, and you gain one additional attack when you make the attack action, which can only be used with this weapon. The staff uses your Dexterity modifier for attack and damage rolls, and deals an amount of d6s of Lightning damage equal to your proficieny bonus on a hit.
Gathering Storm. You launch a spear of pure lightning at a point you can see within 80 feet. If the target is a creature, it must succeed on a Dexterity saving throw against your Focus save DC. On a failed save, the creature takes an amount of d8s of Lightning damage equal to your proficieny bonus and is impaled by the spear. The spear lasts for 30 seconds (5 rounds), and during that time, all creatures that start their turn within 15 feet of the spear (including the impaled creature) must succeed on Dexterity saving throws or take 2d8 Lightning damage. A creature takes half as much damage on a success.
Storm's Edge. You summon an electrically charged knife in your hand. The knife uses your Dexterity modifier for attack and damage rolls, and deals an amount of d6s of Lightning damage equal to your proficiency bonus on a hit, and has the Thrown property with a range of 30 feet. Whenever you throw the knife, you may teleport to an unoccupied space within 5 feet of its landing location. Regardless if you choose to teleport to it or not, the knife returns to your hand after you attack with it. The knife lasts until the end of your next turn.
Lightning Soul
At level 17, you now embody the essence of Arc, always changing and flowing. You gain the following abilities and benefits:
Perfect Conduit. You gain immunity to Lightning damage and the Blinded, Paralyzed, and Stunned conditions, and you ignore all resistance and immunity when you deal Lightning damage.
Ebb and Flow. You may change any of your Arc Fragments at the end of a short rest, or you can spend 3 Focus Points as an action to change 1 Fragment.
Call the Storm. As an action, you can spend 5 Focus Points to infuse your very essence with Arc energy. For 1 minute, your movement speed increases by 20 feet, you gain a flying speed equal to your walking speed and can hover, and all creatures of your choice that attack you or end their turn within 10 feet of you take 6d6 Lightning damage and must succeed on a Constitution saving throw or have the Stunned condition until the start of their next turn.
Good job on this. Seems really fun to play.