Monk
Base Class: Monk

Monks who follow the Way of Lightning learn to harness the power of electricity, using their unmatched speed to generate electrical energy. They channel this power into their unarmed strikes and control the battlefield with electrifying movement.

Storm Step

Level 3: Storm Step

Storm Step: When you take the Dash action, you generate static electricity as you move. The amount of lightning damage you generate increases based on the distance you travel before striking:

  • Electrified Movement: Your movement does not provoke opportunity attacks.

  • Lightning Strike: The first unarmed strike you make on your turn after dashing deals an additional amount of lightning damage based on how far you moved before the strike:

    • If you moved 20 feet, the strike deals an additional 1d6 lightning damage.
    • If you moved 40 feet, the strike deals an additional 2d6 lightning damage.
    • If you moved 60 feet, the strike deals an additional 3d6 lightning damage.
    • If you moved 80 feet or more, the strike deals an additional 4d6 lightning damage, and the target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be knocked back 10 feet and knocked prone.

Shocking Surge: When you move at least 20 feet in a straight line before attacking a creature, the target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the start of your next turn. You can use this feature once per turn.

Lightning Evasion

Level 6: Lightning Evasion

Lightning Evasion: At 6th level, you learn to move with the fury of a lightning strike, evading danger and turning your speed into a potent defense. As a bonus action, you can activate Lightning Evasion for 1 minute or until you dismiss it (no action required). While active, you gain the following benefits:

  • Flash Step: You can take the Dash action as a bonus action, allowing you to reposition rapidly without using your main action.
  • Electromagnetic Field: When you take the Dash action while Lightning Evasion is active, creatures that end their turn within 5 feet of you take lightning damage equal to your Wisdom modifier (minimum of 1). This damage increases by 1 for every 30 feet you moved during the Dash.
  • Thunderous Momentum: For every 30 feet of movement you take on your turn, you gain advantage on your next saving throw against effects that would restrain, paralyze, or stun you.
  • Static Protection: You gain a +1 bonus to AC, which increases by +1 for every 30 feet of movement you take on your turn, up to a maximum of +3.

Trail of Lightning

Trail of Lightning: You become a living storm, leaving behind a trail of crackling electricity that punishes enemies who move near you.

  • Lightning Resistance: You gain resistance to lightning damage.

  • Electrified Movement: When you move at least 10 feet, you leave a 10-foot long trail of lightning behind you that lasts until the start of your next turn.

  • Lightning Surge: Creatures that start their turn within the trail must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take lightning damage equal to your Martial Arts die.

  • Charged Path: Creatures that move through the trail during their turn must also make the Dexterity saving throw or take lightning damage equal to your Martial Arts die.

Trail of Lightning lasts until you use your movement again.

Avatar of the Lightning God

Avatar of the Lightning God: You become the living embodiment of lightning, channeling the unrelenting power of a storm as long as you keep moving.

  • Lightning Form: While you are moving, you become a being of pure lightning, your body crackling with energy. For as long as you continue to move on your turn, you gain the following benefits:

    • Lightning Speed: Your movement speed increases by 30 feet.
    • Shock of the Storm: Whenever you move at least 10 feet on your turn, you deal 1d6 lightning damage to any creature you pass within 5 feet of.
    • Electrifying Aura: Any creature that hits you with a melee attack takes 1d6 lightning damage.
    • Storm’s Resilience: You gain resistance to slashing, bludgeoning, and piercing damage while moving or if you have moved enough to maintain the form.
  • Ceaseless Storm: To maintain this form, you must move at least 60 feet on your turn. If you fail to move this distance, you revert back to your normal form and lose all benefits until you start moving again on your next turn.

You can maintain this form for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.

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