Base Class: Monk
"Think not that we speak for the Flame, for the Flame of Frenzy has no master nor does it seek to create masters of its own accord. We who speak, have through consult agreed to these doctrines, not by direction, but through independent revelations of the Flame. Know with confidence then, that these words are true and are fit for enlightenment along your path." - Threya, Elder Berserker of the Frenzied Flame.
Warriors of Furious Lightning are independent martial practitioners who follow the Frenzied Flame. This Flame resides within all who follow it, and has many branches that stretch out across the world, and beyond. The Warriors of Furious Lightning manifest the power of their Frenzied Flames in the manifestation of Lightning. Practitioners indulge in facing their enemies head-on, with little to no regard for their personal safety or well-being. It is mastery of one's fear of death that gives these warriors their power. Few overcome this hurdle, but those who make the leap will find a deep well of power within.
Being solo practitioners, followers of the Flame allow pain and struggle to be their masters, tempering their strength in on the hard road they walk, toward whatever goal they seek. Those who engross themselves in their path will find no shortage of power to draw from, though followers will find greater difficulty in dealing with threats, both ephemeral and of the mind, that do no follow the path they tread. Temper your steps and heed your power against foes whom your path stray from.
The path of the Frenzied Flame draws many eyes, and the eyes of Demons and Devils draw no shortage of ire. Though you do not grow in strength facing down Fiends and their ilk, unlike your Berserker cousins, your Flame will still draw their eyes and ire.
Level 3: Odds Against Me
"There is no greater thrill than a challenge. Without challenge, without struggle, there can be no progression. The cowardly prey on those who are weaker to ensure easy victory, but the Berserker seeks to oppose strength far above his own. When facing greater odds, either by strength, numbers, or both, this technique will generate enormous amounts of Frenzy by suppressing your inner fears and unleashing your Flame’s full potential. The power of this technique is limitless, bound only by the strength of your foe and your ability to withstand him."
If you enter initiative and you or your group are outnumbered, gain a number of Ki points equal to the number of enemies present. If you or your group enter initiative againt a singular creature, gain a number of Ki points equal to half of the creature's CR level (minimum of 1). The Ki points gained from this ability can go above your maximum Ki points, but they are lost after the battle if not used.
If you are surrounded by 3 or more creatures at the start of your turn, you gain 1 Ki point.
Level 3: Manifest Lightning
"By utilizing solid Frenzy and moving it through your meridians, the user is capable of manifesting lightning and weaving it into several techniques."
Frenzied Lightning (1-2 Ki points): As an action, you unleash a bolt of lightning from your palm to strike a foe. Make an unarmed strike with a range of (40/100); the damage is lightning and equals 1d10 per focus point spent, up to a maximum of 2d10.
Lighting Arc Strike (1 Ki point): As a bonus action, you coat your weapon or fists in lightning, adding 1d4 lightning damage to all your coated weapon or unarmed attacks for the round.
Level 3: Indifference
"The path of the Struggler is forever filled with tribulation. This technique will convert your Frenzy into an iron will of determination that even others can feel and see."
As a free action, any time you take damage from a creature, you can make an intimidation check, the DC of which is the damage of the attack or saving throw. If you succeed, you will take half of the damage from the attack or saving throw. A Natural 20 always succeeds.
This ability also gives proficiency in Charisma (Intimidation).
Level 6: My Turn
"A retaliation technique used best when combined with [Indifference]. Unleash a mighty burst of Frenzy with your next strike by releasing the stored Pain energy of any previous attacks endured."
As part of the Attack action, you can replace one of your attacks by spending a number of Ki points equal to the number of attacks that hit you in the previous round. Make an attack roll with a weapon or unarmed strike. On a hit, you deal damage equal to the total amount reduced by Indifference during the last round and regain all Ki points spent on this ability. The stored damage resets at the end of your turn.
Level 6: Enhanced Manifest Lightning
You have progressed in your skills and unlocked the next rank of Manifest Lightning techniques.
Lightning Walk (2 Ki points) - As a bonus action, you can give yourself a flying speed equal to your walking speed for 1 minute.
Lightning Splits the Towering Oak (3 Ki points) - As part of an attack action, you can add 3d8 lightning damage to your attack.
Iron Lighting (1 Ki point per round) - As a bonus action, you can activate Iron Lightning, which function with your Deflect Missiles ability. This acts as though your deflect missiles ability is always active, and does not require you to make any rolls. However, if a ranged attack is reduced to 0, the projectile is disintegrated and cannot be hurled back at the attacker.
Level 11: Mastered Manifest Lighting
You have mastered all of your Manifest Lightning techniques.
Furious Lightning (1-5 Ki points): As an action, you unleash a bolt of lightning from your palm to strike a foe. Make an unarmed strike with a range of (50/150); the damage is lightning and equals 1d10 per focus point spent, up to a maximum of 5d10.
Lighting Arc Strike (1 Ki point): As a bonus action, you coat your weapon or fists in lightning, adding 1d6 lightning damage to all your coated weapon or unarmed attacks for the round.
Ride the Lightning (1 or 2 Ki points) - As a bonus action, you can spend 1 Ki points to give yourself a flying speed equal to your walking speed for 1 minute. For 2 Ki points, you can instead instantaneously move triple your movement speed to open space within range. This does not provoke attacks of opportunity.
Lightning Splits the Sky (3-6 Ki points) - As part of an attack action, you can spend 3 Ki points to add 3d8 to a maximum of 6d8 lightning damage to your attack. Enemies cannot take reactions until the start of their next turn as a result of being hit with this ability.
Steel Lighting (1 or 2 Ki points) - As a bonus action, you can spend 1 Ki point to activate Iron Lightning, which functions with your Deflect Missiles ability. This acts as though your Deflect Missiles ability is always active, and does not require you to make any rolls. However, if a ranged attack is reduced to 0, the projectile is disintegrated and cannot be hurled back at the attacker. Spending 2 Ki points for the upgraded Steel Lightning allows you to send an attack back at the attacker in the form of a lightning bolt. The damage is the same as the attack deflected.
Level 17: Ultimate Lightning Techniques
The Ultimate Techniques of the Warriors of Furious Lightning. These techniques are immensely powerful, and if not properly channeled, will cripple the user in body and spirit.
Wrath of a Thousand Slain Souls (minimum 10 focus points) - This technique is limited only by the power the wielder invests. As an action, you expend a minimum of 10 Focus Points to deal 10d10 lightning damage in a 30-foot radius, ignoring resistance. Each additional Focus Point spent increases the damage by 1d10, up to a maximum of 20 Focus Points. After using this technique, you must make a DC 20 Constitution saving throw, increasing by 1 for each Focus Point spent beyond 10. On a failure, you gain 3 levels of exhaustion and cannot generate Focus Points through techniques until the exhaustion is removed.
Lightning Fist of Fury (10 Ki points) - This technique is considered a cursed art, and any who are known to wield this power will be hunted down. As part of an unarmed strike, you coat your fist in pure lightning and ram it into the target's stomach. The target must make a Wisdom saving throw (DC = 8 + proficiency bonus + Wisdom modifier). On a failure, the target cannot cast spells or use any abilities until they have taken a long rest. If they fail the check by 5 or more, they cannot cast spells or use any abilities for a day. If they fail by 10 or more, they cannot cast spells or use any abilities until a week has passed. If they critically fail the saving throw, they lose their ability to cast spells or use abilities until restored via the Remove Curse spell cast at 9th level. They also take 10d10 lightning damage. On a success, they take 10d10 lightning damage. Once used, you must make a DC 20 Constitution saving throw. On a failure, you take 1 point of exhaustion.
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