Base Class: Monk
The Tabaxi sits atop the ledge over looking the raiding party below. Serenely meditating as the storm around her builds both inside and out. Then as the clouds begin to darken and lightning crackles, she leaps down into the fray, lightning at her heels.
Those monks that follow the Way of the Thunderstorm, harness their ki to flow the power of a storm's rage through their bodies. Serene as a calm summer's day on the surface, these monks can harness their ki to flow through their body with the power of a category five storm.
Enhancing their weapons and strikes with lightning and thunderous damage, these monks are powerful and quick hitters on the battlefield.
Ki Thunderous Wave
Starting when you choose this tradition at 3rd level, you learn to harness the power of a thunderstorm through your movements on the battlefield. After an Attack action on your turn, you can spend 1 ki point to cast the Thunderwave spell as a bonus action.
You can spend additional ki points to cast Thunderwave as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (1 plus any additional points) that you can spend on the spell equals half your monk level.
Electrical Discharged Strikes
At the 6th level your hands and weapons become electrified with lightning. Any monk weapon you weld can be electrified as a bonus action for up to 1 hour. This weapon is then considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you hit a target with this weapon, you can spend 1 ki point to cause the weapon to deal extra damage (lightning damage) to the target equal to your Martial Arts die.
You can also use the same feature for any unarmed strikes (swapping the Martial Arts damage for either Thunder or Lightning damage equal to your martial arts die).
Lightning Leap
At the 11th level you can now flow your storm energy into your movement. As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 2d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can increase this ability’s damage by 2d6 per additional ki point spent on it up to 3 ki points.
You can also spend an additional ki point as part of Step of the Wind (2 ki points spent) to leap away from your foes leaving thunder in your wake. Any creature within 10 feet of you before you leap away, must make a Dexterity saving throw or take 1d6 lightning or thunder (your choice) damage. If successful on the save, no damage is taken. Either way you are able to leap (to your maximum jump distance under Step of the Wind) away and take no opportunity attacks.
Arcing Body
At the 17th level you fully embrace the power of the storm. Your body crackles with blue electrical energy. You gain the following abilities:
- You gain immunity from Lightning, Thunder, Wind and Cold damage.
- You can spend 2 ki points per turn (as a bonus action) to impose disadvantage on attacks against you due to the brightness of the charge swirling around you. (Note: the creature must be able to see and not be undead or a construct for this ability to have an affect).
- Any creature uses a melee attack against you, you can expend ki points to electrically shock your opponent equal to 1d6 lightning damage per ki point spent (up to a maximum of 3 points).
- When returning a ranged attack via your Deflect Missile ability, you add an additional 1d6 of lightning damage to the attack.







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