Base Class: Monk
“Rage is a storm. Discipline is the eye.”
Monks who follow the Way of the Storm are rare, forged by tragedy and transformed by celestial storms. They blend inner turmoil with outer calm, their bodies flickering with lightning as they flash across the battlefield to protect others and strike down foes with divine fury.
Level 3: Storm Spear
You can summon a storm spear—a weapon of crackling lightning—as a bonus action. It disappears if it leaves your hand, but you can summon or resummon it again as a bonus action.
The storm spear is based on a standard spear (1d6 piercing, versatile 1d8) and counts as a monk weapon for you. While wielding it, you can use it with your Martial Arts and Ki features, including Flurry of Blows, Deflect Missiles, and Stunning Strike.
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At 11th level, the storm spear becomes a +1 magical weapon and deals an additional 1d4 lightning damage on hit.
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At 17th level, the bonus increases to +2, and the lightning damage increases to 1d6.
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At 20th level, the bonus becomes +3, and the lightning damage increases to 2d4.
When you make a ranged attack with the storm spear, you can choose one of the following effects once per turn:
Skybolt Surge:
On a hit, the spear explodes with storm energy. Each creature within 5 feet of the target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, a creature takes lightning damage equal to your Martial Arts die + your Wisdom modifier, or half as much on a success. The spear then reappears in your hand as a free action.
Flashstep Crash:
After the spear lands, you teleport to its location (within 30 feet). Each creature of your choice within 10 feet of your arrival must make a Dexterity saving throw (same DC). On a failed save, they take 1d6 thunder damage + 1d6 lightning damage and become Restrained until the start of their next turn. On a success, they take half damage and suffer no other effects. You then retrieve the storm spear into your hand as a free action.
You can use these effects a number of times equal to your Wisdom modifier per long rest. After expending all uses, you may spend 2 ki points per additional use.
The storm spear remains active as your weapon until you finish a long rest.
Level 3: Storm Touched
Passive - Storm Touched
You gain resistance to lightning damage. You can use Deflect Missiles to redirect lightning-based projectiles.
You gain Darkvision out to 60 ft (or +30 ft if you already have it), and can see through non-magical fog, smoke, and rain as if it were clear.
Level 6: Surge of Vitality
As a bonus action, you can spend 1 ki point to heal an ally within 30 ft for an amount equal to your Martial Arts die + your Wisdom modifier. You may also target yourself.
Level 11: Avatar of the Storm
Passive - Avatar of the Storm
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Your Storm Spear is considered magical and deals an extra +1d6 thunder damage.
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When you Dash, you can move through enemy spaces. Each creature passed through takes 1d6 lightning damage and must succeed a Dexterity saving throw or be restrained until the end of your next turn (once per turn).
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You are immune to lightning damage.
Level 11: Lightning Lock
When you hit a creature with an unarmed strike, you may spend 3 ki points to force a Dexterity saving throw (DC = 8 + Proficiency + Wisdom modifier). On a failed save, the creature is Paralyzed until the end of your next turn.
A creature that succeeds is immune to this effect for 24 hours. You can use this once per turn. At level 17, creatures are only immune to this effect from you for 15 minute.
(Optional) Lightning Bind
You may instead spend 2 ki points to force a Dexterity saving throw. On a failed save, the creature is Restrained until the end of your next turn.
Level 17: Wrath Unleashed
As an action, you may spend 3 ki points to enter your Storm Form for 1 hour:
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Your body sheds lightning in a 15 ft bright/15 ft dim light radius, blinding enemies if too close.
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You can teleport up to 30 ft as a bonus action
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Unarmed strikes and Storm Spear deal an extra +1d6 lightning damage
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You have access to a new skill while in this form: Storm Incarnate
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When you reduce a creature to 0 HP, lightning arcs to another creature within 15 ft. That creature must make a Dexterity save or take 2d8 lightning damage and be stunned until the start of your next turn.
This ability can be used once per long rest or by spending 6 ki points.
Storm Incarnate
Prerequisite: Storm Form active
Action: Action (once per use of Storm Form)
Recharge: Once per activation of Wrath Unleashed
You invoke the full fury of the storm within you. Lightning erupts from your body in a violent surge, crackling through the battlefield like a living tempest.
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Effect: Every creature of your choice within 20 feet of you must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).
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On a failed save, a creature takes 6d6 lightning damage, and is pushed 10 feet away from you. If the creature is Large or smaller and fails the save by 5 or more, it is also knocked prone.
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On a successful save, the creature takes half damage and suffers no other effects.
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Structures and unattended objects in the area also take damage, potentially igniting or collapsing weaker materials.
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Monks of the Storm are immune to their own Storm Incarnate, and the lightning dances harmlessly around their allies if they so choose.
Special Rule – Divine Tempest:
If at least two creatures are reduced to 0 HP by this ability, your Storm Form becomes supercharged: for the remaining duration, your teleport distance increases to 60 feet, and your bonus lightning damage increases to +2d6 per strike.
Level 17: Storm Fists
Passive - Storm Fists
Your unarmed strikes permanently deal an additional +1d6 lightning damage. This damage is magical.
Level 17: Eye of the Storm
Passive – Lightning Sovereign:
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You are always under the effects of Freedom of Movement
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You ignore difficult terrain, cannot be paralyzed, restrained, or magically slowed
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Gain resistance to thunder damage
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You can walk on air as if under Air Walk
This passive is unlocked at level 20.
Level 17: Storm Requiem
As an action, you unlock your ultimate power for 1 round:
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Movement becomes 120 ft
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You can teleport twice as bonus actions this round
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Your unarmed/spear attacks crit on 19–20
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Enemies of your choice within 10 ft that end their turn take 2d6 lightning damage automatically
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You are immune to grapple, paralyze, stun, restrain
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You may use Storm Incarnate again this combat, even if already used
Afterward, you glow with storm energy for 1 minute, emitting dim light in 30 ft. Once per long rest
This skill is unlocked at level 20.
Previous Versions
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