Base Class: Monk
Followers of the Way of the Storm have mastered one key ability, the ability to convert the energy of ki into the energy of electricity. Weather they were graced with this ability or developed it through intense training, it is a lonely path to follow. The Storm its self is strong, but what it makes up for in strength in lacks in versatility. When you choose this path you are also sacrificing every other path you could have chosen, you will not learn to heal, or comfort, only to destroy. This new element is volatile, and thus is powerful, you will also become powerful as you learn to exert more control over it. Remember power is in control, as much as the storm wishes to exert chaos, you must exert control.
Affinity of Storm
Absorb Lightning - You have resistance to Lightning damage. In addition, whenever you take an amount of lighting damage, you may use your reaction to negate up to (2 times your monk level) Lightening damage. Whenever you negate damage in this way you may regenerate up to 1 ki point for every 4 points of damage negated.
An example for "Absorb Lightning" : After the priest sent wave after wave of lighting onslaughts he finally believed they must be dead. But as the dust cleared he saw a man standing before him with lightning cracking over his skin. "Well" the man said, "That was... Rejuvenating" The mans face cracked into a gleeful smile. And the priest fell to his knees, for he knew the only thing that might save him now is his holy being.
You may also absorb a number of ki points from any objects running off electricity, if their battery operated, the number is determined by the DM. If their connected to a power grid you can absorb 1 ki point from it once per minute, during that minute you have to stay in physical contact with the object.
Shape Lightning - You may create minor sensory effects and wonders (such as lighting a torch or candle) without using an ki points. But you may also spend ki points on major wonders or even interpenetrated abilities during combat (such as the example seen below) , depending on the difficulty and amount of ki points you use for your suggested attack or effect the DM may require you to make ability checks or use more ki points to reach your desired effect. The primary ability for this is WIS, and the recommended damage per ki point used is 1d6 + Wis modifier.
An example for "Shape Lightning" : You push lighting through the ground around another creature in an attempt to slow or halt its movement.
Storm State (Form 1)
You may spend 3 ki points as a bonus action to enter a Storm State (Form 1) for up to 1 minute, or whenever you choose to end it as a bonus action. When you do you enter the first form of your Storm State you gain access to the following abilities:
- Tempests Calling. You may add your Wisdom modifier to attack rolls made with monk weapons (including unarmed strikes) for the duration. Your attacks also deal Lightning damage in addition to their other types.
- Lightnings Paw. As a bonus action, you may make an unarmed strike and impose a Strength saving throw on the target. On fail the target is thrown back up to 10 ft. On hit you may roll an additional (martial arts die) and add it to the result of the damage roll.
Whenever you end the duration as a bonus action, if you have at least 30 seconds (5 rounds) left of your duration, you may regenerate a number of ki points equal to the form level (form 1, 1 ki point; form 2, 2 ki points; etc).
Storm State (Form 2)
You may spend 2 additional ki points as a bonus action while your in Storm State (Form 1) to enter Form 2, doing so resets the 1 minute duration. Granting you access to these abilities:
- Disabling. Whenever you deal an amount of Lightning damage over the course of 1 round that's greater than the targets constitution score, that target cant use a reaction until the beginning of your next turn.
- Lightnings Claw. As a bonus action you may make an unarmed strike to impose a Dexterity saving throw on the target, on fail the target is knocked Prone. On hit you may roll an additional (martial arts die) and add it to the result of the damage roll.
Storm State (Form 3)
You may spend 2 additional ki points as a bonus action while your in Storm State (Form 2) to enter Form 3, doing so resets the 1 minute duration. Granting you access to these abilities:
- Tempests Tribute. You may spend 2 ki points to cast the spell Lightning Bolt as an action. However, if you have regenerated a number of ki points as a result of your Absorb Lightning reaction since your last turn, you may use this ability by spending only 1 ki point instead of 2.
At Higher Levels. Beginning at the 15th level you cast this spell as a 4th level spell, and 5th at the 19th level.
- Lightnings Pounce. As a bonus action, you may make an unarmed strike that has a reach modifier of 30 ft. The attack imposes a Wisdom saving throw; on fail, you gain advantage on the attack roll. You must choose an unoccupied space next to the target or your attack roll fails; on hit you teleport to that space.
Storm State (Form 4)
You may spend 3 additional ki points as a bonus action while your in Storm State (Form 3) to enter Form 4, doing so resets the 1 minute duration. Granting you access to these abilities:
- Lightnings Jaws. As a bonus action you may make an unarmed strike to impose a Constitution saving throw, on fail you may roll 1 additional (martial arts die) and add the total to damage result (whether the attack hits or not). On hit you may roll an additional (martial arts die) and add it to the result of the damage roll.
- Stormbreaker. As an action you may discharge all built up electricity (effectively ending the duration):
- All creatures within 160 feet of you suffer 2d6 Thunder damage, 2d6 Lightning damage, and are launched back up to 15 feet.
- All creatures within 80 feet of you suffer an additional 2d6 Thunder damage, 2d6 Lightning damage, and are launched back up to an additional 15 feet.
- All creatures within 40 feet of you suffer an additional 2d6 Thunder damage, 2d6 Lightning damage, and are launched back up to an additional 15 feet.
- All creatures within 20 feet of you suffer an additional 2d6 Thunder damage, 2d6 Lightning damage, and are launched back up to an additional 15 feet.
- All creatures within 10 feet of you suffer an additional 2d6 Thunder damage, 2d6 Lightning damage, and are launched back up to an additional 15 feet.
For the next day, within 120 feet of the origin (receding at a pace of 5 feet per hour) all magical forms of healing instead deal necrotic damage, all food invokes hunger, all water invokes thirst, and a dark shadowy essence fills the space giving all within it disadvantage on wisdom checks. For up to a century to come all who pass within 10 feet of the origin will feel a chill down their spine and understand something strange and wrong happened in this place.
Previous Versions
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