Monk
Base Class: Monk

You find solace in the storm. You find peace amidst the clash of lightning. Your soul quiets in the rumble of thunder. You find that nature is nothing to fear as you feel it not just happen around you, but it molds your soul as well. Finding yourself in the torrent of nature has tempered your focus to imitate the very forces that shape your journey.

Clash of Storms

When you gain this subclass at level 3, you gain the ability to channel the very forces of nature through yourself. When you use your Flurry of Blows, you may substitute one of your attacks with a wave of generated storm energy. You generate a 15 ft. cone wherein every creature within it must make a Dexterity Saving throw. On a fail, they take an amount of damage equal to your Martial Arts Die. On a success they take half (rounded down). This damage is either lightning or force.

Storm Charged Soul

You gain this feature at level 3 when you gain this subclass. Your affinity to the nature of storms allows you to embrace their harsh treatment rather than shy away from it.

You do not gain any penalties from harsh storm conditions and you gain a bonus to your Ability Checks while in stormy weather equal to your Proficiency Bonus.

Soul Lash

When you reach level 6, you gain the ability to tether the forces of nature to yourself at will. As a Bonus Action, you may spend 3 Focus Points to create a pair of whips that extend from your hands that can not be disarmed. When you create these whips, you choose whether they deal lightning or force damage. They last for 10 minutes and may be dismissed for free.

While the whips are active:
 - Your reach becomes 15 ft.
 - When you hit with an Attack from these whips, you may attempt to Grapple or Trip (Dexterity Save) an enemy with them. 
 - They count as Monk weapons for the purpose of your Martial Arts Die feature.

These whips are extensions of your soul itself and count as Unarmed Strikes for the purpose of your Monk features.

Explosive Step

You gain this feature when you reach level 11. Explosive Step allows you to generate explosive force when you use your Step of the Wind. When you activate Step of the Wind, you may spend an extra 2 Focus Points. If you do, your movement speed and jump distance increases by 10 ft. and you allow nature to course through your body as you move. Choose one:

1) Before you move or jump, you generate a field of explosive force originating from you outwards in a 10 ft radius. Each creature must pass a Constitution Saving Throw or take force damage equal to two rolls of your Martial Arts Die and are knocked prone. Success means they only take half damage and are not knocked prone.

2) While you move, you leave a trail of lightning in your wake. Any creature you move within 5 ft. of takes lightning damage equal to a roll of your Martial Arts Die.

Atmos Soul

When you reach level 17, you have made your soul into a tumultuous storm. Not in the sense of worry and unsteadiness, but in the sense of roiling power being contained. Once per Long Rest, you may unleash your Atmos Soul as a Bonus Action for 1 minute, gaining the following benefits:

 - Upon activating this ability, you immediately recover a number of Focus Points equal to twice your Proficiency Bonus.
 - When you deal Lightning or Force damage, increase the damage by an amount equal to your Wisdom modifier. 
 - Your Clash of Storms extends to a 30 ft. cone.
 - Your Explosive Step options double the range of their effects and the increase in movement goes up to 20 ft. 
 - While your Soul Lash is active, its reach increases to 20 ft. and you may attack an extra time while using Flurry of Blows.

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