Monk
Base Class: Monk

Masters of controlling electromagnetism both within and outside of their bodies, Arcstriders are always changing, flowing, and striking. They can harness the potential energy of ambient static electricity to energize themselves or create explosive releases of power.

 

Arc Fragments

You have learned to channel electromagnetic energy through techniques called Fragments. Choose 3 Fragments when you take this subclass at 3rd level, and then gain another fragment when you reach levels 6, 11, and 17 in this class. If a Fragment effect requires a saving throw, use your Focus save DC. You may change any of your Fragments at the end of a long rest. The features from the Sparks do not stack.

 

Spark of Amplitude

When you reduce a creature to 0 hit points with a monk weapon attack or unarmed strike on your turn, you and one other creature of your choice within 10 feet gain +2 to AC until the end of your next turn.

Spark of Beacons

When you roll a 20 on a melee weapon or unarmed strike attack roll, all creatures other than yourself within 10 feet of you must succeed on a Constitution saving throw or have the Blinded condition until the end of their next turn.

Spark of Brilliance

When you reduce a creature with the Blinded, Paralyzed, or Stunned conditions to 0 hit points with a monk weapon attack or unarmed strike, two creatures other than yourself within 10 feet must make a Constitution saving throw or take 2d6 Lightning damage.

Spark of Discharge

Once per turn, when you hit a creature with a monk weapon attack or unarmed strike, you cause a jolt of lightning to jump to another creature within 5 feet of the original target, dealing 1d8 Lightning damage.

Spark of Feedback

When you are hit with a melee attack, your monk weapon attacks and unarmed strikes deal an additional 1d4 Lightning damage until the end of your next turn.

Spark of Focus

When you use Patient Defense, Step of the Wind, or Stunning Strike, roll 1d6. On a 5-6, you don't expend a Focus Point for that action.

Spark of Frequency

When you hit with a monk weapon attack or unarmed strike on your turn, your movement speed increases by 10 for the rest of that turn, and opportunity attacks made against you are made at disadvantage.

Spark of Haste

When you use Step of the Wind, you can spend a focus point to gain resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn.

Spark of Instinct

While below half of your maximum hit points (rounded down), when a creature hits you with a melee attack, it takes 1d6 Lightning damage.

Spark of Recharge

While below 1/4 of your maximum hit points (rounded down), you gain hit points equal to your proficiency bonus at the start of your turn.

Spark of Resistance

While surrounded by 3 or more enemies, reduce all incoming damage by an amount equal to your proficiency bonus plus half your Constitution modifier (rounded up).

Spark of Volts

When you reduce a creature to 0 hit points with a monk weapon attack or unarmed strike, you have advantage on 3 saving throws of your choice until the start of your next turn.

Static Conduit

At 6th level, you have learned to control the electromagnetic energy that moves through you and your environment. You gain resistance to Lightning damage, and when you deal damage with an unarmed strike or monk weapon, you can choose to deal your choice of Lightning damage or its normal damage type.

In addition, whenever you take Lightning damage, you gain advantage on all attack rolls until the end of your next turn; your melee weapon attacks and unarmed strikes deal an additional 1d8 Lightning damage, and all Lightning damage you deal ignores resistance. You may spend 1 Focus Point as a bonus action to activate this effect by taking 1d6 lightning damage.

Arc Super

At level 11, you may spend 4 Focus Points as an action to activate your Super, an extremely powerful attack that shapes electromagnetic energy into a physical weapon. When you first activate a Super, you cannot do anything else on that current turn. If one of the Supers allows you to make attacks, you take those attacks as part of this action. Each time you activate this ability, choose one of the forms below:

Arc Staff. You shape Arc energy into a staff. Until the end of your next turn, your movement speed increases by 20 feet, and you gain one additional attack when you make the attack action, which can only be used with this weapon. The staff uses your Dexterity modifier for attack and damage rolls and deals an amount of d6 Lightning damage equal to your proficiency bonus on a hit. 

Gathering Storm. You launch a spear of pure lightning at a point you can see within 30 feet. If the target is a creature, it must succeed on a Dexterity saving throw against your Focus save DC. On a failed save, the creature takes d8 Lightning damage equal to your proficiency bonus and is impaled by the spear. While impaled, the target has its speed reduced by 20 ft. The spear lasts for one minute, and during that time, all creatures that start their turn within 15 feet of the spear (including the impaled creature) must succeed on Dexterity saving throws or take 2d8 Lightning damage, or half as much on a successful save. While this ability is active, you cannot use another super. 

Storm's Edge. You summon an electrically charged knife in your hand. The knife uses your Dexterity modifier for attack and damage rolls, deals d6 Lightning damage equal to your proficiency bonus on a hit, and has the Thrown property with a range of 20/60 feet. Whenever you throw the knife, you may teleport to an unoccupied space within 5 feet of its landing location. Regardless if you choose to teleport to it or not, the knife returns to your hand after you attack with it. When you throw the knife, each creature within 10 ft of the place you landed must make a Dexterity saving throw or take damage equal to half of the original roll and have the blinded condition until the start of its next turn. The knife lasts until the end of your next turn.

Lightning Soul

Perfect Conduit. You gain immunity to Lightning damage and the Stunned condition, and you now ignore immunity and resistance when you deal Lightning damage.

Ebb and Flow. You may change one of your Fragments at the end of a short rest.

Call the Storm. As an action, you can infuse your very essence with Arc energy. Creatures within 10 feet of you must make a Constitution Saving Throw or take 6d6 lightning damage and become stunned until the start of their next turn, or take half damage on a successful save. In addition, you gain the following effects for 1 minute:

  • Your movement speed increases by 20 feet.
  • You gain a flying speed equal to your walking speed and can hover

Once you use this feature, you can't use it again until you finish a short or long rest.

 

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