Monk
Base Class: Monk

High upon the knife-edge ridges of Shkhara, her disciples endure the wrath of the mountain. Thunder is Shkhara’s voice, lightning her veins, the glacier her breath. Shkharan monks learn to channel her unstoppable fury, becoming indefatigable defenders of their sacred peak - both out of reverence, and out of fear.

Storm save DC = 8 + your proficiency bonus + your Wisdom modifier.

A Shkharan’s discipline centers on three living mysteries of the mountain:

  • Mantle of the Storm. Breath and stance align until the body hums with static and rime, letting the monk shape each strike as lightning, thunder, or killing cold. The mantle is a vow made visible - fearsome and unstoppable.

  • Voice of the Peak. The storm is Shkhara’s will. In battle, a Shkharan answers that will with measured power: forcing foes back with a thunder-blast, cutting a line of crackling air through a scrum, or simply standing fast against the tempest.

  • Avatar of the Tempest. In rare moments of perfect focus, the monk assumes a piece of Shkhara's strength, hovering above the rocks as the mountain speaks through them.

Shkharan monasteries are austere halls of dark wood and white stone, their bell towers rimed in ice. Initiates learn to read the sky, to travel roped together across the glacier, and to share burdens - food, rope, and guilt - because no one survives a mountain alone. The order speaks of the Nine Thunders, a range of smaller mountains said to be Shkhara's children.

Why Become a Shkharan Monk?

You might have crossed the snows on pilgrimage and never come back down, or left the peak as an emissary, warden, or penitent. Perhaps you carry a fragment of the storm that longs for trouble - bandits, tyrants, monsters - to clear the skies.


Tenets of Shkhara

Every monastery words these vows differently; these are common forms.

  • Endure. Cold, hunger, fear, and the long climb are teachers. Do not waste their lessons.

  • Keep Your Footing. Act with balance in all things; a single misstep can doom the rope.

  • Strike Swiftly. Lightning does not hesitate. When action is required, act.

  • Speak as Thunder. Be heard when it matters; silence is for preparation, not cowardice.

  • Share the Burden. On the mountain, guilt and glory belong to all who took the rope.

  • Honor the Oath. Break no sworn storm-oath; the mountain remembers.


Roleplaying a Shkharan Monk

Personality Quirks (d6)

  1. You test a room’s “footing” instinctively - walls, exits, wind.

  2. You count steps or breaths when nervous.

  3. Loud noises calm you; small talk doesn’t.

  4. You offer rope-knots or cairn stones as blessings.

  5. You sleep with the window open, no matter the weather.

  6. You love the sound of prayer bells.

Bonds (d6)

  1. A climbing partner was lost to the ice; you carry their prayer beads.

  2. Your monastery guards a glacier shrine that must not fall.

  3. A village below the peak shelters your family; you’ll keep their sky clear.

  4. You owe a life-debt to the guide who brought you to Shkhara.

  5. You bear a storm-oath to bring down a tyrant who “owns” the mountain road.

  6. You seek the Nine Thunders’ true form, revealed only in a once-in-a-century tempest.

Flaws (d6)

  1. You will not retreat if others might be left behind.

  2. You speak plainly even when diplomacy would help.

  3. You disdain comforts as weakness.

  4. You overestimate heat and underestimate cold.

  5. You hoard rope, spikes, and rations “just in case.”

  6. You pick fights with thunderous entrances.


A Note on Aesthetics

Shkharans favor dark wraps, pale sashes, and iron or bone prayer beads. When the mantle flares, their body comes alive with lightning and their eyes shine, crackling with the power of the storm. Bells, wind-chimes, and climbing rope are common tokens; so are scars and the marks of healed frostbite.

Level 3: Storm Mantle & Tempest Techniques

Shkharan Hardiness. You have advantage on Constitution saving throws you make to resist exhaustion from environmental cold (such as the Extreme Cold rules in the DMG).

Storm Mantle (bonus action; 1 ki; up to 1 minute). While mantled:

  • Your unarmed strikes can deal lightning, thunder, or cold damage (choose per hit).

  • Once per turn when you hit, the strike deals extra damage of the same type equal to your proficiency bonus.

  • You shed dim light to 10 feet and have advantage on checks to escape a grapple.
    Storm Mantle ends early if you are incapacitated.

Tempest Techniques (ki-casting). You can cast certain spells without components; Wisdom is your spellcasting ability. Spells that refer to your spell save DC use your Storm save DC instead.

  • Thunderwave (1st-level; 2 ki).

Level 6: Storm’s Rebuke & Tempest Techniques

Storm’s Rebuke (reaction; 1 ki). When a creature within 5 feet of you hits you with an attack, you can lash out with the fury of the storm. The attacker takes lightning damage equal to one roll of your Martial Arts die + your Wisdom modifier.

Tempest Techniques (expand).

  • Shatter (2nd-level; 3 ki).

Storm-Born. You gain resistance to lightning and thunder damage.

Level 11: Lightning Line & Tempest Techniques

Lightning Line (martial technique; 1 ki). When you take the Attack action, you can replace one of your attacks with a line of lightning 15 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Storm save DC. A creature takes lightning damage equal to two rolls of your Martial Arts die on a failure, or half as much on a success. You can't use Lightning Line more than once per turn.

Tempest Techniques (expand).

  • Lightning Bolt (3rd-level; 4 ki).

Level 17: Avatar of the Tempest & Tempest Techniques

Avatar of the Tempest (action; 4 ki; 1 minute). You become the embodiment of Shkhara’s wrath. For the duration you gain:

  • Flying speed 60 feet (hover).
  • Immunity to lightning and thunder; resistance to cold.
  • Your unarmed strikes deal +1d8 lightning, thunder, or cold damage (choose on activation).

Tempest Techniques (expand). 

  • Cone of Cold (5th-level; 6 ki).

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