Monk
Base Class: Monk

In the Monastery of the Storm Isles, monks are taught to control the storm within ones' self as well as the storm in the sky. This tradition is carried on even after an amalgamation of Storm and Shadow. 

Lightning Strike

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical lightning .

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is lightning, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Thunderous Storm Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the thunderwave spell as a bonus action.

You can spend additional ki points to cast thunderwave as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Forked Lightning Bolt

At 11th level, you gain the ability to create an bolt of lightning that arcs into a fierce discharge. As an action, you create a bolt of lightning that arcs toward a target of your choice that you can see within 150 feet. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target.

A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 2d6 lightning damage.

You can increase the damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Hurricane Shield

At 17th level, you become wreathed in a whirling, magical wind (20 miles per hour) that blows around you in a 10-foot radius and moves with you, remaining centered on you. The shield can be activated or deactivated by a bonus action. 

The wind has the following effects:

  • You gain a flying speed of 60 feet. If you are still flying when the effect ends, you fall at a rate of 60 feet per round.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

If a creature hits you with a melee attack while this wind surrounds you, you can use your reaction to deal lightning or thunder damage to the creature. The damage equals 5 + your Wisdom modifier.

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