Monk
Base Class: Monk

Way of the Shocking Fist

Static Trance

Starting when you choose this tradition at 3rd level, you gain the ability to temporarily channel your inner spark, granting you lightning fast movement. As a bonus action on your turn, you may spend 2 ki points to enter your Static Trance. The trance lasts until you are knocked unconscious or you do not move at least 10 feet on your turn. Once your trance ends you gain one point of exhaustion for each minute it remained active. While you are in your trance, you gain the following benefits:

•Your movement speed increases by 10

•All of your unarmed attacks deal extra lightning damage equal to your proficiency bonus. 

•Any time you use the Step of the Wind class feature, any creature the enters within 5 feet of you on your turn takes 1d6 lightning damage. An enemy can only take this damage once per turn. 

Lightning Reflexes

Starting at 6th level, you add your Wisdom modifier to your Initiative rolls. Additionally, if an area effect you see would hit you, you may use your reaction to move up to half your movement speed. 

Inner Current

Starting at 11th level, while your Static Trance is active, any creature that hits you with a melee attack takes lightning damage equal to your proficiency bonus. Additionally, any creature that is grappled by you or is grappling you during your Static Trance takes this damage at the start of each of their turns.

Arcing Body

Starting at 17th level, you are able to channel the storm within you body. While in your Static Trance, you gain the following additional benefits:

•Immunity to lightning damage. 

•You gain a +2 bonus to your AC

•Each time you hit an enemy with an unarmed strike, you may expend 1 ki point to cause an arc of lightning to leaps up to three other targets within 30 feet. The targets must make a dexterity saving throw or take lightning damage equal to the total of the initial attack. 

Additionally, the electricity running through your veins can bring you back from the brink of death. When you fail a death saving throw, you may instead choose to succeed. You may use this feature twice per long rest. 

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