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. As a bonus action on your turn, you may spend 2 ki points to enter your Static Trance for one minute. The trance ends early if you are knocked unconscious or you end it as a free action. While you are in your trance, you gain the following benefits:
•Your movement speed increases by 10
•Your Flurry of Blows attacks deal extra lightning damage equal to your Wisdom modifier.
•Any creature that is grappled by you or is grappling you during your Static Trance takes lightning damage equal to your Wisdom modifier at the start of each of their turns.
Lightning Reflexes
Starting at 6th level, you add your Wisdom modifier to all Dexterity ability checks you make , and you may use reactions and bonus actions when surprised.
Lingering Sparks
Starting at 11th level, any time you deal lightning damage to a creature, you may expend a ki point to have them make a Constitution saving throw. On a failed save, the creature is imbued with a lingering spark for one minute. If you are adjacent to a creature with a lingering spark, you may use a bonus action to teleport to any other creature with a lingering spark within 120 feet.
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:
•If an enemy starts it’s turn adjacent to you, it must make a Dexterity saving throw or take 1d8 plus your Wisdom modifier lightning damage. A creature wearing metal armor makes this saving throw with disadvantage.
•Each time a creature hits you with a melee attack, they take lightning damage equal to your Wisdom modifier.
•As an action, you may touch a creature with a lingering spark and expend up to 10 ki points. Each creature with an active lingering spark must make a Constitution saving throw. On a failed save the creature takes 2d8 lightning damage for each ki point expended or half as much damage on a successful save.
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 spend a ki point and instead choose to succeed. You may also use a reaction to use this ability on a creature adjacent to you.
Previous Versions
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3/20/2020 10:43:14 PM
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