Base Class: Monk
You are chosen by your monastery to undergo a rigorous ritual, one in which you are strapped up and struck with lightning four times, while being imbued with ki from four other member who have willingly given up their life to this ritual. When you finally awaken, you find the results of your body glowing a dark blue before fading, and you see the dead bodies of four monks of the monastery lying before you, leaving you with an ancient power of the gods. However you came about to getting these powers, you now must train yourself to know of what this power’s limits are. It’s up to you to decide if this is something that must be kept secret, or if this should be more of a recurring thing. However you use it, just be warned: using it comes with a major price. One that may leave you very vulnerable...
Lightning’s Touch
At level 3 you gain the ability to imbue your lightning into your fists while attacking. When you spend a ki point to do Flurry of Blows, you can spend an extra ki point to do an extra 1d6 lightning damage. This increases to 2d6 at level 6, 3d6 at level 11, and 4d6 at level 17.
If you decide to spend the ki point to imbue your fists, your body feels a little sluggish, and your next attack is at disadvantage.
Subclass Features
-You become resistant to lightning damage
-When you take lightning damage equal to or more than 1/2 your monk level, rounded up, you regain one expended ki point.
-You can only use one lightning trait per turn, due to the stress it puts on the body.
Lightning’s Luck
At 6th level you get the benefits of Improved Critical, raising your critical hit to 19 and 20
-When you roll a critical hit on an attack roll, you can make another attack roll.
-On a hit, your intense speed allows you appear behind the enemy and strike them. Your attack does an extra 2d6 lightning damage, increasing to 3d6 at 11th level, and 4d6 at 17th level.
-You only gain the benefits of Lightning’s Luck once per turn.
Lightning’s Retaliation
At 11th level you learn how to infuse your lightning into your defenses, allowing you to retaliate against an attacking enemy.
-When you spend a ki point to use Patient Defense, you can spend another 2 ki points to charge lightning into yourself, blurring your material body. Your AC goes up by 2
-When an enemy makes a melee attack roll and misses against you, you can spend your reaction to make an attack roll against that enemy. If hit, your attack does your normal damage + 2d6 lightning damage. The target must also succeed a constitution saving throw, or be stunned until the end of your next turn.
-When an enemy makes an attack roll and hits you, you can choose to make a blast of electricity emit 5ft in a cube shape from you, and all creatures affected must succeed a dexterity saving throw against your ki save DC, taking 5d6 lightning damage on a failed save, and half as much on a successful one.
-Once you expend your lightning you become tired, your AC returns to normal and the next attack has advantage against you. (Patient defense is still activated, making it a straight roll)
-If you are not attacked by the beginning of your next turn or if you haven’t used your charged lightning, you lose the lightning stored in your body, and are stunned until the end of your next turn.
Lightning’s Strike
At 17th level, you learn to harness an immense amount of lightning in your body to empower your strikes.
-You can spend 5 ki points to charge lightning into yourself as a bonus action.
-If you are 15 feet away from an enemy, you can charge at them and make an attack roll at advantage.
-On a hit, your attack gains the benefits of the Lightning Bolt spell, as a bolt of lightning emerges from your hand in a 100ft line, 5ft wide.
-The enemy you made the attack against automatically fails the dexterity saving throw, but every enemy behind the original target must make a dexterity saving throw against your ki save DC, or take the full damage of the Lightning Bolt spell, taking half on a failed save. Each extra ki point used on your bonus action increases the damage of the spell by 1d6, to a maximum of 5d6.
-Additionally, all creatures around you in a 10ft radius must make a constitution saving throw. On a failed save, all creatures are considered deafened and stunned until the end of your next turn. On a successful save, the creatures and are not stunned or deafened.
-Upon using this ability, you take a point of exhaustion, and with each extra ki point you used to charge, you gain an extra point of exhaustion, and are stunned until the end of your next turn.






