Base Class: Monk
Monks of the Way of the Ki-charged awaken the Ki flowing through them as magical lightning. Able to awaken this energy, these monks can assume a form with the speed and power of a lightning bolt, and harness this power in battle. The Way of the Ki-charged demands skill rather than just power, to manipulate the magical charge into useful attacks. However, the great power which comes from within requires the use of more ki than other techniques. Regardless, a Ki-charged monk channelling energy is a force to be reckoned with on the battlefield.
Channel Charge
At 3rd level, you learn to tap into and harness the magical charge which flows within you. As a bonus action, you can activate this energy and gain the following benefits:
- Your speed increases by a further 10 feet.
- You can use an unarmed strike twice as a bonus action.
- Your unarmed strikes deal lightning damage.
- You gain resistance to lightning damage.
- Your AC increases by 2.
Every turn you take with the magical energy enabled, you lose one ki point. When you run out of ki, you instantly revert back to your normal form, and you cannot activate this form if you have no ki. You can also choose to end this form early as a bonus action, conserving the ki for that turn.
Shocking Palm
At 3rd level, whilst channelling charge, you can spend one ki point to hit your foe with an attack which conducts through the crowd. As an action, make an unarmed strike. All creatures within 5 feet of the struck creature are also hit by the unarmed strike, and all creatures within 5 feet of them are also hit, and so on and so forth. You can spend extra ki points to roll extra damage die of the same size, up to a maximum of 5 ki points, so a level 10 monk spending 3 ki points deals 3d6 damage. You cannot hit the same foe multiple times in the same turn with this attack.
Charged Dash
At 6th level, you can dart with the speed of a lightning bolt. When you take the Dash action, if channelling charge, you do not provoke attacks of opportunity, and can pass through enemies, dealing the equivalent of an unarmed strike to all foes you pass through. You cannot hit the same foe twice. You can only end your turn in an unoccupied tile.
Discharge
At 11th level, when you stop channelling charge either willingly or unwillingly, all creatures you choose within 5 feet of you must make a DC 15 Dexterity saving throw or be struck by lightning and take four martial arts dice of lightning damage. On a successful save, they take only two martial arts dice of damage. However, doing this burns up four ki points, unless you have none left, in which case it is free.
HIgh-voltage Channeling
At 17th level, you unlock a more powerful way to channel ki as charge. When you begin channelling charge, you can instead enter a more powerful transformation which burns up three ki points per turn, and grants the following benefits:
- Your speed increases by 25 feet.
- You can make four unarmed strikes as a bonus action.
- Your attacks still deal lightning damage.
- You gain immunity to lightning damage.
- Your AC increases by 5.
Even if you have some ki points left, the transformation ends if you do not have three left.







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