Base Class: Monk
You are a monk of the Arc, an ancient following of one of the unstoppable destructive forces of nature, storms, you can channel the power and speed of lightning in the form of your Arc form. Monks of this following are known for a loose network, and solitude, they are not seen together often but are seen everywhere nonetheless.
Arc Form
Starting when you choose this tradition at 3rd level, you can enter a state of heightened speed and power. You can spend 1 ki point and enter your Arc form for one minute a number of times equal to your constitution modifier, while in the Arc form, you gain the following benefits:
- You gain an extra 10 feet of movement.
- Your first strike of every round does an extra d4 of lightning damage equal to your wisdom modifier.
- You gain resistance to lightning damage.
Arc Techniques
At 6th level, you gain the ability to harness your ki while in your Arc form to perform certain techniques. You can choose three at the 6th level, you gain two extra choices and one extra slot at level 11 and 17. When you take a long rest, you can change these techniques.
Channelled Current
While in your Arc form, you can channel your ki to erupt from you, you can spend an action and 5 ki points to cast Chain Lightning, your spellcasting modifier is your wisdom modifier.
Circle of Volts
While in Arc form, you can spend 2 ki points to use your action to channel your ki to your immediate surroundings. All creatures within a 20 feet radius of you must make a dexterity saving throw. They take 4d10 lightning damage on failure, or half as much on success.
Cloud Step
When you are your Arc form, you can call nimbus cumulus clouds to form under your feet and soar you through the air. As a bonus action, when you are in Arc form, you can spend 3 ki points to gain a flying speed of 60ft for half a minute.
Electric Shock
Once per round, when you hit a foe while in your Arc form, you can use 2 ki points to send a surge throughout their body, electrifying their nervous system, causing paralyzation. They must make a constitution saving throw, on failure, they take 3d6 plus your dexterity modifier in lightning damage and are paralyzed, or half damage on a success
Flurry of Lightning
While in Arc form, you can channel more energy into your fists as you perform Flurry of Blows, electrically charging your fists to do more damage. When you use Flurry of Blows while in Arc form, you can spend up to 4 ki points to do additional lightning damage, this damage is your martial arts die plus your dexterity modifier.
High Voltage
When in your Arc form, you can spend a moment to channel the most powerful charge you can muster into your first hit of the round. As a bonus action, while you are in Arc form, you can spend 7 ki points to add 3d10 lightning damage to your first initial hit.
Lightning Step
While in your Arc form, you can spend 1 ki point as a bonus action to channel the speed of lightning, you can move up to your speed to an unoccupied space within 5ft of a hostile creature, you then make one unarmed strike against them, doing lightning damage instead of bludgeoning.
Touch of Lightning
You channel your spiritual energy in the form of static electricity that spreads around your hand, you can spend 1 ki point to make a melee spell attack, with dexterity as your spellcasting modifier, and cast Shocking Grasp.
Arc Weapon
Beginning at 11th level, you can summon a weapon forged from a lightning bolt. This weapon must be a monk weapon for you to be able to choose it. This weapon can be different for each time you go into your Arc form. When you enter your Arc Form, you can choose any monk weapon to be your Arc Weapon for the duration. Damage and Attack rolls are as normal, but that weapon does lightning damage in place of its previous damage.
Storm Weapon
At 17th level, you gain the ability to infuse any weapon, yours or otherwise, with the mystical electrical energy of your ki, giving it a special enchantment. When you take a long rest, you can spend 3 ki points to infuse any weapon with any of the following benefits:
Shocking Wave: As an action, this weapon can be used to force all hostile creatures within 25 feet of the weapon to make a Dexterity saving throw against a DC of 18, upon failure, they take 3d10 lightning and are stunned for 1d6 minutes, and only take half damage upon success. Stunned creatures can make a constitution saving throw against a DC of 18 to end the stun on a success. This feature has a number of charges equal to the wielder's constitution modifier. It regains all uses after a long rest.
Volt Charge: Whenever you hit with this weapon, you can expend a charge to deal extra d8s of lightning damage equal to either the wielder's strength or dexterity modifier. This feature has a number of charges equal to the wielder's constitution modifier. It regains all uses after a long rest.
Whelming Storm: As an action, this weapon can force all hostile creatures in a 20 feet cone any direction from hit to make a constitution saving throw against a DC of 18. Upon failure, they take 5d12 lightning damage. This feature has a number of charges equal to the wielder's constitution modifier. It regains all uses after a long rest.
Charged Cut: As an action, this weapon can force all hostile creatures with 5 feet of a 15 feet straight line to make a dexterity saving throw against a DC of 18. Upon failure, they take 10d10 lightning damage. This feature has a number of charges equal to the wielder's constitution modifier. It regains all uses after a long rest.
You can infuse a number of weapons equal to your constitution modifier.
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