Monk
Base Class: Monk

Monks of the Way of the Tempest receive their power from a storm. Grounded like thunder and lashing out like lightning, these monks move fast and surround their enemy, reflecting the movements of a swirling, furious tempest. Tempest monks may have received their power from an experience in a storm, or draw it from a storm god that they revere. 

Shocking Jab

Starting at 3rd level, you can cloak your fists in the lightning of your tempest. Whenever you hit with a Flurry of Blows, you can deal an additional 1d6 Lightning damage for each strike.

This increases to 2d6 at 8th level and 3d6 at 14th level.

Lightning Rider

Starting at 6th level, you have learned how to transport yourself through lightning. You can use your bonus action to teleport to an unoccupied range within 90 feet. You appear in a lightning strike, causing each creature within 10 feet of the space you arrive to make a Constitution saving throw, using your Ki save DC, taking 2d10 lightning damage on a failed save, or half as much damage on a successful one. You can do this equal to your wisdom modifier per long rest.

Current Conduit

Starting at 11th level, your experience being a conduit for the tempest grants you resistance to Lightning damage. In addition, you can use your action to expend 4 ki points to cast the chain lightning spell. 

Armor of the Storm

Starting at 17th level, you can spend 4 ki points as a bonus action to activate the Armor of the Storm for one minute. A storm swirls around you in a 5 foot radius, and those near you can hear crashes of thunder and see the crackling lightning. You gain these effects: 

  • Your Speed increases by 10 feet
  • Enemies within melee have disadvantage to hit anyone except you
  • Ranged attacks have disadvantage to hit you or anyone within the radius of the storm
  • Those within the storm's radius have heavily obstructed vision and it is considered difficult terrain
  • Whenever a creature within 5 feet hits you with a melee attack, the storm erupts in a furry. The attacker takes 2d8 lightning damage and must make a Constitution saving throw or become paralyzed until the end of your next turn. 

 

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