Monk
Base Class: Monk

Three siblings each wanted to channel the destructive potential of a storm. One decided to focus on lightning, one ice, and one sand. Each has its own success and now their students are dedicated to preserving their master's legacy.

Heart of the Storm

You find that controlling the winds and storms come easy to you. You gain the following benefits:

  1. Your walking speed increases by 10ft even if you wear armor.
  2. Your Flurry of Blows ability deals 3 punches instead of two
  3. You have access to the following spells on top of your specializations: Gust, Magic Missile, Thunderclap, Thunderwave, and Shatter. In order to cast then you must spend ki points equal to the spell’s level (ex. A level 2 shatter is 2 points, 3rd is 3 points, etc) All other details(Range, ki saves, etc) are unchanged.

 

Lightning: You gain access to the following spells: Shocking grasp, Lightning Lure, and Witch Bolt. Additionally, whenever you make an attack with a monk weapon you deal an additional 1d4 of lightning damage.

 

Ice: You gain access to the following spells: Ray of Frost, Frostbite, Shape water, Iceknife, and Frost Fingers. Additionally, whenever you make an attack with a monk weapon you deal an additional 1d4 of cold damage

 

Sand: You gain access to the following spells: Magic Stone, Mold Earth, Earth Tremor,  Maximilian’s earthen grasp, and Entangle (flavored as sand instead of plants). Additionally, you may use your CON modifier instead of your WIS modifier when determining AC.

Storm's Eye

Thanks to your training you gain advantage on perception checks during harsh weather conditions and on saving throws against being blinded or petrified.

 

Lightning You gain access to Lightning Bolt and Call lighting. Additionally, your lightning damage increases to 1d6 and you may spend 3 ki points to create and throw a lightning shuriken. This shuriken deals 1d6 lightning damage and the target must make a con save or be stunned until the start of your next turn.

 

Ice You gain access to Sleet Storm, Ice Storm, and Watery Sphere. Additionally, your ice damage increases to 1d6 and you may spend 3 ki points to create and throw an ice shuriken. This shuriken deals 1d6 cold damage and the target must make a con save or have all their movement speeds reduced to 0 until the start of your next turn.

 

Sand, You gain access to Erupting Earth, Stoneskin, and Stoneshape. Additionally, you gain resistance to acid, slashing, and piercing damage from non-magical weapons and you may spend three ki points to create and throw a sand shuriken. This shuriken deals 1d6 of earth damage and the target must make a con save or be blinded until the start of your next turn.

Tempest's Dance

You gain the following from your variation for 5 ki points.

 

Lightning You gain the ability to teleport within a 15ft radius. If you land in a foe’s space they must make a con save or be blinded for 1d4 rounds. If you take another person with you they must also make the con save but the duration of blindness is halved.

 

Ice You turn into an icy mist that gives you advantage on stealth checks and allows you to pass through enemy spaces for 1d4 rounds. If you end in an enemy space they must make con save or be frozen for 1d4 rounds. If the target is frozen they can attempt to break free by using an athletics check against your ki save.

 

Sand, You gain the ability to use the sand around you to animate a double of yourself (AC 15). This double takes a bonus action to move/attack and lasts 1d4 rounds. If you dispel the double before the allotted time or the double is destroyed you are pulled to its location and suffer no damage.

Storm's Fury

Your mastery has given you the following benefits. 

 

Lightning- All of your lightning damage becomes equivalent to your martial arts die (does not include spells), you become immune to thunder damage, and when you are hit with an attack that would deal lightning damage you are healed by that amount instead.

 

Ice  All of your cold damage becomes equivalent to your martial arts die (does not include spells), you become immune to fire damage, and when you are hit with an attack that would deal cold damage you are healed by that amount instead.

 

Sand  Your sand double can not be destroyed by anyone except you, your shuriken’s damage becomes the equivalent of your martial arts die, and whenever you take acid damage you’re healed by it instead

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