Base Class: Monk
Taught in temples at sea or in high mountains, Monks of the storm conduit bend lightning and other powers to flow past them and into their weapons. They bend their ki into extensions of themselves to bring the monsters of the sea up to the beach, and beasts of the sky down to the ground.
These less known monks fight and train to stave off the monsters of the sky and sea that try to prey on the vulnerable people of the land who try their luck with sea and air travel. You may have run into some people from this monk order, but they avoid looking like most monks might. They do this to avoid their enemies possibly figuring out who they are and where they live since if they end up being found, they might end up all getting killed.
The enemies of this order consist of monsters of the sky and sea that wish to take more land, cultists of ancient beings from either of those domains and any other creatures of violent intent.
Knowledge of the sky and sea
At 3rd level, Whenever you make an Intelligence (History) check, Intelligence (Religion) check or an Intelligence (Nature) check regarding the history, religion or nature of a creature from the sky or sea, you can roll an extra d4 and add it to the roll.
Teachings of Deadly Weather
At 3rd level, Whenever you take the attack action on your turn, you can expend a ki point to charge your hands with ki in the shape of natures wrath. Pick cold, lightning or fire damage. Until the end of your current turn, your melee attacks deal an extra amount of damage of that type equal to your wisdom modifier (Minimum of 1 damage).
Step through water and air
At 6th level, You gain a swimming speed equal to your walking speed and can breathe under water. You also gain the ability to quickly take a step on the air when you take an extra burst of speed. Whenever you take the dash action, you gain a flight speed equal to your walking speed that vanishes at the end of the turn. If you are in the air once the turn ends, you fall unless you have a way to stop yourself from doing so.
Conductor of the elements
At 11th level, You can use Deflect missiles to deflect spell attacks as well, as long as they deal either fire, cold, lightning, thunder or acid damage. It must be a full deflect, you cannot just catch the spell attack without expending a ki point to throw it back or at another target. You can also expend 1 ki points when you pass a dexterity save against something that deals one of either fire, cold, lightning, thunder or acid damage to funnel the energy you avoid into a 15' line in a direction of your choice. Every creature in that line must pass a dexterity save against your KI save DC or take half the damage you would have taken on a fail against the original effect, or half that damage if they pass
(example: 40 damage lightningbolt, you pass and redirect it. Target fails save against your redirect and takes 20 lightning damage)
Storms strikedown
At 17th level, Calling upon the power of the storm, you expend 3 ki points and target a spot within 90' that you can see and each creature within 30' of that point must make a con save against your KI save DC. If they fail, they take 6d10 cold, lightning or fire damage (your choice) or half as much if they succeed. Additionally, if a creature fails their save they have their flying and swimming speeds reduced to 0 for 1 minute if they have any. If they are in the air, they fall to the ground unless they can stop themselves from falling.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/21/2020 10:58:04 PM
|
5
|
0
|
--
|
Coming Soon
|
|
|
11/21/2020 11:02:00 PM
|
7
|
1
|
--
|
Coming Soon
|
|
|
11/21/2020 11:05:03 PM
|
6
|
1
|
--
|
Coming Soon
|







Comments