Base Class: Monk
Monks that practice the Way of the Bolt often live on high mountains or stormy coastal waters. They channel the energy of lightning within themselves and unleash it across the battlefield.
Lightning Veins
When you choose this tradition at 3rd level you have a permanent storage of electrical energy in your body. You have advantage on saving throws against effects that reduce your movement speed.
Also at 3rd level, when you use your Step of the Wind feature to disengage from an enemy, you create a momentary burst of lightning. Each creature of your choice within 5 feet of you when you disengage must make a Dexterity saving throw against your Ki save DC. On a failed save, each creature of your choice takes lightning damage equal to your Wisdom modifier.
In addition, you gain access to the cantrips lightning lure, shocking grasp, and thunderclap. These spells use your Wisdom modifier.
Bolt Shift
At 6th level, you can become semi-incorporeal and shrouded in static. As a bonus action you can teleport in a straight line (North, South, East, West, or diagonal) up to 30 feet. You can spend one Ki point to deal damage in one of the two following ways.
Bolt. If your path crosses within 5 feet of any creature that creature takes lightning damage equal to half your Monk level (you can decide whether or not each creature in your path is subjected to this damage).
Boom. When you land in your new location you create an explosion of electricity. Each creature within 5 feet of your destination must make a Dexterity saving throw against your Ki save DC or take thunder damage equal to one roll of your martial arts die plus your Wisdom modifier.
Shocking Flurry
At 11th level you have learned to pair your cantrips with your unarmed strikes. When you use lightning lure or shocking grasp as your action, you can use a bonus action to make an unarmed strike or use your Flurry of Blows.
In addition, at 11th level, a creature that is resistant to lightning or thunder damage, when taking damage from this subclass's abilities, is treated as not having any resistance to lightning or thunder damage.
Static Shroud
At 17th level your ability to channel lightning is extraordinarily powerful. If a creature is immune to lightning or thunder damage, when you deal lightning or thunder damage to it with these subclass features it is treated as a resistance.
Also at 17th level you can encase yourself in a shroud of lightning. As an action, you can spend 3 Ki points to create a 10 foot radius electrical field centered around you. The shroud stays up for one minute or until you are incapacitated. Any creature in your shroud cannot take reactions. A creature that starts its turn in your shroud makes a Dexterity saving throw (DC = your Ki save DC) or takes lightning damage equal to 2 rolls of your martial arts die.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/28/2021 7:06:21 PM
|
16
|
0
|
1.1
|
Coming Soon
|
|
|
1/29/2021 6:53:18 AM
|
20
|
0
|
1.2
|
Coming Soon
|







Comments