Base Class: Monk
A man stands in a storm, the droplets covering him, a staff of pure lightning forming in his hands.
Harness the storm
Starting at 3rd level, you gain the ability to channel electricity and lightning into a usable form. As a bonus action, you may summon a quarterstaff made of pure lighting. It deals d6 lightning damage plus your wisdom modifier. It has a range of 10 feet, has the finesse property and counts as a monk weapon. In addition, your unarmed strikes may deal lightning damage instead of the normal damage they would do. At 6th level, it gains a +1 to attack and damage rolls, +2 at 11th level and +3 at level 17.
Energized Barrier
Starting at 3rd level, you gain a momentary boost in defense when in the radius of effects. Whenever you fail a dexterity saving throw, you may use your reaction to create a small barrier of energy. If you do so, you gain temporary hit points equal to your wisdom modifier plus twice your monk level. These temporary hit points disappear at the end of the turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Gale Strikes
Starting at 6th level, you have fine tuned your staff skills. Your Storm staff now has a range of 20 feet and in addition, whenever you score a critical hit with storm staff or an unarmed strike, you regain 1 usage of energized barrier
Ballistic Collusion
Starting at 11th level, you can slam into the ground to create waves of lightning and shake the earth. As an action on your turn, you can spend 3 ki to slam into a point within 5 feet of you. Each creature within 15 feet of that point must make a strength saving throw or damage equal to 3 rolls of your martial arts die and be knocked prone, taking half as much on a successful save and not being knocked prone. If a creature is reduced to 0 hit points by this ability, each creature within 10 feet of that creature takes an additional 2d6 lightning damage.
Cataclysmic Squall
Starting at 17th level, you harness the inner storm into deadly and destructive ways. You gain immunity to lightning and thunder damage, as well as immunity to the paralyzed and deafened conditions. As an action on your turn, you can expend 4 ki points to overcharge yourself and send yourself hurdling to a point within 120. Upon impact, each creature within 20 feet of that location must make a dexterity saving throw or take 8d12 lightning damage. On a successful save, they take half as much damage.
Previous Versions
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12/20/2021 3:56:26 PM
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