Base Class: Monk
Monks that live by the Way of the Lightning Fist are masters of lightning. They train in thunderstorms and often endure natural lightning bolts to the point that the lightning flows through their blood to their fists.
Lightning Fists
At 3rd level, You charge your fist enveloping them with lightning. The damage type of your unarmed strikes are replaced with lighting damage.
Lightning Leap
At 3rd level, when your lightning kills an creature the remaining energy is shot out to the nearest enemy. When you deal lightning damage that reduces a creatures hit points to 0, the nearest enemy creature within 15 feet must succeed a Dexterity saving throw or take lightning damage equal to the damage remaining from your last attack.
God Speed
At 6th level, you can channel your lightning throughout your body drastically increasing your speed. As an bonus action, you can double your speed for 1 minute.
While God Speed is active, any creature within 5 feet of you that hits you with a melee attack takes 1d4 lightning damage
You must finish a short or long rest before you can use this feature again. If you use this feature again before you finish a short or long rest, you can expend 1 ki point to activate God Speed. Each time you use this feature again before finishing a long rest, the amount of ki expended to activate this feature increases by 1.
Jump Start
Beginning at 11th level, While knocked out you instincts spread lightning throughout your body jump starting your heart. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
ThunderShock
At 17th level, you muster all of your power and from great height you strike will all you got leaving a massive shockwave. As an action, you can spend 9 ki points to choose a point you can see 100 feet below you. A bolt of lightning strikes down from your finger. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 12d10 lightning damage on a failed save, or half as much damage on a successful one. After the strike each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 8d6 thunder damage on a failed save, or half as much damage on a successful one. You must finish a long rest before you can use this feature again.







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