Base Class: Monk
In the farthest reaches of the world, high on mountain peaks, the monks of the Way of the Storm are said to allow lightning to strike them again and again to condition their bodies and unlock hidden potential. These monks become as the eye of the storm—the calm center within a whirlwind of thunder and lightning.
Storm Within
Starting when you choose this subclass at 3rd level, you can harness the storm to smite your enemies with bolts of lightning. You can replace any attack you make on your turn with this special attack—you use your Dexterity for its attack and damage rolls, it has a range of 30 feet, uses your Martial Arts die as its damage die, and deals lightning damage.
Thunderous Potential
Starting at 6th level, you gain the ability to unleash a thunderous shockwave when you tap into your ki. When you fall 10 feet or more, or when you use the Step of the Wind feature, you can choose to make each creature within 10 feet of the space where you landed or used Step of the Wind make a Constitution saving throw, taking 3d10 thunder damage on a failed save or half as much on a successful one.
One with the Storm
Starting at 11th level, your ki has become even more entwined with the storm. You have resistance to lightning and thunder damage, and when you take damage of either type you can use your reaction to regain 1 ki point. Also, you can spend 1 ki point to gain a flying speed equal to your walking speed for one minute.
Eye of the Storm
At 17th level, your mastery of the storm is unparalleled. When you would take lightning or thunder damage, you can use your reaction to spend a ki point—you gain immunity to that damage and can use one of the following features, based on the type of damage you would have taken:
- Lightning: Each hostile creature within 30 feet of you must make a Dexterity saving throw, taking lightning damage equal to the amount of damage you would have taken plus a roll of your Martial Arts die on a failed save or half as much on a successful one.
- Thunder: Each hostile creature within 30 feet of you must make a Constitution saving throw, taking thunder damage equal to the amount of damage you would have taken plus a roll of your Martial Arts die on a failed save or half as much on a successful one. You can then move up to your speed without provoking opportunity attacks.







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