WAY OF THE GREAT STORM

Monks of the Way of the Great Storm learn to channel their own life energy into searing bolts of lightning. They teach that meditation can unlock the ability to unleash the indomitable power shed by the life force from every living creature.

STORM RUSH

At 3rd level, you may spend 1 ki point as a bonus action. If you do, you become wreathed in an aura of crackling lightning, of a color of your choice. The aura remains active for half a minute per monk level. While wreathed in the aura your speed is increased by amount given in the table below:

Speed Bonus

level Speed Bonus 3rd-8th +5 9th-13th +10 14th-18th +15 19th-20th +20

STORM BOLT

Starting when you choose this tradition at 3rd level, you can hurl bolts of magical lightning. You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is lightning, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. when you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as bonus action.

LIGHTNING DASH

At 6th level, while the Storm Rush lightning aura is active you may spend 2 ki points to transform yourself and your equiped items into a streak of lightning. While transformed you may take a dash action and you may move a distance up to your movement in a straight line. Any hostile creature you pass through while transformed must make a Dexterity saving throw. They take 1d12 lightning damage on a failed save and half damage on a successful save. Each creature can only be affected once per transformation. The transformation ends at the end of your Dash. You cannot transform again until after a short or long rest.

LIGHTNING SURGE

At 11th level you have learnt to manipulate the energy in other living creatures. As an action during combat you may spend 2 ki points to heal another character by 3d6 + your Dex modifier. You may spend upto 5 additional ki points to increase the number of dice by 1d6 per ki point spent.

RECHARGING BLOW

At 17th level you gain the ability to draw energy from someone’s body. When you hit a creature with an unarmed strike, you can spend 4 ki points to draw energy from the creature. It takes 8d12 lightning damage and must take a Dexterity saving throw. On a failed save the creature is paralyzed until the end of its next turn and you regain 2 ki points. You cannot use this ability again until you have completed a long rest.