Way of the Shattered Fist

Monks of the Way of the Shattered Fist respect the unbridled energies that lay dormant within the sky, and the pure power a raging storm wields as it crosses the land. These monks live and practice their martial arts high above the world, cloistered away in mountain temples. They train their bodies and minds with absolute focus in an attempt to understand, and even control, the chaotic forces of the storm itself.

Channel the Shattered Sky

When you choose this tradition at 3rd level you gain a multitude of benefits as you gain control over the raw power of the storm.

• You learn the Lightning Lure cantrip. When you cast this cantrip you may add your Wisdom modifier to its damage. When you use your action to cast lightning lure, you can spend 1 ki point to make two unarmed attacks as bonus action after using this feature.

• You also learn how to manipulate the basic elements of the storm in subtle ways. You learn the following two cantrips: Gust, and Thunderclap.

Ascension Step

Additionally at 3rd level, You can tap into the raw energies of the wind as you move through the air as gracefully as you do on the ground. Whenever you use your Step of the Wind feature you may choose to instead gain a flight speed equal to your movement speed until the end of your turn.

Fist of Roaring Thunder

At 6th level, you gain the ability to channel your ki into a powerful blow that shatters the air itself. Immediately after you take the attack action on your turn, you can spend 2 ki points to cast the 1st-level spell thunderwave as a bonus action.

• You can spend additional ki points to cast thunderwave as a higher level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points that you can spend on this ability is 6.

• Additionally your extremities are now charged with bolts of lightning as your energy can't be contained. You may choose to substitute your unarmed damage with lightning damage instead when you make an unarmed attack.

Soul of the Storm

























At 11th level, You may spend 1 ki point, to become wreathed in an aura of crackling lightning as your body surges with energy. The aura remains active for 1 minute, increasing by an additional minute as you gain levels in this class. While wreathed in the aura your speed is increased by 10ft. When you reach 14th level and again at 18th level, the duration of your aura increases by one additional minute and your speed increases by an additional 10 feet while the aura is active.

• While under the effect of this feature, you also gain resistance to lightning damage and any creature you attack that is resistant to lightning damage now take full damage while creatures immune to lightning damage now take half.

Disruptive Charge

At 11th level, When you dash as your action on your turn you may spend 3 ki points to momentarily become stream of pure lightning. In this state you can pass directly through a space occupied by another creature to a space you can see within your movement range. Each creature you pass through must make a Dexterity saving throw or take 4d6 lightning and 4d6 thunder damage on a failed save, and any creature within 10 feet of where you land is pushed back 15 feet. On a successful save, creatures hit takes half as much damage and aren't pushed back. In addition, unsecured objects that are completely within the area of effect are automatically pushed 15 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 500 feet.

• You must complete a short or long rest before you can use this ability again.

Fury of the Storm

At 17th level, once per long rest, you gain the ability draw energy from someone’s body and surge their being with the force of the storm that you've come to embody. When you hit a creature with an unarmed strike, you can spend 4 ki points to drain the energy from that creature and replace it with your own raw power. It takes 8d12 lightning damage and must make a Dexterity saving throw or the creature is paralyzed until the end of your next turn and pushed back 20 feet, you also regain 2 ki points. On a successful save, the creature takes half as much damage and isn’t paralyzed and is only pushed back 10 feet. You also do not regain Ki points.

• When you use this ability it bypasses resistances and immunities to the Paralyzed effect.