Way of Thunder and Lightning (5e Subclass)
Way of Thunder and Lightning
This Monk subclass is a new way to channel ki into lightning. Monks that learn the Way of Thunder and Lightning gain earth-shattering power. Utilizing this power similarly to that of a blue dragon, the monks that attain this power are difficult to best in combat. Some of the features in this subclass require other creatures to make saving throws. The DC for these saving throws is always equal to DC equals 8 + half your monk level (rounded down) + your proficiency bonus.
Fists of Lightning
Starting at 3rd level when you choose this Monk Tradition, your fists become as fast as lightning. You can spend 2 ki points as an action to cause your unarmed strikes to deal an additional Martial Arts die + your Wisdom modifier of lightning damage. This benefit lasts for 1 minute.
Lightning Cloak
At 6th level, lightning charges your ki to the point of overflowing out of your body. By spending 3 ki points as an action, you gain an aura of lightning around you. All hostile creatures within a 10ft radius of you must make a Constitution saving throw or take 3d6 + your Wisdom modifier of lightning damage on a failed save or half as much damage on a successful one. This effect lasts for one round.
Fist of a Thousand Volts
At 11th level, your Fists of Lightning ability becomes even more powerful. Whenever you deal damage to a hostile creature, you can choose to expend spend 4 ki points to cause that creature to make a Constitution saving throw, for which the DC equals 8 + half your monk level (rounded down) + your proficieny bonus. They take an additional 2d8 + your Wisdom modifier in lightning damage on a failed save or half as much damage on a successful one. You must have already activated Fists of Lightning in order to use this feature.
Fenrir's Storm
At 17th level, as an action by spending 6 ki points, you can let loose a 60ft cone of lightning. Each creature in the cone must make a Dexterity saving throw or take 3d10 + your Wisdom modifier if Lightning damage on a failed save, or half as much damage on a successful one.
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