Way of the Azure Striker (5e Subclass)
Way of the Azure Striker[edit]
Monk Subclass
Sometimes monks are born with a small vestige of power, which carries into their monastic tradition and is called a “Septima.” Septimas act as a form of psychic power, allowing at its most basic level, the manipulation of some form of energy. The Azure Striker is the first, and arguably strongest, septima, allowing for control over lightning.
The Way of the Azure striker (or just way of azure for short), tends to be either self taught, or, if lucky, taught by one who also bears the septima.
Azure lightning:
At 3rd level, upon gaining this subclass, you become resistant to lightning damage, in addition, your unarmed strikes now deal lightning damage, as opposed to what they would do normally. Finally, you gain the ability to call lightning upon your foes, you may use a lightning bolt to unarmed strike from 15ft away, and this counts as an unarmed strike for monk features, besides Sparkdash (noted later) however, this lightning cannot make attacks of opportunity.
Prevasion:
Also at 3rd level, you unlock the ability to make your body less tangible for a brief moment. As a reaction to an attack that would cause you damage, you may spend 2 ki points to force the attacker to reroll and use the lower roll, as if they had disadvantage. In addition, all attacks targeting you have disadvantage until your next turn.
Sparkdash:
At 6th level, you learn how to turn yourself into pure lightning, and streak across to a target for a quick strike. As a bonus action, you may spend 3 ki points to teleport to an ally or enemy, up to double your movement speed away. this does not provoke opportunity attacks, Plus, if you teleport to an enemy, you may make an unarmed strike as part of the same bonus action.
Oversurge
At 11th level, as your lightning powers grow, you learn to become almost one with your lightning. You gain immunity to lightning damage and your lightning damage bypasses resistance, and treats immunity as resistance.. In addition, you learn how to Oversurge your power for varying effects. Choose 2 of the 4 “Oversurge specials”, their costs and effects outlined at the end of the page. You may switch these out whenever you take a short or long rest.
Anthem
Azure Strikers rarely work alone, and often have 1 ideal or person they swear to protect, or their “muse”. (e.g. a loved one) This muse’s “song” (or connection) empowers the Azure striker, and can even save them from death.
At 17th level, either as a bonus action on your turn, OR as a free action when you drop to 0 hp or would be killed instantly, you may activate anthem. You gain an iridescent aura around you as your septimal power surges forth. For 1 minute, while this feature is activated:
- your monk features (besides oversurge) do not cost ki points
- You gain a flying speed equal to your walk speed, as spectral wings of your muse hover behind you
- All attacks made on you have disadvantage as if you had used Prevasion
- When dealing damage with lightning damage, you may roll 1 additional martial arts dice
After 1 minute, this ends, and you cannot use anthem as a BA or if you would drop to 0 hp until you finish a long rest, or expend 10 ki points to use the feature again
Also, if used to save you from death, you instantly restore half of your health.
OVERSURGE FEATURES:
Astrasphere: “Lightning that flickers, Like a star, and purges all, That violate its realm, ASTRASPHERE!” Costs 4 ki points.
As an action on your turn, you channel the static electricity around you and form a set of spheres orbiting in a 10ft radius around you. Every enemy within this range must make a Dex save against your monk DC, or take 4 rolls of your martial arts die in lightning damage or half as much on a success.. This field persists until your next turn, and any enemy that moves within range must make the saving throw or suffer the same damage.
Luxcalibur: “Sacred sword agleam, Barbarous and bathed in blue, Cleaving right from wrong, LUXCALIBUR!” Costs 5 Ki points.
As an action, you manifest a large blade of pure lightning energy, that erupts forth in a 20ft cone in front of you. Each enemy within this range must make a dex save against your monk DC, on fail, each enemy hit takes 5 rolls of your martial arts die in lightning damage and is pushed 10 feet back, on success they aren't pushed and take half this damage.
Galvanic Patch: Costs 3 ki points
As a bonus action on your turn, you channel idle electrons from the area around you. And in turn, heal your wounds. You heal 3 martial arts dice worth of damage.
Voltaic Chains: “Bolts of rebellion, A thunderous voice in his heart, Speaks of one true law, VOLTAIC CHAINS!” Costs 7 ki points.
As an action, you create phantasmal chains that burst up in an area all around you in a 20ft square, centered on you. All enemies must make a dex save against your monk dc, or be grappeled and dealt 7 martial arts dice of lightning damage, or not grappeled and take half that on a success. All enemies are ungrappled at the end of your next turn, or if they succeed a strength save against your monk dc on their turn.
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