Way of the Tempest (5e Subclass)
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Way of the Tempest[edit]
Monk Subclass
Monks of the Way of the Tempest are relics of a bygone era; remnants of a time when the only magic known to the world was wild and untamed. But even though this tradition may have fallen from favor due to the passage of time, its practitioners are still capable of some of the greatest feats known in the history of martial arts.
- Raijin's Harness
Starting when you choose this tradition at 3rd level, you can manipulate the ki of the storm within and harness it to your will. You gain the following features:
- Whenever you hit a target with a melee weapon or an unarmed strike, you may expend 1 ki point to add an additional roll of your Martial Arts die to the damage roll. The damage of the roll is then treated as lightning damage.
- At the end of your turn, you may choose to immediately expend your reaction to perform a Dodge. If you do this while within 5 feet of an enemy creature, you regain 1 ki point.
- When you perform a Dodge at any point during a round of combat, all melee weapon attacks and unarmed strikes you make on your next turn have a reach of 10 feet.
- When you choose to spend 1 ki point for Patient Defense on your turn, if you Dodge while within 5 feet of an enemy creature, you regain 2 ki points.
- You can now understand, speak, and read Primordial.
- Thalia's Grace
At 6th level, the storm within will now reward you of its own accord. You gain the following features:
- When you reduce a creature to 0 hit points with lightning damage, you regain 1 ki point and hit points equal to your Monk level + your Wisdom modifier. After doing this, all creatures you hit until the end of your next turn are treated as if they are vulnerable to lightning damage. This vulnerability cancels out with any resistances to lightning damage, and reduces immunity to lightning damage to merely resistance.
- Whenever you hit a target with lightning damage, until the end of that turn any saving throws that target makes against your Stunning Strike are made with disadvantage. You may also attempt your Stunning Strike against them on your unarmed strikes.
- You may now use your Deflect Missiles feature against melee weapon attacks, and if you reduce the damage of an attack to 0, you regain 1 ki point. When used on a melee weapon attack, your Deflect Missiles feature will not grant you a projectile if the damage is reduced to 0.
- Shinobi's Oath
Beginning at 11th level, your focus has become like the eye of the hurricane. You gain the following features:
- Your hits now ignore all resistances to lightning damage, and treat all immunities to lightning damage as merely resistances.
- You now know the spell Misty Step, and may spend 2 ki points to cast it.
- You now know the cantrips Booming Blade and Shocking Grasp, and may spend 1 ki point each to cast them. Wisdom is your spellcasting ability for these cantrips.
- When you deal lightning damage to a creature that you have Stunned, you may choose to spend 1 ki point and extend the duration of that condition by one round.
- When you reduce a creature that is Stunned to 0 hit points, you regain 1 ki point.
- Synaptic Flow
At 17th level, you have learned how to tame the untamable and bend it to your will. You gain the following features:
- As an action, you may spend 5 ki points and summon a quarter staff of pure lightning for thirty seconds. This staff has a reach of 10 feet and deals 2d6 lightning damage when wielded with one hand, and 2d8 when wielded with two. While holding this staff, you may take the Dodge action as a bonus action without spending a ki point. While holding this staff with two hands, all deflections you make with your Deflect Missiles feature automatically reduce the damage taken to 0. If you would have reduced the damage to 0 anyway, the attack is deflected back to the attacker and they receive lightning damage equal to a roll of your Martial arts die + your Wisdom modifier. If you reduce a creature to 0 hit points with this damage, you regain 1 ki point.
- As an action, you may spend 5 ki points to call down lightning at a point you can see. For thirty seconds, a bolt of pure lightning will exist at the point you chose in a cylinder with a radius of 10 feet and a height of 40 feet. Whenever an enemy creature starts their turn in this area or enters it, they take 4d6 lightning damage and must make a Dexterity saving throw or else be Stunned until the start of your next turn.
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