Monastic Tradition
Way of the Raijin
Storm Wielder
3rd-level Way of the Raijin feature
You are able to harness the power of storms by building up and releasing electrical energy. When you enter initiative, you begin to build up Static Charge. You start with 0 Static Charge and build it up by performing the actions listed in the table below:
Action | Charge Gained |
---|---|
Hitting a creature with a monk weapon or unarmed strike and dealing damage. | 1 |
Using your Step of the Wind feature. | 1 |
Successfully Stunning a creature. | 1 |
Dealing damage with Arc | 1 |
Reducing a creature to 0 Hit Points | 3 |
Static Charge is expended to perform the techniques listed in the Raijin Technique list. If the technique is a spell, it doesn’t require a spell slot or any material components.
If a technique requires an attack roll or saving throw, use the following to calculate the attack bonus and save DC;
Save DC = 8 + your proficiency bonus + your Wisdom modifier
Attack modifier = your proficiency bonus + your Wisdom modifier
Your Static Charge resets to 0 if you are knocked unconscious, killed, or when you leave initiative. You cannot build up Static Charge outside of combat.
Arc
6th-level Way of the Raijin feature
When you hit a creature with an attack, you can cause lightning to arc from them to a nearby creature of your choice. The second target must be within 15ft of the first creature you hit and takes lightning damage equal to half your Monk level (round down).
Per turn, you can use this feature once when you take the Attack action and once when you use Flurry of Blows.
Static Build-up
11th-level Way of the Raijin feature
When you successfully hit a creature with a monk weapon or unarmed strike, you now gain 2 Static Charge instead of 1.
At 17th level, this bonus increases to 3 Static Charge per hit, instead of 2.
Overload
17th-level Way of the Raijin feature
When you are reduced to 0 Hit Points, but not outright killed, you can release all of your Static Charge before it resets to 0. All hostile creatures within 30ft of you must make a Dexterity saving throw. On a failed save, a creature takes lightning damage equal to the amount of Static Charge released, or half as much on a success.
Raijin Technique
Gale
Charge: 5
As a bonus action, you create a powerful gale. Target a creature within 15ft of you, that target must make a Strength saving throw. On a failed save, the creature is pushed 10ft and knock prone.
Creatures larger than you are immune to this feature.
Gust
Charge: 0
As an action, you cast the Gust cantrip.
Imbue Lightning
Charge: 3
You imbue yourself with lightning (no action required). For 1-minute, your unarmed strikes can deal lightning damage instead of their normal damage type.
Shocking Martial Arts
Charge: 5
As a bonus action, you cast the Shocking Grasp cantrip.
Surge
Charge: 5
As an action, each creature in a 15-foot cone in front of you must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.
Cyclone
Prerequisite: 6th level Raijin Monk
Charge: 15
As a bonus action, you create a cyclone of wind around you. For 1-minute, the area within 15ft radius of you is considered difficult terrain for hostile creatures.
For the duration, ranged weapon attacks made against you are made with disadvantage.
Flash
Prerequisite: 6th level Raijin Monk
Charge: 10
As a bonus action, you disappear in a flash of light. You teleport up to 30 feet to an unoccupied space that you can see.
Lightning Bolt
Prerequisite: 6th level Raijin Monk
Charge: 15
As an action, you cast Lightning Bolt as a 3rd level spell.
Tempest
Prerequisite: 6th level Raijin Monk
Charge: 10
You gain resistance to lightning and thunder damage for 1-minute (no action required).
Control Winds
Prerequisite: 11th level Raijin Monk
Charge: 25
As an action, you cast Control Winds as a 5th level spell. This spell requires concentration.
Forked Lightning
Prerequisite: 11th level Raijin Monk
Charge: 25
As an action, target a creature within 120ft of you. A bolt of lightning strikes them, forcing them to make a Constitution saving throw.
On a failed save the target takes 9d6 lightning damage and is Stunned until the start of your next turn. Creatures that succeed their save take half the damage and aren’t stunned.
Whirl Wind
Prerequisite: 11th level Raijin Monk
Charge: 20
You create a powerful wind which pulls you off the ground (no action required). For 1-hour, you gain a flying speed equal to your walking speed.
Chain Lightning
Prerequisite: 17th level Raijin Monk
Charge: 30
As an action, you cast Chain Lightning as a 6th level spell.
Storm of Vengeance
Prerequisite: 17th level Raijin Monk
Charge: 45
As an action, you cast Storm of Vengeance as a 9th level spell. This spell requires concentration.
Artwork by Mike Azevedo & Yuichiro Fujita
Subclass by DNDBlue | Version 2.1