Way of Voltage (5e Subclass)

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Way of the Voltage[edit]

Monks of the Way of the Voltage utilize the natural static electricity surrounding them, infusing their attacks and weapons with it to shock their opponents. They have learned how to use their ki in order to harness lightning and bend it to their will, empowering their strikes and punishing those who attack them.

Static Blast

When you choose this monastic tradition at 3rd level, when you hit a creature with an unarmed strike, you can spend 1 ki point to force all creatures in a 10-foot radius around you to make a Dexterity saving throw, taking lighting damage equal to a roll of your martial arts die on a failed save.

Conductive Strike

At 3rd level, as a bonus action, you can spend 1 ki point and touch a melee weapon of your choice that lack the heavy or two-handed property. For the next minute, that weapon is considered a monk weapon (if it isn't already), and have a bonus of +1 to attack rolls - unless it already have a higher bonus. In addition, on a hit, you cause additional damage with this weapon equal to your martial arts die. The damage is lighting.

Crack of Lightning

At 6th level, when you cause lighting damage against a creature, that creature have Disadvantage on saving throws against your Stunning Strike until the end of your turn.

Revenge Shock

At 11th level, any creature who makes a melee attack against you must make a Constitution saving throw. On a failure, the creature takes 2d4 lightning damage and is stunned until the start of your next turn. On a success, the creature take half as much damage and is not stunned.

Bolt from the Blue

At 17th level, when you succeed on an unarmed strike, you can spend 4 ki points to magically charge the target with electricity. At the end of the target's next turn, they must make a Dexterity saving throw. On a failure, the target takes 8d10 lightning damage and are stunned for 1 minute. On a success they take half damage and are not stunned. You may only have one target stunned by this feature at a time.

A stunned target can make a Constitution saving throw at the end of each of its turns to end this effect.

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