Legokeiki
2018-01-23, 02:54 AM
So, this is my first homebrew, so I figured I’d start with a subclass, so I took a couple hours and whipped this up. I’ve always wished 5e had more of a damage dealing monk path, so that is what I attempted to cater to.
Any criticism/critique/feedback is very welcome. :smallsmile:
Way of the Thunderfist
Monks of the Way of the Thunderfist focus their ki to strike fast and hard, falling on their enemies like a bolt of lightning.
Fists of Thunder
Starting when you choose this tradition at 3rd level, you gain this feature. Once per turn, you may spend 1 ki point to infuse your fists with the power of a storm. For the rest of the turn, when you hit a creature with your unarmed strike, you deal additional thunder equal to your wisdom modifier.
Lightning Fast Assault
At level 6, you have the speed and ferocity of a lightning bolt. Allowing yo to strike your enemies in a rapid onslaught, before they have the chance to act. You gain the following features:
Whenever you deal thunder damage, you may change it to lightning damage, and vice versa.
You may add your proficiency bonus to initiative rolls.
On your first turn in combat, your movement speed is doubled, and you have advantage on any melee weapon attack you make.
Might of the Tempest
At 11th level, you embody the raw might of thunder, augmenting your physical form with both increased durability and strength. You gain the following features:
Your hit point maximum increases by one point times your character level. After this, it increases one point further each time you gain a level.
You gain resistance to lightning and thunder damage.
You may add both your strength and dexterity modifiers to the damage of your unarmed strike.
Wrath of the Raijin
At 17th level, you wield the power of thunder and lightning to an extent unmatched by mortals.
On your turn, you can use your action, bonus action, and 11 ki points to make a melee weapon attack against a creature you can see within 60 ft. When you do so, you leap across the battlefield to attack your target with a massive blow.
This attack deals lightning damage equal to your unarmed strike, multiplied by 10. This attack deals half damage on a miss. Additionally,
All creatures, including the target of the attack, within 30 feet of the target automatically take an amount of lightning damage equal to your unarmed strike, and must succeed on a dexterity save or be knocked prone.
If a creature has resistance to any of the damage dealt by this attack, the resistance is ignored. If a creature is immune to any damage from this attack, treat it as if it had resistance instead.
I do feel like a couple of the passive abilities might be too overpowered, but I am undecided on that. Let me know what you think! :smallbiggrin:
Latest Version
Way of the Thunderfist
Monks of the Way of the Thunderfist focus their ki to strike fast and hard, falling on their enemies like a bolt of lightning.
Fists of Thunder
Starting when you choose this tradition at 3rd level, you gain this feature. Once per turn, you may spend 1 ki point to infuse your fists with the power of a storm.* For the rest of the turn, when you hit a creature with your unarmed strike, you deal additional thunder equal to your wisdom modifier.
Lightning Fast Assault
At level 6, you have the speed and ferocity of a lightning bolt, allowing you to strike your enemies in a rapid onslaught, before they have the chance to act. You gain the following features:
Whenever you deal thunder damage, you may change it to lightning damage, and vice versa.
You may add your proficiency bonus to initiative rolls.
On your first turn in combat, your movement speed is doubled, and you have advantage on any melee weapon attack or unarmed strike you make.
Might of the Tempest
At 11th level, you embody the raw might of thunder, augmenting your physical form with both increased durability and strength. You gain the following features:
After you take a long rest, you may gain resistance to either lightning or thunder damage, but not both. This lasts until you begin your next long rest.
You are always considered to be under the effect of Fists of Thunder.
Wrath of the Raijin
At 17th level, you wield the power of thunder and lightning to an extent unmatched by mortals.
On your turn, you can use your action, bonus action, and 7 ki points to make a melee weapon attack against a creature you can see within 60 ft. When you do so, you leap across the battlefield to attack your target with a massive blow.
This attack deals 10d10+ 5 times the sum of your wisdom modifier, dexterity modifier, and proficiency modifier. This attack deals half damage on a miss. Additionally, all creatures, including the target of the attack, within 30 feet of the target automatically take 6d6 thunder damage, and must succeed on a dexterity save or be knocked prone.
If a creature has resistance to any of the damage dealt by this attack, the resistance is ignored. If a creature is immune to any damage from this attack, treat it as if it had resistance instead.
You can use this feature once per short or long rest.
Any criticism/critique/feedback is very welcome. :smallsmile:
Way of the Thunderfist
Monks of the Way of the Thunderfist focus their ki to strike fast and hard, falling on their enemies like a bolt of lightning.
Fists of Thunder
Starting when you choose this tradition at 3rd level, you gain this feature. Once per turn, you may spend 1 ki point to infuse your fists with the power of a storm. For the rest of the turn, when you hit a creature with your unarmed strike, you deal additional thunder equal to your wisdom modifier.
Lightning Fast Assault
At level 6, you have the speed and ferocity of a lightning bolt. Allowing yo to strike your enemies in a rapid onslaught, before they have the chance to act. You gain the following features:
Whenever you deal thunder damage, you may change it to lightning damage, and vice versa.
You may add your proficiency bonus to initiative rolls.
On your first turn in combat, your movement speed is doubled, and you have advantage on any melee weapon attack you make.
Might of the Tempest
At 11th level, you embody the raw might of thunder, augmenting your physical form with both increased durability and strength. You gain the following features:
Your hit point maximum increases by one point times your character level. After this, it increases one point further each time you gain a level.
You gain resistance to lightning and thunder damage.
You may add both your strength and dexterity modifiers to the damage of your unarmed strike.
Wrath of the Raijin
At 17th level, you wield the power of thunder and lightning to an extent unmatched by mortals.
On your turn, you can use your action, bonus action, and 11 ki points to make a melee weapon attack against a creature you can see within 60 ft. When you do so, you leap across the battlefield to attack your target with a massive blow.
This attack deals lightning damage equal to your unarmed strike, multiplied by 10. This attack deals half damage on a miss. Additionally,
All creatures, including the target of the attack, within 30 feet of the target automatically take an amount of lightning damage equal to your unarmed strike, and must succeed on a dexterity save or be knocked prone.
If a creature has resistance to any of the damage dealt by this attack, the resistance is ignored. If a creature is immune to any damage from this attack, treat it as if it had resistance instead.
I do feel like a couple of the passive abilities might be too overpowered, but I am undecided on that. Let me know what you think! :smallbiggrin:
Latest Version
Way of the Thunderfist
Monks of the Way of the Thunderfist focus their ki to strike fast and hard, falling on their enemies like a bolt of lightning.
Fists of Thunder
Starting when you choose this tradition at 3rd level, you gain this feature. Once per turn, you may spend 1 ki point to infuse your fists with the power of a storm.* For the rest of the turn, when you hit a creature with your unarmed strike, you deal additional thunder equal to your wisdom modifier.
Lightning Fast Assault
At level 6, you have the speed and ferocity of a lightning bolt, allowing you to strike your enemies in a rapid onslaught, before they have the chance to act. You gain the following features:
Whenever you deal thunder damage, you may change it to lightning damage, and vice versa.
You may add your proficiency bonus to initiative rolls.
On your first turn in combat, your movement speed is doubled, and you have advantage on any melee weapon attack or unarmed strike you make.
Might of the Tempest
At 11th level, you embody the raw might of thunder, augmenting your physical form with both increased durability and strength. You gain the following features:
After you take a long rest, you may gain resistance to either lightning or thunder damage, but not both. This lasts until you begin your next long rest.
You are always considered to be under the effect of Fists of Thunder.
Wrath of the Raijin
At 17th level, you wield the power of thunder and lightning to an extent unmatched by mortals.
On your turn, you can use your action, bonus action, and 7 ki points to make a melee weapon attack against a creature you can see within 60 ft. When you do so, you leap across the battlefield to attack your target with a massive blow.
This attack deals 10d10+ 5 times the sum of your wisdom modifier, dexterity modifier, and proficiency modifier. This attack deals half damage on a miss. Additionally, all creatures, including the target of the attack, within 30 feet of the target automatically take 6d6 thunder damage, and must succeed on a dexterity save or be knocked prone.
If a creature has resistance to any of the damage dealt by this attack, the resistance is ignored. If a creature is immune to any damage from this attack, treat it as if it had resistance instead.
You can use this feature once per short or long rest.