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# Way of the Tempest --- On seaside coasts, in the domain of Storm Giants, and where the boundaries between planes are the thinnest, these lands are constantly assaulted by storms of the greatest magnitude. Monks who practice the Way of the Tempest take inspiration from these natural disasters, and seek to emulate the overwhelming power of a storm in their martial arts. A single punch from one of these monks can cripple up to a dozen foes. However, no mortal could hope to possess the same power as a storm, so these monks tend to burn through their ki reserves quickly if they do not ration it carefully. ### Tempest Fist When you choose this tradition at 3rd level, you learn to channel the wrath of the tempest into your fists. Whenever you hit a creature with an unarmed strike, you deal additional thunder or lightning damage (your choice) equal to your Wisdom modifier. ### Shifting Winds Also at 3rd level, whenever you are pushed or pulled, you choose where you move to, although you must still move the same distance, and in the same general direction (towards or away). Your understanding of the storm lets you keep some maneuverability, even when forced back. ### Storm Burst At 6th level, your fists gain the forceful power of a storm. When you hit a creature with an unarmed strike, you may pay 1-4 ki points to push target 10 feet away per ki point spent, and deal and additional 1d8 thunder or lightning damage (your choice) per ki point used. ### Storm Flight Beginning 11th level, you learn to glide on the breath of the air. You can spend 3 ki points to cast the spell *fly*, targeting yourself. If you spend 6 ki points instead, you cast *fly* without requiring concentration. ### Chain Stunning Strike At 17th level, when you stun a creature with your stunning strike, you can spend 1 ki point to cause an arc of lighting to jump from the target to another creature of your choice within 10 feet of the original target. That creature must make a constitution save against your ki save DC or be stunned until the start of your next turn. You can create additional arcs of lightning to strike other creatures by spending an additional ki point per creature, but they must all be within 10 feet of the original creature. A creature is immune to this feature is it is immune or resistant to lightning damage. If the original target was pushed by your Storm Burst feature, the arcs come from the space you push them to, not their original space.
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