Way of the Storm Seeker

Hidden atop high mountain eyries or barren windswept islands, some reclusive sects of monks train to embody the power of the storms that roil the sky and sea with its awesome power. They train their bodies to perfection and meditate to learn the secrets of the storm, in an effort to bend its might against their enemies.

A monastery who follows this Way might be led by a cloud giant, or have dealings with blue dragons. There are also murmurings of a powerful order of Storm Seekers on the Elemental Plane of Air that serve Yan-C-Bin in his evil plans.

Power of the Storm

3rd-level Way of the Storm Seeker feature

The storm roils within you, empowering your Ki abilities.

Fists of Thunder: When you use Flurry of Blows, your unarmed strikes gain the Reach property and deal thunder damage instead of bludgeoning until the end of your turn.

Electric Retribution: When you use Patient Defense, electricity arcs off your body. Until the start of your next turn, whenever an enemy within 10 feet of you makes a melee attack against you, they take lightning damage equal to one roll of your Martial Arts die + your Wisdom modifier.

Additionally, you learn the Thaumaturgy cantrip and you gain proficiency with Whips, which count as monk weapons for you.

Ball Lightning

6th-level Way of the Storm Seeker feature

When you use Step of the Wind, you can spend an additional Ki point to become a being of pure lightning. You gain the benefits of both the Dash and Disengage actions, and you can move through the spaces of other creatures.

When you move through a creature on your turn while Ball Lightning is active, lightning arcs to it, forcing it to make a Dexterity saving throw against your Ki save DC. On a failure, it takes lightning damage equal to one roll of your Martial Arts die plus your Wisdom modifier, or half as much on a success. A creature can only take this damage once per turn.

Additionally, you gain resistance to lightning and thunder damage.

Stormsurge

11th-level Way of the Storm Seeker feature

Your abilities improve as your connection to the storm deepens.

  • When you use Fists of Thunder, the first target you hit with an unarmed strike before the end of your turn is sheathed in booming energy. If the target willingly moves at least 5 feet, they take thunder damage equal to three rolls of your Martial Arts die. This effect lasts until the start of your next turn.
  • Ball Lightning deals an additional die of damage, and grants you a flying speed equal to your walking speed, which until the start of your next turn, at which point you fall unless you immediately activate this ability again.
  • Electric Retribution deals an additional die of damage, and when you activate it, a burst of lightning discharges around you, forcing creatures of your choice within 10 feet to make a Dexterity saving throw against your Ki save DC or take damage as if they attacked you.

Perfect Storm

17th-level Way of the Storm Seeker feature

As an action, you can become an avatar of the primordial storm. You unleash tendrils of lightning that jump to each creature of your choice within 30 feet. The affected creatures must make a Dexterity saving throw against your Ki save DC. On a failure, they suffer 22 (4d10) lightning damage, or half as much on a success. For one minute afterwards, you gain the following benefits:

  • At the start of each of your turns, you automatically activate Ball Lightning, Fists of Thunder, and Electric Retribution for free.
  • You gain immunity to Lightning and Thunder damage.

Once you use this feature, you cannot do so again until you finish a long rest, unless you spend 10 Ki points to do so again.