Way of the Heaven's Bolt

Certain Monk orders believe that one must be in tune with the flows of power, and that this can be demonstrated by channeling the most raw and primal of the elemental powers through their bodies. The monks who practice the Way of the Heaven's Bolt augment their martial arts with lightning discharges.

Those that follow this way are often calm, yet highly unpredicatable in their nature, echoing the natural powers they seek to shape the course of.

Discharge Strike

At 3rd level you gain the ability to project lighting from your fists when you make attacks. At the start of your turn, you can spend 1 ki point to grant your unarmed attacks the Reach property until the end of your turn. Additionally, when you make the Attack action this turn, your attacks deal bonus lighting damage equal to your Wisdom modifier.

Veins of Power

At 3rd level you have the raw power of the elements coursing through your veins. You are able to use it to make small, harmless flickers of lightning or statically charge objects. Additionally, you can accurately predict the weather one day ahead and tell exactly where natural lightning will strike.

Retribution Static

At 6th level, you gain the ability to adopt a retaliatory stance, channeling the storm to strike your attackers. As an action you can assume this stance. Until the start of your next turn, when you are hit by a creature within 5ft., you can deal lightning damage to them equal to twice your Martial Arts die. You can spend points of ki on this ability: For each point you spend, the damage increases by one Martial Arts die, up to a number of ki points equal to your Wisdom modifier.

Thunderflicker

At 11th level you gain the ability to teleport short distances in a flash of lightning and clap of thunder. By spending 2 ki and all of your movement for this turn, you can teleport to a point you can see within a range equal to your Speed. You can additionally use your action to double this distance as if taking the Dash action.

You can teleport in one of two manners:

Arc Leap: Your body transforms into an electric arc between the start and end points of the teleportation. Creatures in a 5ft. wide line between these two points must make a Dexterity saving throw. The creature takes 5d6 lightning damage on a failed save, or half as much damage on a successful one.

Shockwave: You simply appear at the location, displacing air so rapidly that a thunderous boom resonates out. All creatures within a 10ft. radius of the end point of the teleportation must make a Dexterity saving throw. The creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one.


Plasma Sphere

Fomr 17th level you have gained the ability to channel lightning into a semistable form. As an action you can spend 5 ki and generate a Plasma Sphere at a point you can see within 10ft. of you. The sphere is a 5ft radius sphere that floats 5ft above the ground. You must maintain concentration as if concentrating on a spell to control this sphere. The sphere lasts for one minute, and you cannot generate a second sphere while one is active.

As a bonus action on your turn while concentrating, you can move the sphere up to 40 feet in a direction of your choice. If this brings the sphere into contact with a creature, they must make a Dexterity saving throw. The creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one.

When a creature ends their turn within 15 ft. of the sphere, they must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.

If you lose concentration, the sphere moves 1d8 x 5ft. in a random direction at the start of each of your turns.

By /u/LeVentNoir

Art Credits:

Thunder-God by Jason Engle

Full colour Stains