Base Class: Monk
As opposed to gaining techniques upon leveling up, this style slowly engulfs your main subclass. To learn a technique, you must have a monastic tradition feature from your original subclass available to replace, at levels 3, 6, 11 and 17. Users must find and interpret scrolls and murals of the style, and then take the time to learn the techniques. The only requirement for most techniques is that the character has learnt Ignition Soul: Ignite. After successfully learning their Ignition Soul: Ignite, the character has a large triangle branded onto their nape.
Ignition Soul: Ignite
You learn to use your breath to ignite the ki that circulates through your body. The area that once held a dense amount of ki now produces a burst flame, dealing 2d6 fire damage on hit with a range of 2 feet. This can be done as an action or bonus action for 1 ki point.
Ignition Soul: Burst
You learn to enhance strikes to an incredible speed using heat. As an action, you may perform up to four swift strikes to the vitals, all three attacks dealing your martial arts damage. This ability costs between one and four ki points, depending on the amount of strikes performed.
Ignition Soul: Blaze
After learning this technique, you are able to shroud entire body parts in flame. The effectiveness of this body part is enhanced considerably, and illuminates up to 10ft around you. What exactly is enhanced depends on the body part. This ability costs 1 ki point per turn to maintain, and is activated as an action.
Eye - Dark-vision of 20ft, +3 to initiative.
Leg - +10ft walk-speed, advantage on attack rolls and +4 burn damage on kicking attacks.
Arm - +4 AC, advantage on attack rolls and +4 burn damage on punching/grappling attacks.
Heart - Advantage on saving throws.
Ignition Soul: Glow of the Heart
This technique may only be used when one or more party members are incapacitated or dead. Your heart must be shrouded in flame. While Glow of the Heart is active, the color of any flames produced is now a crimson red. The character's walkspeed is increased by 15ft, and they have advantages on saving throws and attack rolls. Martial arts damage is increased by 2, to a maximum of 1d12. AC is increased by 6. While this technique is active, the player loses 10 hit points per turn. It is activated as a bonus action, costing 2 ki points.
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