Monk
Base Class: Monk

Monks of the Way of the False Flame draw power from the "mental fire" created within their mind.  This False flame is actually an accumulation of psionic power that can be converted into flames  that defy the imagination. The colors and shapes the flames appear as varied and nuanced as the mind of their wielder and are utilized to fight and eradicate beings who seek to defile the sanctity of the mind. They define the imagination and creativity of the mind to be sacred above all else and seek to harness it on their path to actualization. 

Kindled Mind and Body

Starting when you choose this path at 3rd level you gain the following: 

  • You are immune to the effect of mind reading and have resistance to psychic damage. 
  •  When you damage a target with an unarmed strike, you can change the damage type to fire damage or psychic damage.  
  • Step of the Wind becomes Step of the Flame; You receive all the effects of step of the wind and additionally a trail of fire is left behind you that deals fire damage equal to three martial arts die to any creature or object within 5 feet of this trial. 

Fire in the mind

At 6th level,  Your unarmed attacks gain additional effects dependent on their damage type.

Fire damage: If you deal fire damage, you deal extra fire damage based on 1 martial die to the target.  If the target is charmed or frightened, deal another 1 martial die of fire damage to the target. 

Psychic damage: If you deal psychic damage, then the target must succeed a wisdom saving throw based off of your ki DC, if they fail they are frightined for 1 minute. At the end of each turn the creature may try to break free with another wisdom check. (this effect can not effect the same creature twice within 24 hours) 

Bludgeoning damage:  If you deal Bludgeoning damage. You may move the target 10 ft to an unoccupied space, provided the target is no more than one size larger than you. 

In addition, when you receive Stillness of Mind at 7th level, You have the option to cleanse a charm or Frightened effect as a bonus action instead of an action.

 

 

Illusionary Fire

At 11th level you gain the ability to manifest illusionary fire onto your foes, once per short or long rest you shoot out twisting patterns of flames through the air within a range of 90ft. Each creature in a 30-foot-radius sphere centered on that point must make a wisdom saving throw based on your Ki DC. On a failed save, a creature takes 4 martial die worth of fire damage and then becomes Charmed for the duration of 1 minute or until they are damaged or another creature uses their action to break the charm. While charmed, the creature is incapacitated and has a speed of 0. A creature takes half damage on a successful save.

 

 

 

Avatar of False Flame

Starting at 17th level, you gain the ability to enter a state of oneness with the False Flame. You may enter this avatar state with the use of your bonus action. While in this state you gain the following effects.  

  • You can’t be charmed or frightened
  • Step of Fire can be used without spending Ki.
  • You can spend 3 Ki points to refresh Illusionary Fire without having to take a rest. 
  • Your unarmed attacks deal additional fire or psychic damage based on half the damage dealt. 

This benefit lasts for 10 minutes. You cannot use it again until you complete a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/20/2022 10:02:43 PM
7
1
5e
Coming Soon
3/20/2022 10:04:04 PM
7
1
--
Coming Soon
3/22/2022 12:41:43 AM
8
1
--
Coming Soon
11/1/2022 7:20:32 PM
14
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes