Monk
Base Class: Monk

Whether through natural connections to fire from bloodlines, blessings, curse, or study; you have a connection to fire and the ability to control its destructive force burning all things and people in your path

Heated Core

3rd-Level Warrior of Flames Feature

You can channel the elemental power of fire to imbue your body with the essence of the fire plane and release it at will. You gain the following benefits:

  • You gain resistance to fire damage
  • Your unarmed strikes deal an additional 1d4 Fire damage.  At level 11, this becomes 1d6 Fire Damage

Hurl Flame

3rd-Level Warrior of Flames Feature

You can replace any attack to Hurl Flame at a target instead.

Hurl Flame

When you take the Attack action on your turn, you can replace any physical strikes with firing a ball of flame at your opponent up to 30 feet away.  Make an attack roll using your spell attack modifier dealing one Martial Arts dice of Fire damage on a hit.

 

Ember Flight

6th-Level Warrior of Flames Feature

When you use your Step of the Wind, your legs transform to columns of smoke and ember and return to normal at the end of your turn. While transformed exist, you have a flying speed equal to your walking speed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Torrent of Flames

3rd-Level Warrior of Flames Feature 

Torrent of Flames

You harness the heat and fire in your body and unleash a torrent of heat and flames burning all those in front of you.  As a [Tooltip Not Found] action on your turn, you can release a cone of fire 20ft in front of you. Each creature in that area must make a Dexterity saving throw against your Focus save DC, taking fire damage equal to three rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

At 11th level, the damage of this feature increases to five rolls of your Martial Arts die.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 Focus points to use this feature again.

Overheat

11th-Level Warrior of Flames Feature

The heat from your body overflows burning all things around you. As a bonus action, you can create an aura of overflowing heat and fire that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

Radiating Heat. Whenever a creature other than you enters or starts its turn in this aura, it must make a Constitution saving throw against your Focus Save DC or Take 1 Martial Arts die of fire damage on a fail, and half damage on a save. 

Resistance. All creatures within the aura have resistance to cold damage.

Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 Focus points to create it again.

Cold Resistance Aura

All creatures within the aura have resistance to cold damage.

Fiery Aura

Burn everything around you

Ascended Flame Aspect

17th-Level Warrior of Flames Feature

Your connection and control with fire reaches its peak. You gain the following benefits:

Augment Flames. When you use Hurl Flame or Torrent of Flames you can spend 1 Focus point to augment its shape and power.

Hurl Flame. - When you use Hurl Flames, you can spend 1 Focus point to split the fire and hit two targets.  The attacks cannot hit the same target

 

Torrent of Flames. - When you use Torrent of Flames, you can spend 1 Focus point to augment its shape and power. The attack becomes either a 60 ft. cone or a 90 ft. line that is 5 ft. wide (your choice)

- You can choose which creatures are affected by the flames of the 60ft. cone

- All creatures in the 90 ft line take an additional 2 Martial Arts Dice of fire damage on a failed save, or half as much on a success

Controlled Flames. You can choose which creatures are burned by overheat and which are not.

Explosive Fury. When you activate Overheat choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your Focus save DC or take 3 Martial Arts Dice of fire damage.

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