Monk
Base Class: Monk

Bonus Proficiencies
3rd-level Way of the Wick feature


You become proficient with a specialized set of gauntlets known as Melt Gloves. While not technically a weapon, theyallow you make unarmed strikes as normal. If you are wielding a pair of them, they do not count as armor and you do not lose the benefits of Unarmored Defense. These gauntlets enable a variety of other Way of the Wick features.


Melt Gloves


A set of lightly enchanted leather gloves covered in armor plating commonly used by Way of the Wick Monks. The wrist and palm feature an arcane heat source which is fed by a reservoir of wax, the result of which is channeled down the fingers via grooves in the gauntlets to claw-like fingertips. The wearer can control the level of heat to produce wax that ranges between severely burning to pleasurably warm.

Monk Level Feature
3rd Bonus Proficiencies, Smoldering Ignition
6th Blazing Drive
11th Whip of Wax
17th Boiling Form


Smoldering Ignition
3rd-level Way of the Wick feature

You can channel your essence into strikes with your Melt Gloves. While wielding them, you gain the following benefits:

• Singeing Strike. At the end of your turn, you may add 1 Pain to any creature you hit with 2 or more unarmed attacks this turn.

• Searing Brand. When you hit with a melee attack using Melt Gloves, you may spend 1 ki point to leave a burning wax seal on their skin. When you do so the target is considered branded by you, and they gain 1 Pain.

• Erupting Strike. As a bonus action, you may spend 1 ki point to erupt your brand into an inferno, exploiting their suffering. When you do so, remove your brand and deal 1d6 fire damage for each Pain point that creature has. The target then removes all of their Pain points. Double the amount of damage dice rolled for this effect after you reach 14th level in this class.

 

You can choose whether your attack deals fire or bludgeoning damage.


Blazing Drive
6th-level Way of the Wick feature


As a bonus action you may mark yourself with a brand of wax. When you do so, you gain 1 Pain and all melee attacks you make this round deal bonus fire damage equal to your Pain. You must be wielding Melt Gloves to benefit from this feature.

 

You gain resistance to fire.

 

Whip of Wax
11th-level Way of the Wick feature


Your unarmed attack range is extended to 10 feet while you are wielding a pair of Melt Gloves. In addition, as an action you may spend 2 ki points to let loose a searing arc of wax to strike foes. If you do so, all creatures within 5 feet of you must make a Dexterity saving throw against your ki save DC. On a failed save, that creature suffers 1d6 fire damage for each Pain point it has.

 

Boiling Form

17th-level Way of the Wick feature

You can focus your ki into your Melt Gloves, depositing blazing paraffin onto your skin to alter your form into a roiling elemental made of flame and wax. As an action, you may spend 2 ki points to take on this form for 1 minute. While you are transformed your melee attacks deal fire damage instead of their normal damage and the first time you enter a creature’s space on a turn that creature takes 1d10 fire damage and is set ablaze. Until a creature takes an action to douse the blaze that creature takes 1d10 fire damage at the start of each of its turns
and gains 1 Pain.

Bonus Proficiencies

3rd-level Way of the Wick feature

You become proficient with a specialized set of gauntlets known as Melt Gloves. While not technically a weapon, they allow you make unarmed strikes as normal. If you are wielding a pair of them, they do not count as armor and you do not lose the benefits of Unarmored Defense. These gauntlets enable a variety of other Way of the Wick features.


Melt Gloves

A set of lightly enchanted leather gloves covered in armor plating commonly used by Way of the Wick Monks. The wrist and palm feature an arcane heat source which is fed by a reservoir of wax, the result of which is channeled down the fingers via grooves in the gauntlets to claw-like fingertips. The wearer can control the level of heat to produce wax that ranges
between severely burning to pleasurably warm.

 

You can choose whether your attack deals fire or bludgeoning damage.

Fire Punch

U can Punch with Fire Damage

Smoldering Ignition

3rd-level Way of the Wick feature

You can channel your essence into strikes with your Melt Gloves. While wielding them, you gain the following benefits:

• Singeing Strike. At the end of your turn, you may add 1 Pain to any creature you hit with 2 or more unarmed attacks this turn.

• Searing Brand. When you hit with a melee attack using Melt Gloves, you may spend 1 ki point to leave a burning wax seal on their skin. When you do so the target is considered branded by you, and they gain 1 Pain.

• Erupting Strike. As a bonus action, you may spend 1 ki point to erupt your brand into an inferno, exploiting their suffering. When you do so, remove your brand and deal 1d6 fire damage for each Pain point that creature has. The target then removes all of their Pain points.

Double the amount of damage dice rolled for this effect after you reach 14th level in this class

Blazing Drive

6th-level Way of the Wick feature


As a bonus action you may mark yourself with a brand of wax. When you do so, you gain 1 Pain and all melee attacks you make this round deal bonus fire damage equal to your Pain. You must be wielding Melt Gloves to benefit from this feature.

 

Your melee attacks deal guaranteed fire damage.

Whip of Wax

11th-level Way of the Wick feature


Your unarmed attack range is extended to 10 feet while you are wielding a pair of Melt Gloves. In addition, as an action you may spend 2 ki points to let loose a searing arc of wax to strike foes. If you do so, all creatures within 5 feet of you must make a Dexterity saving throw against your ki save DC. On a failed save, that creature suffers 1d6 fire damage for each Pain point it has.

Boiling Form

17th-level Way of the Wick feature

 

You can focus your ki into your Melt Gloves, depositing blazing paraffin onto your skin to alter your form into a roiling elemental made of flame and wax. As an action, you may spend 2 ki points to take on this form for 1 minute. While you are transformed your melee attacks deal fire damage instead of their normal damage and the first time you enter a creature’s space on a turn that creature takes 1d10 fire damage and is set ablaze. Until a creature takes an action to douse the blaze that creature takes 1d10 fire damage at the start of each of its turns and gains 1 Pain.

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