Monk
Base Class: Monk

 

 You now hold within you the Spirit of a Phoenix, which was either gifted to you, or you've taken it by force. Either way, you're know a force to be reckoned with, very few are lucky enough to be a wielder of such enormous power. You now harness the might of the celestial Phoenix, eager to spread your wings and burn across the sky, like a comet of fury.

"Rising from the ashes, soaring through the sky, that's what power we are given, before we die."

- Leo May, Kancirin Monk, excerpted from his book 'The Ways of the Monk'.

Fire Soul

At 3rd level, you attune your spirit to the spirit of a  Phoenix, which was either gifted to you, or you've taken it by force. Primordial fire energies permeate your body, mind, and soul and an emblazoned tattoo of the Phoenix magically appears on your chest, almost like it's been engraved. You naturally become adapted to warm climates and gain immunity to the effects of extreme heat. You can also intuitively communicate with Ignan creatures and take primordial as a bonus language.

Infernal Fists

When you channel the Spirit of the Phoenix at 3rd level, you may spend 2 ki points to charge your next unarmed strike or monk weapon attack with your what your martial art die(MAD) of fire damage, as a free action, adding it to your regular damage. At 5th level, this increases to 2d(MAD). At 11th level, this increases to 3d(MAD). At 17th level, this increases to 4d(MAD).

Phoenix Aspects

Phoenix Leap

At 6th level you gain the ability to jump as high as a Phoenix could fly. For 1 ki point, you may increase your jump height to 15 ft., as a bonus action, taking no fall damage from the initial jump, though falling further than the jump height will hurt you. At 11th level, you may spend an additional ki point to add 5 ft. more, capping at a 30 ft. increase.

Phoenix Strike

At 6th level, you gain the ability to strike like a phoenix would, with it's talons. For 3 ki points, you may make a kick, dealing as much damage as an unarmed strike, but adding 2d10 fire damage to it. If you are in the air and use this, you may lunge at a target within (amount of feet in the air you are, rounded down) ft. of you, adding +1 to the attack and damage roll per 5 ft. in the air you are. You may cast Infernal Fists before this hits.

Solar Flames

At 11th level, your flames are so powerful that you ignore Fire Resistance, and treat Fire Immunity as only Resistance. Additionally, you, yourself, gain fire resistance.

Red Hot Martial Arts

At 11th level, all of your unarmed strikes and attacks with monk weapons add 1 martial arts die of fire damage to them. This stacks with Infernal Fists, Phoenix Strike, and Blazing Uppercut. At 17th level, this increases to an amount equal to your unarmed strike's damage die.

Phoenix Tears

Phoenix Tears

You may cast Lay On Hands/Phoenix Tears, You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your max ki points x half your monk level.

As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.

This feature has no effect on Undead and constructs.

True Master Of Fire

Blazing Uppercut 

At 17th level, for 8 ki points, you may begin to charge up a flaming punch. This deals 5d8 damage, and if you charge it for a round, you may spend two ki points to increase the damage by 1d8, capping at 6 ki points, or 8d8 damage. When you release, you may instantly lunge up to half of your move speed (flying counts, if you have flight speed), and the punch has a reach of 10 ft. You may cast Infernal Fists before this hits

 

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