When you take this feat you create or repurpose a vessel to hold a potent alcohol. Your vessel can contain a number of charges/swigs equal to your proficiency bonus. If you have brewers supplies on your person during a long rest, you can replenish a number of charges equal to half of a roll of your martial arts die (unarmed strike die) at no cost. You may also replenish it with any strong spirit you come across. The DC for any of the effects in this feature are equal to your monk DC or DC = 8 + your Dexterity modifier + your proficiency bonus. You can only utilize one of the following effects per turn:
Blazing Spray: When you take the Attack action on your turn, you can expend a charge to replace one of your attacks with a blazing spray of spirits in a 15-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save the creature takes 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Blinding Spirits: When you take the Attack action on your turn, you can expend a charge to replace one of your attacks with a targeted spray of pure spirits targeted at a creature you can see within 15-feet. This creature makes Constitution saving throw. On a failed save, they are blinded until the end of your next turn. On a successful save they are unaffected.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/31/2022 11:23:23 AM
|
5
|
1
|
--
|
Coming Soon
|
Comments