You have trained and honed yourself in the way of elemental flame, and have come away with rudimentary ki abilities in that field. You gain the following benefits:
- Your ki point maximum increases by 1. If you have no levels in monk, your ki points will recharge whenever you complete a short or long rest.
- You may expend 1 ki point to cast the spell Lee's Fume Punch.
- Lee's Fume Punch
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1st-level evocation Casting time: 1 action Range: Self (30-foot line) Components: S Duration: Instantaneous
You take a stance and punch forward, creating a 5-foot wide blast of flame along a 30-foot line from your position. All enemies in the spell's path must make a Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much on a success.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d6 fire damage and shoots 10 feet farther for every level above 1st.
Elemental Discipline. A Way of the Four Elements monk may expend 2 ki points to cast this spell if they know the Sweeping Cinder Strike discipline.
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- Lee's Fume Punch
- You may expend 2 ki points to cast the spell flaming sphere if you have the available ki points.
- Flaming Sphere
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2nd-level conjuration Casting time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1 minute A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
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- Flaming Sphere
In addition, you may manifest your mastery over flame in more minor ways:
- You can concentration your innate warmth to shield yourself from the effects of extreme cold, allowing you to tolerate temperatures as low as -50 degrees Fahrenheit.
- You can use an action to instantaneously light or snuff out a candle, torch, small bonfire, or other minor flammable objects, as per the prestidigitation spell.
- You can use an action to warm up to 1 cubic foot of nonliving material for 1 hour, as per the prestidigitation spell.
- You can use an action to shape flames that fit within a 1-foot cube within 60 feet of you into crude shapes you designate for up to one minute.
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