Initiates of the way of fire harness the flame for both spiritual and practical purposes.Like iron the monks are purified in fire and forged into steel.
-Pyre Keeper:At 3rd level, you can channel the primal power of fire to burn away the imperfections of your soul and strengthen your body.You gain the following benefits:
-Hands of Fire:When you damage a target with an unarmed strike you can choose to deal fire damage instead of bludgeoning damage.Your unarmed strikes can also be used to ignite flammable objects.
-Forged by Fire:You have resistance to fire damage.
-Fiery Step:You gain an additional 10ft to your base movement speed.
-Choking Ash:At 6th level, you gain the ability to channel your Ki into a cloud of burning ash.As a bonus action, you can spend 2 Ki points to create a 20ft radius cloud of ash centered on you.All attacks made against you in this cloud are at disadvantage.Creatures other than you inside this area take fire damage equal to your Wisdom modifier at the start of each of their turns.This effect lasts for 1 minute and then disperses.
This cloud does not move with you unless you spend 1 Ki point each round to move it at half of your base speed.
-Breath of the Dragon:At 11th level, you gain the ability to breathe fire.As an action you exhale a 30ft cone of fire.Each creature in that area must make a Dexterity saving throw, taking 3d4 fire damage on a failed save, or half as much damage (rounded down) on a successful one.
You can increase your breath’s power by expending Ki points.Each point you spend, up to a maximum of 3, increases the damage by 3d4.
-Searing Aura:At 17th level, you exude an aura of searing heat.Your unarmed attacks deal an additional 1d6 fire damage.In addition, if any creature hits you with a melee attack you can use your reaction to deal fire damage to that creature.The fire damage is equal to 1d12+ your Wisdom modifier.
This aura can be activated, or deactivated, as a bonus action.
Overall, I like it! I do feel like it needs a few tweaks here and there.
I think the 3rd level Fiery Step feature feels... arbitrary. I think Hands of Fire and Forged by Fire feed into the concept really well, but Fiery Step feels like it's just there because those two features aren't quite powerful enough to be a good 3rd level subclass feature.
I think, thematically, it would be better to give the class some kind of bonus to their jump to represent Fire's ability to make air rise... although to be honest I don't have a good idea for exactly how to word or balance that. Alternatively, something I would want at this stage is some kind of ability to use fire at range. I think I'd just give the class access to the Firebolt and Control Flames cantrips, and add some language that they can still make unarmed strikes as a bonus action after casting a cantrip.
For Choking Ash... I'd actually prefer if it had a smaller AOE and traveled with you by default. As it is, it's going to cost way too much to keep the cloud with you as you move, and it has a lot of potential to get in your allies' way. I think what I would prefer would be for it to have a 10 ft Radius by default, but after conjuring it you have the option to spend ki points as a bonus action to expand its size, then it stays in its current space.
I like Breath of the Dragon! I think it might need some playtesting, but it feels like the amount of damage it deals is fair for something that doesn't cost any Ki by default.
The Searing Aura feels a bit weird if only because it doesn't cost any resources. It's not amazingly powerful, and it's really high level... I think it should just be active at all times. Alternatively, if it's going to be something that needs to be activated, it should cost Ki and be much more powerful. I think you could retool this as an improvement to Choking Ash... if nothing else, add a feature where it, in one way or another, allows you to ignore resistance to fire damage.
When making a fire-based class, you generally need to address the issue that fire is a widely resisted damage type - second behind only poison I think? Somewhere you may want to add that your "ki fire" ignores fire resistance and treats immunity as resistance.
The other thing I'd recommend is scaling the damage of your breath/reaction attack with the martial arts die. Like 2 * martial arts instead of 3d4. Just feels less arbitrary and helps it stay relevant at high levels.
-Pyre Keeper:At 3rd level, you can channel the primal power of fire to burn away the imperfections of your soul and strengthen your body.You gain the following benefits:
-Hands of Fire:When you damage a target with an unarmed strike you can choose to deal fire damage instead of bludgeoning damage.Your unarmed strikes can also be used to ignite flammable objects.
-Forged by Fire:You have resistance to fire damage.
-Fire in the Soul:You know the Control Flames and FireBolt cantrips.
-Choking Ash:At 6th level, you gain the ability to channel your Ki into a cloud of burning ash.As a bonus action, you can spend 2 Ki points to create a 10ft radius cloud of ash centered on you.All attacks made against you in this cloud are at disadvantage.Creatures other than you inside this area take fire damage equal to your Wisdom modifier at the start of each of their turns.This cloud moves with you and is not dispersed by wind.This effect lasts for 1 minute and then disperses.
-Searing Aura:At 17th level, you exude an aura of searing heat.Your unarmed attacks deal an additional 1d6 fire damage.In addition, if any creature hits you with a melee attack you can use your reaction to deal fire damage to that creature.The fire damage is equal to 1d12+ your Wisdom modifier.Unless this aura is suppressed, all of your fire-based abilities ignore fire resistance.Additionally, enemies with fire immunity are instead treated as having fire resistance instead.
Looks good. Remember that you have to state what Ability Score you use for any spells you learn, even if it's a spell that doesn't inherently call for an attack roll or saving throw. I'd assume the spells learned in this class would just be cast using WIS.
I like the choking Ash more this way. I think you need to add some language about how it ends... whether it always stays on even if you're knocked unconscious, or whether the player needs to spend a bonus action to end it or if they can end it at any time. Personally, I think it should say something along the lines : "This feature ends if you become incapacitated, or you can end it yourself as a bonus action". The flat damage output against all creatures in the aura has the potential to be a very powerful feature, but it's balanced somewhat by the fact that there's no way to protect your allies from it if they get too close to you... I think that balance is maintained better if willingly ending the cloud is a bonus action on your turn, and not something you can do as a free action.
For Searing Aura, I think that should be an improvement to Choking Ash instead of an always-on feature. That way you don't have to keep track of two separate features, since it's possible to suppress the aura in the first place.
-Fire in the Soul:You know the Control Flames and FireBolt cantrips. Wisdom is your spellcasting ability used for these cantrips.
-Choking Ash:At 6th level, you gain the ability to channel your Ki into a cloud of burning ash.As a bonus action, you can spend 2 Ki points to create a 10ft radius cloud of ash centered on you.All attacks made against you in this cloud are at disadvantage.Creatures other than you inside this area take fire damage equal to your Wisdom modifier at the start of each of their turns.This cloud moves with you and is not dispersed by wind.This effect lasts for 1 minute and then disperses. This effect can also be ended by using a bonus action, or if you fall unconscious.
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Way of the Flame
Initiates of the way of fire harness the flame for both spiritual and practical purposes. Like iron the monks are purified in fire and forged into steel.
-Pyre Keeper: At 3rd level, you can channel the primal power of fire to burn away the imperfections of your soul and strengthen your body. You gain the following benefits:
-Hands of Fire: When you damage a target with an unarmed strike you can choose to deal fire damage instead of bludgeoning damage. Your unarmed strikes can also be used to ignite flammable objects.
-Forged by Fire: You have resistance to fire damage.
-Fiery Step: You gain an additional 10ft to your base movement speed.
-Choking Ash: At 6th level, you gain the ability to channel your Ki into a cloud of burning ash. As a bonus action, you can spend 2 Ki points to create a 20ft radius cloud of ash centered on you. All attacks made against you in this cloud are at disadvantage. Creatures other than you inside this area take fire damage equal to your Wisdom modifier at the start of each of their turns. This effect lasts for 1 minute and then disperses.
This cloud does not move with you unless you spend 1 Ki point each round to move it at half of your base speed.
-Breath of the Dragon: At 11th level, you gain the ability to breathe fire. As an action you exhale a 30ft cone of fire. Each creature in that area must make a Dexterity saving throw, taking 3d4 fire damage on a failed save, or half as much damage (rounded down) on a successful one.
You can increase your breath’s power by expending Ki points. Each point you spend, up to a maximum of 3, increases the damage by 3d4.
-Searing Aura: At 17th level, you exude an aura of searing heat. Your unarmed attacks deal an additional 1d6 fire damage. In addition, if any creature hits you with a melee attack you can use your reaction to deal fire damage to that creature. The fire damage is equal to 1d12+ your Wisdom modifier.
This aura can be activated, or deactivated, as a bonus action.
Overall, I like it! I do feel like it needs a few tweaks here and there.
I think the 3rd level Fiery Step feature feels... arbitrary. I think Hands of Fire and Forged by Fire feed into the concept really well, but Fiery Step feels like it's just there because those two features aren't quite powerful enough to be a good 3rd level subclass feature.
I think, thematically, it would be better to give the class some kind of bonus to their jump to represent Fire's ability to make air rise... although to be honest I don't have a good idea for exactly how to word or balance that. Alternatively, something I would want at this stage is some kind of ability to use fire at range. I think I'd just give the class access to the Firebolt and Control Flames cantrips, and add some language that they can still make unarmed strikes as a bonus action after casting a cantrip.
For Choking Ash... I'd actually prefer if it had a smaller AOE and traveled with you by default. As it is, it's going to cost way too much to keep the cloud with you as you move, and it has a lot of potential to get in your allies' way. I think what I would prefer would be for it to have a 10 ft Radius by default, but after conjuring it you have the option to spend ki points as a bonus action to expand its size, then it stays in its current space.
I like Breath of the Dragon! I think it might need some playtesting, but it feels like the amount of damage it deals is fair for something that doesn't cost any Ki by default.
The Searing Aura feels a bit weird if only because it doesn't cost any resources. It's not amazingly powerful, and it's really high level... I think it should just be active at all times. Alternatively, if it's going to be something that needs to be activated, it should cost Ki and be much more powerful. I think you could retool this as an improvement to Choking Ash... if nothing else, add a feature where it, in one way or another, allows you to ignore resistance to fire damage.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
When making a fire-based class, you generally need to address the issue that fire is a widely resisted damage type - second behind only poison I think? Somewhere you may want to add that your "ki fire" ignores fire resistance and treats immunity as resistance.
The other thing I'd recommend is scaling the damage of your breath/reaction attack with the martial arts die. Like 2 * martial arts instead of 3d4. Just feels less arbitrary and helps it stay relevant at high levels.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
How about this…
-Pyre Keeper: At 3rd level, you can channel the primal power of fire to burn away the imperfections of your soul and strengthen your body. You gain the following benefits:
-Hands of Fire: When you damage a target with an unarmed strike you can choose to deal fire damage instead of bludgeoning damage. Your unarmed strikes can also be used to ignite flammable objects.
-Forged by Fire: You have resistance to fire damage.
-Fire in the Soul: You know the Control Flames and FireBolt cantrips.
-Choking Ash: At 6th level, you gain the ability to channel your Ki into a cloud of burning ash. As a bonus action, you can spend 2 Ki points to create a 10ft radius cloud of ash centered on you. All attacks made against you in this cloud are at disadvantage. Creatures other than you inside this area take fire damage equal to your Wisdom modifier at the start of each of their turns. This cloud moves with you and is not dispersed by wind. This effect lasts for 1 minute and then disperses.
-Searing Aura: At 17th level, you exude an aura of searing heat. Your unarmed attacks deal an additional 1d6 fire damage. In addition, if any creature hits you with a melee attack you can use your reaction to deal fire damage to that creature. The fire damage is equal to 1d12+ your Wisdom modifier. Unless this aura is suppressed, all of your fire-based abilities ignore fire resistance. Additionally, enemies with fire immunity are instead treated as having fire resistance instead.
This aura can be suppressed as a bonus action.
Looks good. Remember that you have to state what Ability Score you use for any spells you learn, even if it's a spell that doesn't inherently call for an attack roll or saving throw. I'd assume the spells learned in this class would just be cast using WIS.
I like the choking Ash more this way. I think you need to add some language about how it ends... whether it always stays on even if you're knocked unconscious, or whether the player needs to spend a bonus action to end it or if they can end it at any time. Personally, I think it should say something along the lines : "This feature ends if you become incapacitated, or you can end it yourself as a bonus action". The flat damage output against all creatures in the aura has the potential to be a very powerful feature, but it's balanced somewhat by the fact that there's no way to protect your allies from it if they get too close to you... I think that balance is maintained better if willingly ending the cloud is a bonus action on your turn, and not something you can do as a free action.
For Searing Aura, I think that should be an improvement to Choking Ash instead of an always-on feature. That way you don't have to keep track of two separate features, since it's possible to suppress the aura in the first place.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
A little polishing
-Fire in the Soul: You know the Control Flames and FireBolt cantrips. Wisdom is your spellcasting ability used for these cantrips.
-Choking Ash: At 6th level, you gain the ability to channel your Ki into a cloud of burning ash. As a bonus action, you can spend 2 Ki points to create a 10ft radius cloud of ash centered on you. All attacks made against you in this cloud are at disadvantage. Creatures other than you inside this area take fire damage equal to your Wisdom modifier at the start of each of their turns. This cloud moves with you and is not dispersed by wind. This effect lasts for 1 minute and then disperses. This effect can also be ended by using a bonus action, or if you fall unconscious.