Monk
Base Class: Monk

The monks of Way of the Chaotic Flame forgo learning how to harness their Ki for specifc techniques and instead opt to focus solely on growing the raw power of their life force allowing the whims of chaos to decide the form their ki erupts into. Some of these monks have harnessed their skills within the plane of limbo while others have studied under the tutelege of an Archfey, some are the descendants of powerful monks who have had no guidance in how to harness their raw ki.

 

The followers of this way whether conciously or not abhor stagnation and seek to bring change whereever they go.

Chaotic Flame Surge

Starting when you choose this tradition at 3rd level, your ki can unleash surges of untamed magic in the form of a wild and every changing fire. Once per turn, the DM can have you roll a d20 immediately after you expend a ki point. If you roll a 1, roll on the Chaotic Flame Surge to create a magical effect. If that effect is a spell and it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Chaotic Flame Surge

d100

Effect

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

For the next minute, you can see any invisible creature if you have line of sight to it.

05–06

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07–08

You cast fireball as a 3rd-level spell centered on yourself.

09–10

You cast magic missile as a 5th-level spell.

11–12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13–14

You cast confusion centered on yourself.

15–16

For the next minute, you regain 5 hit points at the start of each of your turns.

17–18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19–20

You cast grease centered on yourself.

21–22

Creatures have disadvantage on saving throws against the next stunning strike or your next spell you cast in the next minute that involves a saving throw.

23–24

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

For the next minute, you recover 1 ki point at the end of your turn.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31–32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33–34

Maximize the damage of the next attack or damaging spell you cast within the next minute.

35–36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37–38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39–40

You regain 2d10 hit points.

41–42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43–44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45–46

You cast levitate on yourself.

47–48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49–50

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51–52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

Your hair falls out but grows back within 24 hours.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

Your speed hightens momentariliy, you can perform Patient defense or Step of the wind once this turn as a free action.

61–62

For the next minute, you must shout when you speak.

63–64

You cast fog cloud centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67–68

You are frightened by the nearest creature until the end of your next turn.

69–70

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

You cast mirror image.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

Your size increases by one size category for the next minute.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98

You are surrounded by faint, ethereal music for the next minute.

99–00

You regain all expended ki points.

 

Embers of Chaos

 Starting at 3rd level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.


Any time before you regain the use of this feature, the DM can have you roll on the Chaotic flame Surge table immediately after you expend one or more Ki points. You then regain the use of this feature.

Charring Chance

Starting at 6th level, you have the ability to twist fate using your Chaotic Flame. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 Ki points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Devouring Odds

At 11th level, you gain a modicum of control over the surges of your Chaotic Flame. Whenever you roll on the Chaotic Flame Surge table, you can roll twice and use either number.

 

 

Chaotic Inferno

Beginning at 17th level, you master the full offensive potential of your Ki. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage additionally when you hit a creature with an attack that uses your martial arts die, you can reroll one of the attack’s damage dice, and you must use the new roll.

You can use each of this features once per turn.

 

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