Base Class: Monk
Through rituals and training you have learned to bend fire to your will. The breath becomes energy in the body. The energy extends past your limbs and becomes fire. Fire is the element of power, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires. This monk tradition is known for its intense and aggressive attacking style and general lack of adequate defensive moves. Those who follow this path draw their power from the sun, and the originators of this path derived their fire techniques from dragons.
Elemental Novice
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You instantaneously expand the flame 5 feet in one direction.
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You instantaneously extinguish the flames within the cube.
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You double or halve the area of bright light and dim light cast by the flame, change its color, or both.
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You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like.
When you reach 6th level you can choose a flame within 80 feet and fits within a 10-foot cube, at 11th level you can choose a flame within 100 feet and fits within a 20-foot cube, and at 17th level you can choose a flame within 120 feet and fits within a 40-foot cube.
Casting Elemental Spells
Fire Blast
Elemental Adept
Beginning at 6th level you can cast the following spells for 3 ki each: Aganazzar’s Scorcher, Flame Blade, Flaming Sphere, and Scorching Ray.
At this level you are also able to use your Deflect Missiles feature against incoming fire damage.
Breath of Fire
Elemental Expert
You have become accomplished in the ways of fire, and your energy has become more pure. Beginning at 11th level, you can bend not only fire to your will but lightning as well. Your Fire Blast can now deal lightning damage. You can cast Absorb Elements with taking lightning damage as a trigger. You can also cast the following spells for 4 ki each: Fireball and Lightning Bolt.
Elemental Grand Master
Dragon of the West
At 17th level you gain the ability to exhale fire in a 60-foot cone as an action. Each creature in that area must make a Dexterity saving throw, taking 18d6 fire damage on a failed save, or half as much damage on a successful one. You must finish a long rest before you can use this feature again.
Previous Versions
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Posted Jan 17, 2019Here is a pdf version: https://homebrewery.naturalcrit.com/share/H1Q_5PkifE