Monk
Base Class: Monk

Naturally connected to the element of fire, this Monastic Tradition is built on the same principles. The belief that fire is both  the destruction and rebirth of all things. Branding different marks upon themselves, the Monks of the Way of the Fire Fist seek to bring forth their inner flame.

Flame Resonance

11th-level Way of the Fire Fist feature

Starting at 11th level, your focus on fire has taught you how to manipulate the flame  such that you can ignore fire resistance.

Secrets of the Blue Flame

You've attained the power to wield the hottest of flames. Beginning at 17th-level, Your brandings abilities now call forth blue flames. In addition, your branding abilities now use 1 additional martial arts die.

Illusory Produce Flame

5th-level Way of the Fire Fist feature

Just as your masters, you have learned how to weave fire to tell stories. When you cast Produce Flame, you can now concentrate on the spell to create fire illusions. You can change the shape and color of the fire at will, and the illusions can be of many colors. The fire illusions are warm to the touch, and deal no damage. While concentrating on this spell, you gain advantage on charisma(performance) checks.

Inner Flame

3rd-Level Way of the Fire Fist Feature

Study of the Way of the Fire Fist has awoken your Inner Flame, you can use Produce Flame at will. WIS is your spellcasting modifier for this spell.

Touch of Fire

3rd-Level Way of the Fire Fist Feature

When you make an unarmed strike, you can choose to make it a Flame Strike, changing the damage type to fire.

Brandings of the Flame

3rd-level Way of the Fire Fist feature

In following the Way of the Fire Fist, you receive a Branding of your choice from among the Brandings described below at. When you reach certain levels in this class, you learn additional Brandings, as shown in the Brandings Known table.

Brandings Known
Monk LEVEL NUMBER OF Brandings
3rd 1
5th 2
11th 3
17th 4

The following Brandings are available to you when you learn a Branding. If a Brandings has a level requirement, you must be at least that level in this class to learn the Branding. If a Brandings requires a saving throw, your Brandings Magic save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Brand of the Tiger. This Branding is placed upon your hands, granting you proficiency in sleight of hand checks and the Tiger Strike ability. If you already have proficiency in sleight of hand, then you gain expertise.

Tiger Strike - When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra fire damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.


Brand of the Firefly. This Branding is placed upon your face, granting you darkvision and the Touch of the Firefly ability. If you already have darkvision, your darkvision range is increased by 60 feet..

Touch of the Firefly - As a bonus action, you can spend 2 ki point to heal one creature you can touch (including yourself) equal to one roll of your Martial Arts die + your Wisdom modifier.


Brand of the Ram. This branding is placed upon you feet, granting you proficiency on acrobatics checks and the Ram's Kick ability. If you already have proficiency in acrobatics, then you gain expertise.

Ram's Kick - As an action, you can spend 3 ki points to perform a flying kick. This attack propels you 15 feet forward, or until it strikes a creature. On hit, deal damage equal to two rolls of your Martial Arts die + your Wisdom modifier.


Brand of the Phoenix (11th-Level or higher). This brand is placed upon your back, granting you temporary hit points when spend ki on your brandings. The temporary hit points equal to half your Monk Level (rounded up).

Phoenix Fire - Once per day, when you take damage that would reduce your HP to 0, the Phoenix Fire is awakened! A 20 foot wide fireball erupts from you, preventing the fatal damage. All enemies in the radius must make a DEX saving throw against your Branding Spell Save DC. On a failed save, they take damage equal to 3 rolls of your martial arts die, or half as much on a successful save. All allied creatures within the radius (including yourself) are healed for the amount rolled.


Brand of Ifrit (11th-Level or higher). This brand is placed upon your arms, granting you PASSIVE and the Ifrit's Fire ablility.

Ifrit's Fire - As an action, you can spend 5 ki points to manifest Ifrit's Fire. A vortex of fire streams forth from your arms in a 30 foot line. Any creature caught in the blast must make a DEX saving throw against your Branding Spell Save DC. On a failed save, they take damage equal to 4 rolls of your martial arts die + WIS + your proficiency, and are knocked prone. On a successful save, they take half damage and are not knocked prone.


 Brand of the Salamander (11th-Level or higher). This brand is placed upon your chest. You gain a +1 to your AC and can cast the Fire Shield spell proficiency times per day.

Fire Shield -  Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Brand of Ifrit

(11th-Level or higher) This brand is placed upon your arms, granting you PASSIVE and the Ifrit's Fire ability.

Ifrit's Fire - As an action, you can spend 5 ki points to manifest Ifrit's Fire. A vortex of fire streams forth from your arms in a 30 foot line. Any creature caught in the blast must make a DEX saving throw against your Branding Spell Save DC. On a failed save, they take damage equal to 4 rolls of your martial arts die + WIS + your proficiency, and are knocked prone. On a successful save, they take half damage and are not knocked prone.

Brand of the Firefly

This Branding is placed upon your face, granting you darkvision and the Touch of the Firefly ability. If you already have darkvision, your darkvision range is increased by 60 feet..

Touch of the Firefly - As a bonus action, you can spend 2 ki point to heal one creature you can touch (including yourself) equal to one roll of your Martial Arts die + your Wisdom modifier.

Brand of the Phoenix

(11th-Level or higher).This brand is placed upon your back, granting you temporary hit points when spend ki on your brandings. The temporary hit points equal to half your Monk Level (rounded up). In addition, you can use the Phoenix Fire ability.

Phoenix Fire - Once per day, when you take damage that would reduce your HP to 0, the Phoenix Fire is awakened! A 20 foot wide fireball erupts from you, preventing the fatal damage. All enemies in the radius must make a DEX saving throw against your Branding Spell Save DC. On a failed save, they take damage equal to 3 rolls of your martial arts die, or half as much on a successful save. All allied creatures within the radius (including yourself) are healed for the amount rolled.

Brand of the Salamander

Brand of the Salamander (11th-Level or higher). This brand is placed upon your chest. You gain a +1 to your AC and can cast the Fire Shield spell proficiency times per day.

Brand of the Tiger

Brand of the Tiger. This Branding is placed upon your hands, granting you proficiency in sleight of hand checks and the Tiger Strike ability. If you already have proficiency in sleight of hand, then you gain expertise.

Tiger Strike - You use your ki to sear your foes. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra fire damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Branding of the Ram

This branding is placed upon you feet, granting you proficiency on acrobatics checks and the Ram's Kick ability. If you already have proficiency in acrobatics, then you gain expertise.

Ram's Kick - As an action, you can spend 3 ki points to perform a flying kick. This attack propels you 15 feet forward, or until it strikes a creature. On hit, deal damage equal to 2 rolls of your Martial Arts die + your Wisdom modifier.

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