Monk
Base Class: Monk

You follow the Way of the Flamedanseur, a tradition of dance that enables its practitioners to wield elemental fire. Passionate and fiery performers often choose to follow this tradition, focusing their enthusiasm into literal fire and using it to pump up their performances with special effects and to defend themselves and those around them.

Art of Fire

3rd-level Flamedanseur feature

You can weave your fiery ki into your strikes to explosive effect. 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. If you use this feature on an attack gained from your Flurry of Blows feature, you do not need to spend an extra Ki point. You can use this feature only once per turn.

Fiery Dance

3rd-level Flamedanseur feature

You have been trained in how to perform even in the heat of battle. You gain proficiency with the Performance skill and you gain resistance to fire damage. 

In addition, you are able to cast the produce flame cantrip at will. Additionally, you can expend 1 Ki point to cas the hellish rebuke spell at 1st level. Wisdom is your spellcasting ability for these spells.

Bathed in Flame

6th-level Flamedanseur feature

You are able to call upon the calmer aspects of elemental fire to assuage your wounds and protect your body. As an action, you can expend 2 Ki points and conjure liquid flame which rolls over your body. You regain hit points equal to 3d8 + your Wisdom modifier. Additionally, the first creature that hits you with a melee attack before the end of your next turn takes fire damage equal to two rolls of your Martial Arts die.

Soul of Fire

11th-level Flamedanseur feature

The fiery nature of your ki has innured you to the dangers of elemental fire and overcomes the natural resistances of others to it. You become immune to fire damage, and fire damage dealt by you in any way ignores resistance.

Mega Magma Strike

17th-level Flamedanseur feature

You become able to infuse an attack with the pure destructive power of elemental fire. As an action, you may expend 7 Ki points and leap at a target withn 30 feet of you with a firey jump kick. Make an unarmed strike attack against the target. On a hit, the target takes 12d10 fire damage and every creature within 5 feet of it must make a Dexterity saving throw. A creature that fails its save takes 6d10 fire damage, taking half damage on a success.

Previous Versions

Name Date Modified Views Adds Version Actions
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