Base Class: Monk
Monks everywhere study and train to bring discipline and order to their lives, and enlighten their minds. For some the only path to enlightenment is wading into chaos and immersing themselves in tongues of fire. The monks who follow the Way of the Immortal Flame see fire as the purest, most undiluted form of chaos in the universe, and seek to understand and master it, to bend it to their will. These monks believe that when a follower of the Immortal Flame can impose their will upon a living flame, they have truly mastered themselves, and brought peace where there was previously disorder.
Fire Within.
When you choose this tradition at 3rd level, you gain the ability to unleash the inferno that burns within your soul. As a bonus action or action, you can spend 3 ki points to reveal your fiery nature. This transformation lasts for 2 minutes, until you drop to 0 hit points, or you dismiss it (no action required). You gain the following benefits in this form:
- Your entire body is consumed by flame, and transmuted into a fiery phantasm. You have resistance to fire damage, if you did not already have it.
- You shed bright light within 30 feet of you, and dim light for another 30 feet.
- Instead of walking on the ground, you hover a few inches above it. You retain your movement speed, propelled by the flames that you have manifested, and you ignore difficult terrain.
- Your unarmed attacks deal additional fire damage equal to your martial arts die for 2 minutes((1d6 at level 6, 1d8 at level 11, and 1d10 at 17), you can spend 2 ki points as a bonus action to recast this when it runs out. When you make an unarmed strike, you can choose to instead hurl the fire at a distant target. When you do so, your unarmed strike becomes a ranged weapon attack with a range of 60 feet, keeping the same modifiers as your regular unarmed strike.
- When you are hit by a melee weapon attack, the creature that attacked you must make a constitution saving throw (DC 13) or take 1d4+ your wisdom modifier fire damage.
- When you would take 15 or more fire damage, you gain 5 temporary hitpoints after the damage calculation. Additionally if you take 15 or more fire damage while 'Fire within' is inactive, a an action on the start of your next turn you can activate 'Fire within' without needing to spend any ki points.
Whilst in this state, you are weak to water damage, any type of water damage you take wil instantly dismiss your Fire Within.
In addition, learn the cantrips produce flame and control flames.
Monarch of the Blaze
Starting at 6th level, your flames burn hotter than ordinary fire, turning blue.
Gain the following benefits while using Fire Within;
Fire within now lasts 3 minutes.
Upon casting Fire Within, the flames erupt violently acting as a small explosion, creatures within 5 feet of you must make a dexterity saving throw (DC 14) or take 1d4+ your wisdom modifier fire damage and creatures of medium size or less will be knocked prone.
Infuse your weapon with your flame, any weapon you wield can also gain the additional fire damage equal to your martial arts die(1d6 at level 6, 1d8 at level 11, and 1d10 at 17) , if you choose so.
Magma skin:
You concentrate your flames and envelop it tightly around your body, acting as a layer of protection, as a bonus action or action, you may spend 1 ki points to gain resistance to nonmagical slashing and piercing damage for 2 turns. Additionaly, you can cast this as a reaction to an incoming attack for the cost of 2 ki points instead.
When you deal damage to a creature with resistance or immunity to fire damage, the target must make a Wisdom saving throw against your ki save DC, or lose its fire resistance and creatures that have immunity will be lowered to resistance. This effect will last for 1 hour, as your flame infused ki interrupts any natural or magical protection from your blaze.
You are also able to use your Deflect Missiles feature against any incoming fire damage at the cost of no ki points.
Astral Strikes
Temporarily form limbs formed by your ki. Strike faster than an enemy can comprehend as you have extra limbs to strike with.
When you use flurry of blows you can spend an additional 2 ki points to make 2 extra unarmed strikes ontop of the regular amount you get from flurry of blows. If all unarmed strikes this turn hit the same target, the last unarmed strike automatically crits.
As the connection to your flame deepens, your body adapts and you're able to cast the following cantrip;
Learn the cantrip Create Bonfire(1 ki point) and the 1st level spell Hellish Rebuke(2 ki points).
To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.
Wisdom is your spellcasting ability for your spells, since your magic draws upon your inherent connection to your flame.
You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier(14)
Spell attack modifier = 4 + your proficiency bonus + your Wisdom modifier
Explosive Uppercut
Explosive Uppercut
Starting at 11th level, once per turn as bonus action, you can expend up to 2 points of ki to channel into your fist.
Once the user is satisfied with the amount of ki points spend, as an attack action unleash this attack. The target must make a DC 17 Dexterity saving throw. On a failed save, the target takes 3d10 force damage for each ki point expended, is knocked upwards (5 feet per ki point spend, works up to High sized creatures, anything bigger will be pushed back instead), and is stunned for 1 of it's turns. Additionally, each creature within 15 feet of the target must make a DC 15 Dexterity saving throw or take half the total damage dealt, they will also be knocked prone if 3 or more ki points were spend (Medium size).The uppercut will bypass any resistances to it's damage, even magical.
On a succesfull save, target takes half the damage and will not be stunned. Explosive uppercut can only be used once per fight.
Gain the following benefits using Fire Within;
The explosion that occurs when activating Fire Within will now be 15 feet wide.
Gain complete fire immunity, if you did not already.
Your flames cripple the flesh of your enemies, attacks made make it unable for creatures to regenerate Hit Points until the start of your next turn.
Fire within now lasts until you dismiss it(or it's put out by ice/water damage).
You can activate Fire Within for 4 ki points as a reaction to incoming attacks.
You are also able to fly while using Fire Within with a fly speed equal to your walking speed.
Master of the Inferno
Starting at 17th level, you wield complete authority over the flames, an exemplar of the monastic training that brings order to the purest chaos.
As a demonstration of this mastery over the blaze you get the following benefits while using Fire Within;
Regain 2 hit points at the start of your turns
Temporary hit points equal to half your level.
The roaring flames make it hard for enemies to reach and see you, permanentely be under the effects of the spell Blur.
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