Base Class: Monk
A monk who trains in the Way of Desert Fury has no master other than the blistering sands and wild winds. They learn to mimic the movements of the air and harness the sweltering heat. Most monks of this tradition subscribe to a life of wandering, traveling where the sands take them. They have become adapted to the terrain and are expert guides of these lands, able to understand the shift and flow of the dunes and never finding themselves or their companions lost.
Blessing of the Desert
At 3rd level when you choose this tradition, you lean the produce flame and gust cantrips.
Ashen Drake Palm Strike
At 3rd level once per turn when you hit with an unarmed attack, you may spend 1 ki point to designate it as a Ashen Drake Palm Strike. You deal additional fire damage equal to your monk unarmed damage die, and the target must make a Constitution saving throw vs. your ki save dc or bet set on fire with a gust of smoldering ash. The target takes additional fire damage at the start of each of their turn's equal to your monk unarmed damage die and must use their action to put themselves out. Another creature may use their action to put the target out as well.
Sandstorm Stance
At 6th level when you gain this feature, you gain the ability to enter Sandstorm Stance using your bonus action and spending 2 ki points. The stance lasts for 1 minute or until you lose concentration. While in Sandstorm stance, you whirl your body in the swirling pattern of a dancing desert snake, creating a veil of scorching hot sand. This sand provides partial cover (+2 to AC and Dexterity saving throws) for you from creatures further than 5ft from you. If a creature starts its turn next to you, they must make a Constitution saving throw vs. your ki save dc or suffer 1d10 + your monk level fire damage and become blinded until the start of their next turn. Once you have entered Sandstorm Stance, you must complete a short rest to be able to enter it again.
Explorer of the Sands
At 6th level you have become particularly familiar with the natural environment of the desert. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area
Your knowledge of the desert can be applied to other environments as well:
- Environmental hazards such as a rainstorm, snowstorm or sandstorm that would cause light obscurement do not cause any for you, and heavy obscurement is reduced to light obscurement.
- You and your group have resistance to any damage caused by environmental hazards such as a rainstorm, snowstorm or sandstorm.
- You may ignore the first point of exhaustion caused by extreme heat or extreme cold.
Centre of the Storm
At 11th level you may spend 6 ki points cast Storm Sphere. You are immune to the effects of the spell, and may choose either lightning or fire damage when making the bonus action spell attack.
Lord of the Dunes
At 17th level you gain the ability to transform into a altered version of a Mummy Lord for 1 minute once per long rest. While in this form you maintain all monk class features. You use your own stats, HP, AC, speed, initiative, skills, proficiencies, senses, proficiency bonus, vulnerabilities, resistances and immunities in place of the Mummy Lord's. You do not have access to their spellcasting, multi-attack or rejuvenation abilities. Once per turn, You may make it's Rotting Fist attack as part of your Attack Action, or as one of your Flurry of Blows extra attacks. You may use any of it's legendary actions once per round at the end of another creature's turn by expending the equivalent number of ki points (something that cost 2 actions instead costs 2 ki points). The DC for saves against it's legendary actions use your ki save DC.
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