Monk
Base Class: Monk

Possessed of a fiery zeal to guard the Eternal Flame of the Efreeti, the fire monks of the Elemental Plane of Fire have taken the flame within themselves, combining it with their physical being to strengthen their power.

Though most stay in the Temple of the Eternal Flame within the Elemental Plane of Fire, some bands of fire monks find their way to other planes in order to assess any threats to their plane, and assist their kind in battle if necessary.

Flaming Surge

Once per turn, whenever you hit an enemy with an unarmed attack made using your Flurry of Blows class feature, you may deal an amount of additional fire damage equal to your Wisdom modifier plus your proficiency bonus.

Whenever you use your Patient Defense class feature, the first creature to hit you with a melee attack before the end of your next turn takes fire damage equal to your Wisdom modifier plus your proficiency bonus.

Whenever you use your Step of the Wind class feature, you leave a trail of fire on the ground whenever you move until the end of the turn. The first time a creature comes in contact with this fire or moves through it, they take fire damage equal to your Wisdom modifier plus your proficiency bonus.

Whirling Flame

Whenever you take the attack action, you may replace any of the attacks with a whirling flame attack by spending 1 ki point. This attack uses your Wisdom modifier and targets all creatures in a 15-foot cone in front of you, dealing an amount of fire damage equal to your martial arts die plus your Wisdom modifier and igniting flammable objects in the area not being worn or carried.

Protective Flame

Whenever you are hit by an attack, you may spend up to 3 ki points as a reaction. For each ki point expended, you reduce the damage dealt to you by that attack by 1d4.

Strengthening Embers

You add an amount of additional fire damage to all of your attacks equal to your Wisdom modifier. This is in addition to the damage bonus granted by Flaming Surge

Cleansing Flame

At the start of your turn, as long as you are not unconscious, you can spend 3 ki points to end any condition on yourself. You take damage equal to your martial arts die for each condition ended in this way.

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