Monk
Base Class: Monk

Practitioners of the Way of the Amber Blaze have learned a mixture of skills from both the Way of the Sun Soul, and the fire control of the Way of the Four Elements with the focused rage of a barbarian.  This practice comes from a much older monastic tradition of martial training, and is considered lost in all but a few select manuscripts. Monks of the Amber Blaze meditate to control their inner flame, and the fury that boils within, much like a barbarian, and works to direct the flames outward to fuel their attacks. The blended martial art of the Amber Blaze holds much power when mastered, but requires a time of self-reflection and focus every day for no less than 2 hours.  This time is spent refocusing and controlling one's inner flame in preparation for the next day.

Fist of the Burning Flame

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical flames.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is fire, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Manifest the Inner Flame

When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.

Rage of the Inner Flame

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing armor:

You have advantage on Dexterity checks and Dexterity saving throws.
When you make a melee weapon attack using Dexterity, you gain a bonus to the damage roll that increases as you gain levels as a monk, starting at +3 at 3rd level, +4 at 6th level, +5 at 12th level, and +6 at 19th level.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

You can use this ability a number of times equal to your proficiency modifier per long rest.

 

Inferno Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 1 ki point to cast the burning hands spell as a bonus action.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Soul of the Amber Blaze

At 11th level, you gain the ability to create an orb of fire that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of flame for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 fire damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

You can use this ability a number of times equal to your proficiency modifier per long rest.

Fury of the Inner Flame

At 17th level, you gain the ability to stir the inner flame within someone’s body. When you hit a creature with an unarmed strike, you can spend 6 ki points to stoke the inner flame, which last for a number of days equal to your monk level. The flame is harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 fire damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the effect at any time as a free action.

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