Monk
Base Class: Monk

All monks have some understanding of the natural energies that flow both within and without their bodies, but few learn to fully harness this power. Adherents to the Way of the Ember follow a tradition that controls the heat and lighting around them, snuffing out flames and redirecting that energy into powerful strikes. This manipulation of light and shadow makes these Ember monks highly capable in both combat and stealth, plunging a room into darkness before either sneaking past or pummeling its occupants into unconsciousness.

Meld into shadow

Starting when you choose this tradition at 3rd level you can use the shadows around you to conceal yourself at the start of combat. You gain proficiency with Stealth.

Instead of rolling initiative you may spend 1 ki point to move up to half your movement (rounded down), if you end this movement in an area of dim light or darkness you become invisible and the next attack you make is a critical hit. When you make this attack you stop being invisible. Your initiative becomes 10+ your dexterity modifier.  

Fire Punch

At level 6 you are able to absorb fire from your surroundings and channel that into a powerful strike. As a bonus action spend 2 ki points, all fire within a 30ft radius is extinguished. For each source of fire extinguished in this way, add 1d4 fire damage to your next unarmed strike that hits this turn. If your turn ends without using this damage, it is lost.

Stalker in the dark

At 11th level you are attuned to working in shadow and darkness. You gain Darkvision of 60ft, if you already have dark vision the range increases by 30ft. In addition you may hide as a bonus action if you are lightly obscured or in dim light.

Your fire Control ability can now light or put out 2 light sources.

 

Fire Aura

When you reach level 17 your ability to absorb and use fire is unsurpassed. As an action you can activate your fire aura. You can do this a number of times equal to your Wisdom modifier per long rest. The fire aura has a 20ft diameter and lasts for 1 minute, you gain the following benefits while it is active:

  • You are immune to fire damage
  • All ranged attacks made against you are made with disadvantage
  • Your attacks deal fire damage
  • Your fire punch deals 1D6 damage per fire source absorbed and you always count as having extinguished 2 extra fire sources.
  • At the start of their turn a creature within your aura takes 3d6 fire damage.

 

Enoron Monk - Way Of The Ember Image

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