Monk
Base Class: Monk

The flamebearer looks to harness the power of ki to destroy. Flamebearer monks represent both harbingers of justice, and rage. Honor is the most important thing in one's life, and to have it tarnished is to die. Flamebearer monks are notably more violent and progressive than other monks, seeking to use their power to dominate the weak and the evil. Discipline is key, and flamebearers keep themselves in a strict heirarchy where skill defines all. 

The flamebearer seeks to use its ki to unleash untold destruction, enhancing their unarmed strikes and monk weapons with the power of the flame. 

Tongue of the Dragon

Starting when you choose this tradition at 3rd level, the ki energy inside of you becomes volatile and deadly. You gain the following benefits as long as you can breath. (As the breath becomes energy within the body. The energy extends past your limbs and becomes fire. If you are unable to breath, you are unable to create fire.) 

Fire Within: You may set a flammable object ablaze by spending an action to touch it.

Smoldering Fists: Whenever you hit with one of your unarmed strikes attacks, you may choose to deal additional fire damage equal to your wisdom modifier.

Dragon's Breath: Additionally, when you use flurry of blows, you may instead unleash a burst of fire in a ten foot line in front of you. The any creature in that line must succeed on a dexterity saving throw or take fire damage equal to two of your monk weapon damage dice and half as much on a successful one. Any flammable objects not being worn or carried in this area are ignited. 

Soul Furnace

Burn the Body: At the beginning of each of your turns, you may choose to burn your own vitality to restore your ki. Take 1d8 of fire damage (bypassing resistance and temporary hit points) to restore 1 ki point.
Restore the Soul: As a bonus action, you may spend 1 ki point to heal yourself for 1d8 hit points.

Whenever a creature makes a melee weapon attack against you, for one ki point you may use your reaction to impose disadvantage on that attack roll. If the attack misses, the creature takes fire damage equal to your martial arts die as you shoot a bout of flame in their face, and may move up to half of your movement without provoking opportunity attacks. 

Lord of the Emberlight

Beginning at 11th level you gain the following effects: 

Adaptable: You gain resistance to fire and lightning damage. (If you already resist fire or lightning damage, you may choose to gain resistance to thunder damage as well.)

Adaptive Strikes: Whenever you use an attack or ability that would deal fire damage, you may choose to have it deal lightning damage instead.

Redirection: Whenever you are hit with an attack that deals lightning damage, you may use your reaction to redirect that damage to any other target within 30ft.

Master of Destruction: At the beginning of each of your turns, you may choose to spend 3 ki points to double the amount of fire and lightning damage you deal until the beginning of your next turn.

God of Fire and Lightning

At 17th level, you gain the ability to supplement all of your attacks with the power of fire and lightning.

Will of the Fire Lord: Whenever you make an unarmed strike, you may spend one ki point to command any flames within 60 ft, magical or nonmagical, to take one of the following actions. If master of destruction is active, you do not have to spend ki to activate these effects: 

Die: The flames go out. If a spell is maintaining the flames, such as the "wall of fire" spell, make a wisdom check contested by the caster. If you win the contest, the caster also loses concentration on the spell.

Spread: The flames move to ignite any flammable objects (including those being worn or carried) that you specify. The flames may spread by a number of square feet equal to double the size of the fire in question. 

Ignite: In a 5x5 area, the ground and any flammable objects that aren't being worn or carried are set ablaze. Any creature within this area must make a dexterity saving throw or take 1d8 fire damage.

Move: The flames move up to 15 feet in any direction you choose.

Might of the Storm God: The effects of your monk features are enhanced. You may spend one extra ki point when activating any of the monk features below to gain additional effects. If master of destruction is active, these activate automatically without spending any ki. 

Electrical Reflexes: Whenever you use the deflect missiles trait, you may reduce the damage that the projectile deals to you by an additional 1d10. Whenever you use the deflect missiles trait to throw a projectile back, that projectile deals an extra 1d10 lightning damage. 

Aura of Fire and Lightning: Whenever you take the dodge action (Including the dodge given by patient defense.) whenever a creature makes a melee attack against you, you may choose to deal lightning damage to them equal to your wisdom modifier + your proficiency modifier.

Static Wake: Whenever you take the dash action, you may choose to leave behind a trail of static electricity/flames. For a number of turns equal to your wisdom modifier, whenever a creature moves through that area it is considered difficult terrain and they must make a saving throw. If you choose to leave behind a trail of fire, the creature must make a dexterity save or take 1d10 fire damage. If you choose to leave behind a trail of static electricity, the target must make a constitution saving throw or take 1d10 lightning damage. 

Shocking Strike: Whenever you use stunning strike, the target takes an extra 1d4 lightning damage and the save DC is increased by a number equal to the damage you deal with this trait. (This damage cannot be replaced by fire damage using the adaptive strikes ability.) 

Comments

Posts Quoted:
Reply
Clear All Quotes