Monk
Base Class: Monk

The fire dancers carry an almost extinct tradition. Once a trading group, they considered themselves a family of a single creed: “Those who harm us will bathe in flames." This nomadic group of seasoned warriors welcomed all walks of life, regardless of origin, status or influence; as long as one conducted himself with respect towards his fellows, the caravans would open their door. Their iron-clad creed and welcoming nature was their downfall.

Upon arriving in Luyarnha, they were accused of bringing the scourge alongside with them. After all, the dancing flames didn’t affect the city before their arrival. This lie, like so many told, carried a kernel of truth that was exploited to bend others to the city’s will. For this sin they were imprisoned, left to starve and forbidden from practicing their martial arts.

Such a treatment couldn’t break their will; to hide their practice of martial arts, the traveling band took the name of fire dancers, and hid their powers within their dance. For years they have endured, many escaping the prison, with the aid of their fellows, yet the bonds of family entrap more firmly than any chain could. Even those who escape refuse to leave the city until their kin are freed and their name is cleared.

Blazing Performer

You’ve trained your body to dance through flames. You gain proficiency in the Performance or Acrobatics skill and your Proficiency bonus is doubled for any ability check you make that uses that Proficiency. 

In addition, you gain resistance to fire damage. If you already have this resistance, instead, each time you take fire damage you can reduce the damage taken (after the resistance applies) by an additional 1d6.

Dance of Fire

At 3rd level, you are a master at weaving flames through your use of ki, creating a deadly dance. Whenever you spend a ki point during your turn to use your Step of the Wind or Patient Defense, your monk weapons and unarmed strikes catch fire until the start of your next turn. While on fire, they deal additional fire damage equal to your Wisdom modifier.

In addition, while your flames are active, whenever a creature misses you with a melee attack, you can make an unarmed strike or use your Flurry of Blows feature against it as a reaction.

Scorching Vortex

Starting at 6th level, you learn to entrap your foes in the flames of your dance. 

When using your Step of the Wind, if you manage to move through each space adjacent to a creature on your turn, you create a vortex of fire around them. The target must succeed on a Dexterity saving throw against your ki save DC or become trapped in a vortex of flames that appear in its space, taking 2d6 fire damage. On a success the vortex fails to appear.

The vortex is opaque and obstructs line of sight. If the target attempts to walk out of the flames, it must first succeed on a Wisdom saving throw against your ki save DC. On a failure it is charmed by the flames and has its movement speed reduced to 0 until the start of its next turn, at which point it takes another 1d6 fire damage and the vortex ends. On a success it moves through the vortex ending it. You are immune to the damage caused by these flames. 

Once you use this feature a number of times equal to 1+ your Wisdom modifier you can’t do so again until you complete a long rest.

Flames of Redemption

At 11th level, fire damage that you deal ignores resistance to fire damage. In addition the clarity of your mind allows you to generate flames that many would call divine, you can replace any fire damage that you deal with radiant damage.

Purifying Flames

Your flames burn away all impurities. Also at 11th level, as an action you can expend 2 ki points to touch a creature and infuse them with your flames. The target can repeat any saving throw against one poison, charm or short-term madness effect afflicting it, ending the effect on a success.

One With the Fire

At 17th level, you are a master of the flames. When you deal fire damage with a monk weapon, if the target is a creature or a flammable object, it ignites. Until the target, or a creature within 5 feet of it, takes an Action to douse the flames, the target takes fire damage equal to your Wisdom modifier at the start of each of its turns. 

In addition, whenever your Dance of Fire triggers, your body merges with the flames. For the duration you become immune to fire damage and have resistance against Bludgeoning, Piercing, and Slashing From Non Magical Attacks.

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