Base Class: Monk
Monks of the Way of always on fire are always on fire and can regenerate quickly.
Regeneration
Starting when you choose this tradition at 3rd level, Your body heals unnaturally fast. As an action, you can spend 1 ki point and heal yourself a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.
Flaming Strikes
At 3rd level, you may use your ki to empower your strikes with flame. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra fire damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.
Spreading Flames
Starting at 6th level, you can cause your flames to spread wildly. When you use Flaming Strikes on a target, you can choose to light that target on fire. The target takes fire damage equal to a roll of your martial arts die, at the start of each of its turns. If the target is a creature, it can end this damage by using its action to make a Dexterity saving throw your spell save DC (8 + proficiency bonus + wisdom modifier) to extinguish the flames.
Emboldening Flames
Starting at 11th level, you have begun to master the use of your flames and your regeneration. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Regeneration, without spending ki points for the healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Flaming Strikes with that strike without spending the ki point for Flaming Strikes. You can still use Flaming Strikes only once per turn.
Incinerate
At 17th level, you gain the ability to unleash the full furry of your flames. Once per long rest, when you hit with you Flaming Strike, you may choose to unleash a torrent of flames in a 20ft sphere centered on the creature hit by your strike. The creature at the at the center of the sphere automatically fails its saving throw, all other creatures within the sphere except you must make a Dexterity saving throw against your spell save DC (8 + proficiency bonus + wisdom modifier). On a failed save, a creature takes fire damage equal to 5 rolls of your martial arts die, and half as much on a successful save.
You may choose to spend additional ki points (up to a maximum of ) to increase the damage of this ability by 1 additional martial arts die per ki point spent.
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