Monk
Base Class: Monk

-This class is still in work in progress towards latter levels and also in HEAVY need of play testing, I am not the most knowledgeable dnd player out there but I really wanted to try playing a flavor of monk the way I wanted to for my first try at a long term campaign, preamble aside, hope you like it!-


Monks of the Way of the Flaming Soul branch from the Way of the Four Elements, led by seeking only to burn with a passion and express their freedom in bright fire, Way of the Flaming Soul monks learn to use their life force to create explosive flaming attacks at will. Often as energetic as fire itself, Way of the Flaming Soul monks teach to seek personal freedom and joy above all else and burn as bright as possible to overshadow adversity.

Way of the Flaming Soul monks also do not limit themselves to the use of Ki exclusively, often learning flashy and fiery moves from sorcerers and wizards they come across as they travel across the world. Often they are found in small clans or groups where they help one another and share their own ways to cast spells and techniques, often with extra flashy movements and even more risk involved than usual. 

Since the Way of the Flaming Soul is still in its infancy, there are barely any true masters of this monarchic path, some are the epidemy of showmen, meanwhile others only unleash their flames only when necessary. Yet all seem to share a common trait, mysteriously every time one of these masters has been seen heavily wounded, their personalities flip to their extreme opposites and have been recorded to exude even more life energy while wounded or even bloodied than when they are in top health, always seen with a faint flaming aura once this apparent switch occurs.

Flow Like Fire

As you slowly attune yourself with the flames you grow ever more dexterous and harder to hit. 

Gain a bonus 2 AC at level 3, 6, 8 and 12 and bonus 3 AC at level 14

Fists of Flame

Starting at level 3 you can use 1 Ki to engulf your fists in ever-burning flames as an action. Making any unarmed melee attacks and fire spells in the next 2 rounds have a bonus 2d4+4 fire damage added.

You are proficient with Fists of Flame.

You can only activate Fists of Flame once per encounter.

Once Fists of Flame ends for the next 2 rounds all melee attacks loose their bonus damage, only damaging with the dice roll exclusively ( 1d4+2 --> 1d4)

Fists of Flames cannot be interrupted by any means until the round duration is over. (This includes soaking the fists in water).

You can also instantly ignite small objects (2ft squared) and start small fires on bigger burnable objects while fists of flames is active.

As a bonus, you also learn Burning Hands at this level.

--LEVEL PROGRESSION--

At level 6 you get an extra d4 on your damage roll. At level 8 you now use 2d6+4 on your damage roll. And after level 14 you can cast Fists of Flame as a Special action (No action nor bonus action consumed).

Searing Flames

At level 6 you can unleash a devastating explosion of flames 10ft around your body as an action.

Every creature on a 10ft radius must succeed on a DC14 Dexterity check or receive 2d12+DexMod fire damage.

If succeeded then all damage is evaded.

If at least 1 creature is hit by Searing Flames you can spend 2 Ki points to follow up this move with 2 other different spells as bonus actions: 

--Focused Searing Flames--

As you point both hands forward with open palms you absorb the life energy of the creatures you successfully engulfed in Searing Flames, a 8ft cone of flames is cast in front of you, every creature caught in this cone must succeed a DC14 Dexterity saving throw or it receives 2d6+DexMod fire damage per creature hit previously with Searing Flames while also stunning them until your next turn. 

(2 Creatures hit= 4d6+DexMod; 4 creatures hit,=8d6+DexMod, etc)

If the saving throw is successful then only half damage is received, and the creature is not stunned.

--Ki absorption--

As you rest both hands into your chest you absorb the Ki ripped from those who you hit with Searing Flames and heal yourself up by 1d6+DexMod per creature hit by Searing Flames.

(2 Creatures= 2d6+DexMod; 4 Creatures= 4d6+DexMod, etc)

Indomitable Flaming Spirit

After level 11, once you reach half your hit points you unleash your Flaming Spirit and unlock all of the following in combat:

- Flame Charge: For 1 Ki you can leap forwards up to 65ft and fly upwards up to 30ft as an action

- Ki Sphere: For 1 Ki you can use a 50ft ranged fire attack that lets you add the properties of Shocking Strike for the cost of 1 additional Ki point. 

- You get a free bonus d4 on your damage roll while using Fists of Flame whilst Indomitable Flaming Spirit is active.

- Additionally you activate the spell Fire Shield for however long Indomitable Flaming Spirit is active. However you cannot activate it before reaching half your HP and once active you cannot dispel it by any means until your HP is over its 50% threshold.    

Flame Charge and Ki Sphere can also be used while above half HP, however they cost 2 Ki points each.

Searing Flames Upgrade

At level 11 after landing Searing flames you can now cast 2 new follow up spells instead of Focused Searing Flames.

Flaming Nova: You use the Ki of whomever you hit with Searing Flames to fuel an even bigger burst of flames, the diameter of the explosion is a base of 15ft, every other creature creature adds 15ft more to the radius of the explosion. Every creature caught in its radius must succeed a DC16 constitution check or take 2d12+DexMod fire damage. Every additional creature hit by Searing Flames adds one more d12 to your damage roll. This costs 3 Ki to use and is a bonus action only usable after searing flames.

Deathfire Strike: You absorb the Ki of whomever you hit with Searing Flames and focus it on one or your limbs, this limb, now bursting with life energy so radiant it glows, can attack with an extra 3d12 fire damage per enemy hit with Searing Flames in your next turn. Once you attack with Deathfire Strike it also consumes your bonus action for the round and if it connects you temporarily lose the ability to move the limb used and cant use neither fury of blows nor one of your extra attacks for the turn after. This costs 3 Ki to use and is a bonus action only usable after hitting a creature with Searing Flames.

Example: You hit 2 Creatures hit by Searing flames, that means an extra 6d12 to your next attack with the limb that has been charged with Deathfire Strike on your next turn, once you hit a creature you can't use said limb and cant use flurry of blows in your next turn. 

This also means that in that next turn, if you chose a leg, you walk half speed, and if you chose an arm you lose one of your actions the turn after.

Both are affected by the Fists of Flame and Indomitable Flaming Spirit bonuses.

Additionally, searing flames now has an AOE of 25ft.

Redirect Energy

At level 17 you can spend 5 Ki to retaliate any attack of any type back to its originator as a reaction.

If you receive an attack you throw a 3d12+dex mod to reduce the damage of the attack, if the attacks damage is reduced to zero you can return it (if its any ranged attack) using the same dice roll you got to stop the ranged attack.

If it is a physical move you parry the attack and and counter attack using either flurry of blows or Ki Sphere as a reaction.

After activating Indomitable Flaming Spirit the Ki cost is reduced to 3 Ki.

Master of the Flames

As you continue mastering the flames, managing small fires becomes almost involuntary.

You can now cast the spells Melf's Minute Meteors, Control Flames and Fire Shield at will as special actions.

Melf's Minute Meteors and Fire Shield cost 3 ki to cast, meanwhile control flames is free to use at any moment.

 

Pure Flames

All attacks boosted by Fists of Flame past level 17 now use deal radiant damage instead of fire damage.

Previous Versions

Name Date Modified Views Adds Version Actions
10/13/2023 2:21:28 AM
17
1
--
Coming Soon
10/13/2023 2:57:27 AM
16
1
0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes