Base Class: Monk
The Way of Combustion is a tradition which focuses on the unpredictability of the universe. For a Way of Combustion monk there is no such thing as good luck or bad luck. They have learned to never expect the unexpected, rather to relish in it. Spontaneity is a crucial part of a Way of Combustion monks spiritual practice.
Flash in the Pan
At 3rd level, you learn to use your skills to your advantage. You can surround yourself with tiny, harmless bursts of energy or sparks. You can summon or dismiss these sparks at any time as a free action. While surrounded by these explosions, you have advantage on Charisma (Performance) and Charisma (Intimidation) checks.
Time Bomb
At 3rd level, you can control your explosions to build up a massive blow. As a bonus action, you may trigger your Time Bomb ability to begin charging an attack. When you trigger your Time Bomb ability, you roll 1 Combustion Die for each successful hit with an unarmed melee attack you make within a number of rounds equal to your Proficiency Bonus. The number you roll on your Combustion Die is added to your Combustion Pool. The Combustion Die's damage is force, and its damage die is a d4. The die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. If your turn ends and you haven’t attacked a hostile creature with an unarmed melee attack since your last turn or taken damage since then, your Time Bomb fizzles out. At the end of your turn a number of rounds equal to your proficiency bonus after triggering the Time Bomb ability, you expend the sum of each of your Combustion Dice in your Combustion Pool to deal that amount of force damage to the most recent enemy you hit with an unarmed melee attack.
Additionally, when using your Time Bomb ability, you risk your own safety with the threat of an untimely detonation. Whenever you take damage while your Time Bomb ability is active, you must make a Constitution saving throw to maintain your concentration or your Time Bomb will detonate on a point centered around yourself, dealing the sum of each of the Combustion Die in your Combustion Pool in force damage to you and any target within 10 feet of you. The DC equals 10 or half the damage you take, whichever number is higher.
You can use this ability twice per short rest.
Cool Monks Don't Look At Explosions
At 6th level, you have learned the possible negative repercussions of up-close and personal combat. When you take the Disengage action and move up to 10 feet in any direction, you may use your bonus action to leave behind an explosion of force in your wake. Roll 2 Combustion Dice, any target within 5 feet of the location in which you began your movement is dealt force damage equal to the number rolled.
Adept to Hazard
At 11th level, your experience and practice with combustion has left your body sturdy and strong. You gain resistance to force damage and advantage on saving throws against pushed by physical or magical means. Additionally, you gain the option to detonate your Time Bomb ability on a successful hit or as a bonus action on your turn.
Wild Combustion
At 17th level you gain the ability to pour excess combustive energy into your hits at random. After activating your Time Bomb ability, you may choose to roll on the Wild Combustion table and add the effect to a single unarmed strike per each of your turns until your Time Bomb ability ends or fizzles out.
Wild Combustion
|
d8 |
Effect |
|---|---|
|
1 |
You take 1d10 force damage. |
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2 |
Your unarmed strike deals force damage instead of bludgeoning damage. |
|
3 |
The target is pushed 10 feet away from you in a straight line. This movement does not invoke attacks of opportunity. |
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4 |
The target is blinded until the end of its next turn. |
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5 |
Roll 1 Combustion Dice. The number you roll deals that much force damage to the target in addition to the unarmed strike damage. |
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6 |
The target is stunned until the end of its next turn. |
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7 |
Each target you have hit with an unarmed strike since activating your Time Bomb ability takes 2d10 force damage. |
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8 |
You combust the life energy within the target. The target takes 1d10 force damage at the start of each of its turns until your Time Bomb ability fizzles out or ends. |
Previous Versions
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9/2/2021 5:23:01 AM
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0
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5e
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Coming Soon
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9/5/2021 7:16:44 PM
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0
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0
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Coming Soon
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2/13/2022 11:46:02 PM
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5
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0
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Coming Soon
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11/15/2023 3:16:09 AM
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8
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8
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Coming Soon
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