Monk
Base Class: Monk

Speed and mobility are the hallmarks of the Desert Wind discipline. Desert Wind maneuvers often involve blinding flurries of blows, quick charges, and agile footwork. Some maneuvers from this school, however, draw power from the supernatural essence of the desert and allow an adept practitioner to scour their foes with fire.

Wind Stride

Starting when you choose this tradition at 3rd level, the Step of the Wind feature no longer costs Ki.

Burning Brand

This technique is granted at 3rd level.

When you initiate this technique by spending 1 Ki as a bonus action, a burning brand appears on your hand until the end of your turn. Unarmed or melee weapon attacks are made with reach 5 feet greater than normal, and they deal magical bludgeoning damage. Attacks with the burning brand also deal an extra 2d6 fire damage.

Fire Riposte

This technique is granted at 3rd level.

When a creature hits you with a melee attack, you can initiate this technique by spending 2 Ki as a reaction to make a special melee weapon attack against that creature. On a hit, the creature takes 2d10 + DEX modifier fire damage.

Death Mark

This technique is granted at 6th level.

When you initiate this technique by spending 4 Ki as an action, you make an unarmed or melee weapon attack against one creature within the attack’s reach. In addition to the attack’s normal damage fire erupts in a 5 foot radius around the creature. Creatures in range of the eruption (excluding yourself) must make a Dexterity saving throw, suffering 6d6 fire damage on a failure and half on a success.

Zephyr Dance

This technique is granted at 6th level.

When a creature hits you with an attack roll, you can initiate this technique as a reaction. The triggering creature must reroll the d20 and use the lower roll. This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a long rest.

Fan the Flames

This technique is granted at 11th level.

When you initiate this technique as an action, fires dance across you as you gather flames into a white-hot fist-sized ball of fire. You cast the Fireball spell, using your Ki save DC as the DC for this spell.
This technique may be used once per long rest. Alternatively, if you are out of uses, you may spend 4 Ki points to initiate this technique.

Searing Charge

This technique is granted at 11th level.

When you initiate this technique as an action, you gain a fly speed equal to twice your walking speed until the end of your turn. You can fly without provoking opportunity attacks. As part of this maneuver, you can move at least 10 feet and make a melee weapon attack before the end of your turn. If you hit, the attack deals an extra 7d6 fire damage. At the end of your turn you lose the fly speed and begin falling safely to the ground, taking no fall damage.

This technique is magical. It may be used a number of times equal to half your proficiency bonus, rounded down, and uses are restored on a long rest. Alternatively, if you are out of uses, you may spend 3 Ki points to initiate this technique.

Dragon's Flame

This technique is granted at 17th level.

As an action, you stoke a raging fire within your ki and breath out a gout of fire in a 60 ft. cone. Creatures in the area take 15d6 fire damage. Creatures in the area must make a Dexterity saving throw against your ki save DC, taking half damage on a successful save.
This technique is magical. It may be used a number of times equal to half your proficiency bonus, rounded down, and uses are restored on a long rest. Alternatively, if you are out of uses, you may spend 6 Ki points to initiate this technique.

Inferno Blast

This technique is granted at 17th level.

Hot winds swirl about you, and a faint aroma of brimstone sweeps over the area. A bright white aura surrounds you and grows in intensity, shedding tremendous heat and light. Creatures around you stumble back from the heat. With a howling roar, you unleash a hellish blast of fire that melts steel and warps stone.

When you initiate this technique as an action, you create a 30 ft. radius burst centered on you. Creatures in the area take 12d10 fire damage. Creatures in the area that take the damage must make a Constitution saving throw against your ki save DC or become vulnerable to fire damage until they finish a long rest. A greater restoration spell cast on a creature that fails the saving throw removes the vulnerability to fire damage. Creatures killed by this technique are burned into a black outline of ash.

This technique is magical. It may be used a number of times equal to half your proficiency bonus, rounded down, and uses are restored on a long rest. Alternatively, if you are out of uses, you may spend 6 Ki points to initiate this technique.

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