Monk
Base Class: Monk

There is a spark in all of us. A fire that burns deep within us and drives forward through pain and hardship. Sometimes this spark grows bright enough to burn outward and empower those who wield it.

Whether it was a near death experience, a gift from the gods, a lesson taught by a master or simply the undying will of the mortal spirit, Warriors of the Inferno have their inner fire ignited by a significant event in their life.

These Monks harness the power of flame to destroy those who stand in their way, with each fight serving as fuel to the fire the rages within them. 

Some warriors become enlightened with this gift and walk a path of inner peace while others may use their new empowerment to feed the flames of ambition and seek out great challenges.

Regardless of purpose, these flames must be controlled by disciplined and focused individuals, as the fire can become unruly and will seek to consume all, including the host.

Level 3: Inferno Soul

When you select this Subclass you obtain the following features:

Your are Resistance to Fire damage.

You learn the Light, Fire Bolt and Control Flames spells.

Wisdom is your spellcasting ability for it.

Level 3: Flame On!

At the start of your turn, you can expend 1 Focus Point to ignite your internal inferno. You become wreathed in flames and shed bright light up to 15 feet. This form lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.

Ablaze. When you are hit with an successful melee attack, the attacker receives fire damage equal to a roll of your martial arts die. 

Sear. Whenever you hit with your Unarmed Strike, you can cause it to deal extra fire damage equal to roll of your martial arts die. Your Unarmed Strikes also count as magical for resistance purposes. 

Level 6: Conflagration

You can now release some of your flames in a blast, causing enemies to light up and panic.

As a Magic action, you can expend 2 Focus Points to cause a your flames to engulf an enemy creature.

The creature becomes Frightened and is vulnerable to fire damage, as fire begins to crawl over their body.

On the start of its turn, the creature on fire may make a Dexterity saving throw to put out the flames.

Grappled creatures have disadvantage on the saving throw.

 

Level 11: Eternal Flame

The fire within burns hotter than any outside flame.

You are now Immune to fire damage.

Whenever you deal fire damage to a creature, you ignore any fire Resistance.

Any fire damage you produce cannot harm allies. 

Level 11: Turn Up The Heat!

You have become accustomed to sustaining your flame and it burns brighter than before. While Flame On! feature is active, you gain the following benefits.

Comet: You gain a Fly speed equal to your movement speed

Blazing: If a creature ends its turn with 5 feet of you, it must succeed a Constitution saving throw or be Blinded.

 

Level 17: Ashes To Ashes

You have mastered the fire that burns within and can now unlock your full potential for all to witness and despair.

As an Action, you can expend 5 Focus Points and choose to unleash all the destruction that is inside of you. 

You cause a massive explosion to burst in a 40-foot-radius Sphere centered on you. Each enemy creature in the Sphere must make a Dexterity saving throw. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. 

Creatures who fail there saving throw are push back 20 feet and are Stunned. Creatures who save are only pushed back 10 feet.

Grappled creatures have disadvantage on the saving throw.

All allies are safe from damaging effects, as your flames burn those who oppose you. They are still required to make a saving throw.

 

Comments

Posts Quoted:
Reply
Clear All Quotes