Monk
Base Class: Monk

You can focus your ki into a concentrated manifestation of fire which allows you to use a myriad of abilities.

Fire Styles

You can choose 2 of the 5 initial abilities to learn. You can learn more moves at 6th, 11th, and 17th level. The moves are presented in alphabetical order. If a move requires a level, you must be that level in this class to learn the move.

Level 3:

~Flame Attunement

You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to fire such as a shower of sparks.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause fire that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
~Flame Imbued Strikes

At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.

Reach. When you make an Unarmed Strike, your reach is 5 feet greater than normal, as elemental energy extends from you.

Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal Fire damage rather than its normal damage type and if you spend 1 focus point when the attack hits, it also deals extra fire damage equal to one roll of your monk die. When you deal that additional Fire damage with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 5 feet toward or away from you, as elemental energy swirls around it.

Focus Boost. While this ability is active, the base focus point cost of all abilities granted from this subclass are decreased by 1

~Flame Burst Counter

When you're hit by an attack, you can expend 1 focus point to cause a wave of fire to sweep out from you. Each creature in a 5-foot radius sphere originating from you must make a Dexterity saving throw (DC {{savedc:wis}}). On a failed save, a creature takes fire damage equal to two rolls of your monk die and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you.

~Fire Lash

You can spend 2 focus points as an action to create a whip of fire that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to 3 rolls of your monk die, plus extra fire damage equal to one roll of your monk die for each additional focus point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

~Sweeping Cinder Strike

As an action, you can spend 2 focus points to shoot out flames in a 15 foot cone originating from you. Anyone within range must make a Dexterity saving throw (DC {{savedc:wis}}). A creature takes fire damage equal to two rolls of your monk die on a failed save, and half as much damage on a successful one.

Level 6:

~Explosive Strike

You can create a blast of compressed fire that strikes like a mighty explosive fist. As an action, you can spend 2 focus points to cause a chosen creature within 30 ft. to make a STR saving throw. On a failed save, the creature takes fire damage equal to three rolls of your monk die, plus additional fire damage equal to one roll of your monk die for each additional focus point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

~Shape the Flowing Lava

As an action, you can spend 1 ki point to choose an area of lava or igneous rock no larger than 30 feet on a side within 120 feet of you. You can change lava to igneous rock within the area and vice versa, and you can reshape igneous rock in the area in any manner you choose. You can raise or lower the igneous rock's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the igneous rock to trap or damage a creature in the area.

Level 11:

~Flaming Shield

As a reaction, when you use Deflect Attacks, you can spend 1 focus point to gain a +2 to your AC, gain resistance to fire damage, and deal damage equal to the amount of damaged reduced by Deflect attacks to a creature within 5 feet of you if they were the one to attack you.

~Fire Ball

As an action you can expend 2 focus points to cause a ball of fire to burst in a 20-foot-radius Sphere centered on a point within 120 feet of yourself. Each creature in the Sphere must make a Dexterity saving throw (DC {{savedc:wis}}). On a failed save, a creature takes fire damage equal to eight rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.

~Focusflame Spirit

As an action, you can spend 3 focus points to manifest a fire spirit from your intense focus. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw (DC {{savedc:wis}}) or take fire damage equal to two rolls of your monk die.

While the spirit is summoned you do an additional 1d8 fire damage with your unarmed strikes, monk weapons, and monk abilities.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your monk level
Speed: 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1 monk die + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw (DC {{savedc:wis}}) or take 1 monk die + PB fire damage.

 

Level 17:

~Form of Smoke and Ash

As an action, you can spend 4 focus points to transform yourself along with everything you're wearing and carrying into a cloud of smoke. This form lasts until the end of your next turn unless you use a focus point to extend the ability. While in this form, your only method of movement is a flying speed of 10 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, you can’t talk or manipulate objects, and any objects you are carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack or cast spells.

~River of Hungry Flame

As an action, you can spend 5 focus points to create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts until the end of your next turn unless you use a focus point to extend the ability. When the wall appears, each creature within its area must make a Dexterity saving throw (DC {{savedc:wis}}). On a failed save, a creature takes fire damage equal to five rolls of your monk die, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals fire damage equal to five rolls of your monk die to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

~Skin of Hardened Magma

As an action you can spend 5 focus points to cause your fiery aura to harden into igneous rock. This grants you resistance to nonmagical bludgeoning, piercing, and slashing damage. This effect ends on the beginning of your next turn unless you spend another 2 focus points to continue this effect.

~Flaming Stride

During your turn, when you use Step of the Wind, you can expend 1 focus point to gain a fly and swim speed equal to your walking speed, your speed increases by 20 feet until the end of the turn, and any creature of your choice must make a Dexterity saving throw (DC {{savedc:wis}}) when you enter a space within 5 feet of it, and take fire damage equal to one roll of your monk die.

 

Explosive Strike

You can create a blast of compressed fire that strikes like a mighty explosive fist. As an action, you can spend 2 focus points to cause a chosen creature within 30 ft. to make a STR saving throw. On a failed save, the creature takes fire damage equal to three rolls of your monk die, plus additional fire damage equal to one roll of your monk die for each additional focus point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

Fire Ball

As an action you can expend 2 focus points to cause a ball of fire to burst in a 20-foot-radius Sphere centered on a point within 120 feet of yourself. Each creature in the Sphere must make a Dexterity saving throw (DC {{savedc:wis}}). On a failed save, a creature takes fire damage equal to eight rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.

Fire Lash

You can spend 2 focus points as an action to create a whip of fire that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to 3 rolls of your monk die, plus extra fire damage equal to one roll of your monk die for each additional focus point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

Flame Attunement

You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to fire such as a shower of sparks.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause fire that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Flame Burst Counter

When you're hit by an attack, you can expend 1 focus point to cause a wave of fire to sweep out from you. Each creature in a 5-foot radius sphere originating from you must make a Dexterity saving throw (DC {{savedc:wis}}). On a failed save, a creature takes fire damage equal to two rolls of your monk die and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you.

Flame Imbued Strikes

At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.

Reach. When you make an Unarmed Strike, your reach is 5 feet greater than normal, as elemental energy extends from you.

Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal Fire damage rather than its normal damage type and if you spend 1 focus point when the attack hits, it also deals extra fire damage equal to one roll of your monk die. When you deal that additional Fire damage with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 5 feet toward or away from you, as elemental energy swirls around it.

Focus Boost. While this ability is active, the base focus point cost of all abilities granted from this subclass are decreased by 1

Flaming Shield

As a reaction, when you use Deflect Attacks, you can spend 1 focus point to gain a +2 to your AC, gain resistance to fire damage, and deal damage equal to the amount of damaged reduced by Deflect attacks to a creature within 5 feet of you if they were the one to attack you.

Flaming Stride

During your turn, when you use Step of the Wind, you can expend 1 focus point to gain a fly and swim speed equal to your walking speed, your speed increases by 20 feet until the end of the turn, and any creature of your choice must make a Dexterity saving throw (DC {{savedc:wis}}) when you enter a space within 5 feet of it, and take fire damage equal to one roll of your monk die.

Focusflame Spirit

As an action, you can spend 3 focus points to manifest a fire spirit from your intense focus. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw (DC {{savedc:wis}}) or take fire damage equal to two rolls of your monk die.

While the spirit is summoned you do an additional 1d8 fire damage with your unarmed strikes, monk weapons, and monk abilities.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your monk level
Speed: 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1 monk die + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw (DC {{savedc:wis}}) or take 1 monk die + PB fire damage.

Form of Smoke and Ash

As an action, you can spend 4 focus points to transform yourself along with everything you're wearing and carrying into a cloud of smoke. This form lasts until the end of your next turn unless you use a focus point to extend the ability. While in this form, your only method of movement is a flying speed of 10 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, you can’t talk or manipulate objects, and any objects you are carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack or cast spells.

River of Hungry Flame

As an action, you can spend 5 focus points to create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts until the end of your next turn unless you use a focus point to extend the ability. When the wall appears, each creature within its area must make a Dexterity saving throw (DC {{savedc:wis}}). On a failed save, a creature takes fire damage equal to five rolls of your monk die, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals fire damage equal to five rolls of your monk die to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Shape the Flowing Lava

As an action, you can spend 1 ki point to choose an area of lava or igneous rock no larger than 30 feet on a side within 120 feet of you. You can change lava to igneous rock within the area and vice versa, and you can reshape igneous rock in the area in any manner you choose. You can raise or lower the igneous rock's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the igneous rock to trap or damage a creature in the area.

Skin of Hardened Magma

As an action you can spend 5 focus points to cause your fiery aura to harden into igneous rock. This grants you resistance to nonmagical bludgeoning, piercing, and slashing damage. This effect ends on the beginning of your next turn unless you spend another 2 focus points to continue this effect.

Sweeping Cinder Strike

As an action, you can spend 2 focus points to shoot out flames in a 15 foot cone originating from you. Anyone within range must make a Dexterity saving throw (DC {{savedc:wis}}). A creature takes fire damage equal to two rolls of your monk die on a failed save, and half as much damage on a successful one.

Enhanced Power

You can gain new abilities from the Fire Styles feature.

Heightened Power

You can gain new abilities from the Fire Styles feature.

Awaked Power

You can gain new abilities from the Fire Styles feature.

Previous Versions

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