Monk
Base Class: Monk

Level 3: Awakened Will

At 3rd level, you tap into your Dying Will, granting you supernatural abilities. Choose one type of Dying Will Flame, which shapes your combat style and abilities. You can manifest your flame as a Bonus Action, spending 1 ki point to activate its effects for 1 minute.

  • Sky Flame (Harmony): Your strikes resonate with an overwhelming force. Once per turn, when you hit a creature with an unarmed strike, you can force them to make a Strength saving throw (DC = 8 + your proficiency + Wisdom). On a failure, they are restrained until the end of your next turn.
  • Storm Flame (Disintegration): Your blows erode your opponent’s defenses. Once per turn, when you hit with an unarmed strike, you can deal extra damage equal to your Wisdom modifier and reduce the target’s AC by 1 (minimum of 10 AC) until the end of your next turn.
  • Rain Flame (Tranquility): Your movements become fluid, and your strikes sap your foe’s strength. Once per turn, when you hit a creature, you can force them to make a Constitution saving throw or have their movement speed reduced by half and disadvantage on attack rolls until the start of your next turn.
  • Sun Flame (Activation): Your body surges with energy. When you activate your Dying Will, you gain temporary hit points equal to twice your monk level, and your movement speed increases by 10 feet.
  • Cloud Flame (Propagation): You become harder to pin down. You can use your reaction to increase your AC by 2 against an attack. Additionally, when an enemy within 10 feet of you attacks someone other than you, you can spend 1 ki to teleport next to them and make an opportunity attack.
  • Mist Flame (Illusions): Your presence distorts reality. When you take damage, you can use your reaction to teleport up to 10 feet in any direction. Additionally, you can spend 1 ki point to cast Silent Image or Minor Illusion without material components.
  • Lightning Flame (Hardening): Your body reinforces itself against attacks. While your Dying Will Flame is active, you gain resistance to non-magical bludgeoning, piercing, and slashing damage.

Level 6: Hyper Dying Will

At 6th level, you reach a greater level of control, allowing you to freely enter a Hyper Dying Will State once per long rest without spending ki. When you do so, for 1 minute, you gain the following benefits in addition to your flame's ability:

  • Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.
  • Your jump height is tripled and you gain a flying speed equal to your walking speed.
  • You regain 1 ki point at the start of each of your turns while in Hyper Dying Will State.

Level 11: Dying Will Mastery

At 11th level, you further refine your flames:

  • When you activate your Dying Will Flame, it no longer costs ki the first time per short rest.

  • You gain a secondary ability from your chosen flame type:

    • Sky: You can extend your restraint effect to a creature within 10 feet of your target.
    • Storm: Your AC reduction effect now stacks up to a maximum of 3.
    • Rain: Affected creatures now also suffer disadvantage on Dexterity saving throws.
    • Sun: You regain 1d6 hit points at the start of each of your turns while in Dying Will state.
    • Cloud: Your opportunity attack now deals an additional 1d10 force damage.
    • Mist: You can now cast Mirror Image for 2 ki points.
    • Lightning: You gain resistance to all damage types while in Hyper Dying Will state.

Level 17: X-Burner

At 17th level, you unleash the full force of your will. As an action, you can release a devastating burst of Dying Will Flames in a 30-foot line that is 10 feet wide. Each creature in the area must make a Dexterity saving throw (DC = 8 + proficiency + Wisdom), taking 10d10 damage on a failed save or half as much on a success. The damage type depends on your chosen flame type (fire, force, lightning, etc.). You can use this feature once per long rest unless you spend 5 ki points to use it again.

Additionally, your Hyper Dying Will State now lasts for 10 minutes, and you no longer need to spend ki to activate it once per long rest.

Level 3: Awakened Will

 

  • Sky Flame (Harmony): Your strikes resonate with an overwhelming force. Once per turn, when you hit a creature with an unarmed strike, you can force them to make a Strength saving throw (DC = 8 + your proficiency + Wisdom). On a failure, they are restrained until the end of your next turn.
  • Storm Flame (Disintegration): Your blows erode your opponent’s defenses. Once per turn, when you hit with an unarmed strike, you can deal extra damage equal to your Wisdom modifier and reduce the target’s AC by 1 (minimum of 10 AC) until the end of your next turn.
  • Rain Flame (Tranquility): Your movements become fluid, and your strikes sap your foe’s strength. Once per turn, when you hit a creature, you can force them to make a Constitution saving throw or have their movement speed reduced by half and disadvantage on attack rolls until the start of your next turn.
  • Sun Flame (Activation): Your body surges with energy. When you activate your Dying Will, you gain temporary hit points equal to twice your monk level, and your movement speed increases by 10 feet.
  • Cloud Flame (Propagation): You become harder to pin down. You can use your reaction to increase your AC by 2 against an attack. Additionally, when an enemy within 10 feet of you attacks someone other than you, you can spend 1 ki to teleport next to them and make an opportunity attack.
  • Mist Flame (Illusions): Your presence distorts reality. When you take damage, you can use your reaction to teleport up to 10 feet in any direction. Additionally, you can spend 1 ki point to cast Silent Image or Minor Illusion without material components.
  • Lightning Flame (Hardening): Your body reinforces itself against attacks. While your Dying Will Flame is active, you gain resistance to non-magical bludgeoning, piercing, and slashing damage.

 

Hyper Dying Will

 

  • Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.
  • Your jump height is tripled and you gain a flying speed equal to your walking speed.
  • You regain 1 ki point at the start of each of your turns while in Hyper Dying Will State.

 

Dying Will Mastery

At 11th level, you further refine your flames:

  • When you activate your Dying Will Flame, it no longer costs ki the first time per short rest.

  • You gain a secondary ability from your chosen flame type:

    • Sky: You can extend your restraint effect to a creature within 10 feet of your target.
    • Storm: Your AC reduction effect now stacks up to a maximum of 3.
    • Rain: Affected creatures now also suffer disadvantage on Dexterity saving throws.
    • Sun: You regain 1d6 hit points at the start of each of your turns while in Dying Will state.
    • Cloud: Your opportunity attack now deals an additional 1d10 force damage.
    • Mist: You can now cast Mirror Image for 2 ki points.
    • Lightning: You gain resistance to all damage types while in Hyper Dying Will state.

Level 17: X-Burner

At 17th level, you unleash the full force of your will. As an action, you can release a devastating burst of Dying Will Flames in a 30-foot line that is 10 feet wide. Each creature in the area must make a Dexterity saving throw (DC = 8 + proficiency + Wisdom), taking 10d10 damage on a failed save or half as much on a success. The damage type depends on your chosen flame type (fire, force, lightning, etc.). You can use this feature once per long rest unless you spend 5 ki points to use it again.

Additionally, your Hyper Dying Will State now lasts for 10 minutes, and you no longer need to spend ki to activate it once per long rest.

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