Base Class: Monk
To these monks, fire and sound are not just weapons, but a dance of light and fury, a display of passion and discipline. They travel the world, bringing their craft to life in dazzling displays of combat, painting the battlefield with fiery blossoms and thunderous crescendos. Every strike is a flare, every movement a spark, every battle a grand performance.
Whether dazzling foes with blinding flashes, launching themselves skyward in a burst of flame, or sending opponents flying with a well-placed firecracker, monks of this tradition wield the beauty of destruction with precision and grace.
To fight them is to witness a spectacle of light and sound, a breathtaking display that burns itself into memory—as brief, as brilliant, and as unforgettable as a firework against the night sky.
Bloom
Like the burst of fireworks in the night sky, your strikes ignite with dazzling flame, crackling thunder, or swirling smoke. Whether you blind foes with radiant explosions, send them reeling with concussive force, or shroud the battlefield in thick clouds, your martial arts become a spectacle of destruction and beauty.
At 3rd level, your unarmed strikes can channel the explosive energy of fireworks. When you hit a creature with an unarmed strike, you can choose to deal fire or thunder damage instead of bludgeoning damage.
Additionally, you gain proficiency in the Performance skill. If you are already proficient, you instead gain expertise instead.
You can also spend 1 ki point to enhance your strike with one of the following effects:
- Flame Bloom – The target must make a Constitution saving throw or be blinded until the end of your next turn.
- Thunder Bloom – The target must make a Constitution saving throw or suffer one of the following effects (your choice):
- Become deafened until the end of your next turn.
- Be pushed 10 feet away from you.
- Be knocked prone.
- Cloud Bloom – A thick cloud of smoke erupts in a 15-foot radius centered on you, heavily obscuring the area until the start of your next turn.
Parting Gift
Like the lingering echo of a firework fading into the night, you always leave behind one final spark. Whether it’s a flash of heat or a resounding boom, your movements ensure that enemies feel your presence even after you’re gone.
At 3rd level, when you use your Step of the Wind feature, you can leave behind a firecracker at the location you were standing. This firecracker detonates at the end of your turn.
When it explodes, all creatures within 10 feet of the firecracker must make a Dexterity saving throw. On a failed save, they take 2 rolls of your Martial Arts die in damage.
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You choose fire or thunder damage when you place the firecracker.
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Alternatively, you can choose to split the damage, dealing one Martial Arts die of fire damage and one Martial Arts die of thunder damage.
Explosive Escape
At 6th level, like a firework bursting into the sky, you refuse to be caught. The moment danger strikes, or when the need arises, you detonate with a concussive blast, propelling yourself away in a dazzling escape.
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As an action or reaction to taking damage, you can spend 1 ki point to launch yourself up to 30 feet in any direction without provoking opportunity attacks.
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If you choose to intensify the explosion, you can spend 1 additional ki point (2 total). Each creature within 10 feet of where you started must make a Strength saving throw or take damage equal to your Martial Arts die (fire or thunder, your choice) and be pushed 10 feet away from that point.
Crackling Lotus Palm
A firework does not shine for just one—it spreads, its brilliance cascading outward in a chain of explosions. Your mastery of this art allows you to turn every strike into a crackling detonation, engulfing those nearby in the radiant fury of your blooming flame. With each blow, bursts of fire and thunder ripple outward, shaking the battlefield like a festival of destruction.
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At 11th level, your unarmed strikes erupt with explosive force, sending shockwaves outward with every hit.
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When you hit a creature with an unarmed strike, you can spend 1 ki point to cause the attack to detonate in a 5-foot radius. Each creature (except you) within the area takes fire or thunder damage (your choice) equal to your Martial Arts die. This effect applies to all your unarmed strikes until the end of your turn.
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You can choose to spend 2 ki points instead to expand the explosion radius to 10 feet.
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If you hit the same creature twice in one turn, they must make a Strength saving throw or be knocked prone.
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Festival of Stars
At 17th level, you have achieved the pinnacle of your craft, turning your detonations into breathtaking spectacles of fire and thunder. No longer mere explosions, your attacks are radiant, sky-blooming marvels—an unforgettable display of power and artistry.
"A firework’s beauty is fleeting, but its impact lasts forever. With a single spark, you bring forth a storm of color, light, and sound—a final, awe-inspiring flourish that leaves your mark upon the world."
As an action, you can spend 5 ki points to launch a massive firework at a point within 60 feet, choosing one of the following shapes for its explosion:
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Dragon’s Roar (Cone) – A 30-foot cone of crackling destruction.
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Lotus Bloom (Circle) – A 20-foot radius burst centered on the impact point.
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Sky Ash (Tree/Pillar) – A 10-foot wide, 40-foot tall vertical explosion resembling a towering inferno.
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Blazing Barricade (Wall) – A 30-foot long, 10-foot high wall of fireworks that lasts for 1 minute, dealing 3d8 fire damage to any creature that moves through it for the first time on a turn or starts its turn inside it.
Each creature in the area must make a Dexterity saving throw or take 5d8 fire damage and 5d8 thunder damage, or half as much on a success.
If a creature fails the saving throw by 5 or more, they are blinded, deafened, and knocked prone until the start of your next turn. Additionally, the area becomes heavily obscured for 1 minute or until a strong wind disperses the lingering smoke and embers.
Previous Versions
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