Base Class: Monk
The Monk who partake in the way of the flaming dance go through gruelling trials to improve their heat resistance and reflexes as not to become burned by their own fire. Because of this they often have burn scars commonly shown as a sign of hard work and focus to other monks. They use their Ki to improve and manipulate the flames because of the Ki being a reflection of a monk many have different looking flames whether its colour how the flame moves or even how it sparks (some powerful monks can even make their fire similar to fireworks).
Fire dancers staff
At level 3 a fire dancer chooses from either a flail, a mace, a quarterstaff or his body to hold his flame. Because of their extensive training all are considered monk weapons and can be used instead of unarmed strikes for abilities such as stunning strike. Also when striking a creature with one of these you can choose to deal fire damage, radiant damage or the normal damage type.
While wielding this staff you gain a bonus to your performance equal to your wisdom bonus
Dance of flames
By spending an action you can start the Dance of Flames this is the allows you to add your wisdom to damage rolls to your and all allies within 20ft which can see you.
At levels 6 enemies take a minus to attack rolls equal to you bonus but the cost increases to 2 Ki points and than at 11 they take a minus equal to your bonus and allies gain a bonus to attack rolls equal to the bonus but cost increases to 4 Ki points (all previous bonus are added to the effect)
This lasts a number of turns equal to a performance skill check.
Flame of Rejuvination
When allies are damaged by an attack that deals fire or radiant damage you can use your reaction and spend a number of Ki points equal to twice of the people you want to affect with this ability you can convert that damage in to healing equal to half the damage that would have been dealt to them.
Ever burning flame
Upon hitting an enemy with fire or radiant damage you can spend 3 Ki points to sustain the flame that burned them. This deals and additional 1d6 fire or radiant damage at the start of their turn for a minute along with an additional affect if this ability is used on an ally you can choose to heal 1d6 at the start of their turn and they gain a bonus of your choice. None require a save unless stated.
Enemy debuffs:
Disadvantage on their next save
Disadvantage on their attacks until the flame is put out
You can stop them from using legendary resistance or a legendary action (the charge of attempting it is still lost)
Blinds them (requires a save)
Ally Buffs:
Advantage on their next save
Advantage skill checks
The effect of Dance of flames is doubled
The effect of Flame of rejuvenation heals for the entirety of the regular damage rather than half
This abilities and its affects last for a minute or on their turn an enemy can fall to prone and attempt a DEX save (spell save DC) to end the effects early. You can only affect one enemy or ally with this ability at one time.
Dance of the Pure Flame
To enter this form a monk must be a master at their craft. To attempt to use this ability a monk must spend 5 Ki points and attempt a DC 20 performance or DC 15 if surrounded by flames (DM chooses whether or not to decrease the DC) if failed the monk can reattempt it for 1 Ki point on their next turn. To do this requires a dance so intricate that you must spend your full turn doing it. However upon finishing it you body changes becoming one with you flames and your flames become one with your soul. You gain the following bonuses. The dance lasts for a minute per your CON modifier (if positive if not it lasts a minute) or until you are forcibly knocked out of it
Your current HP and your HP max doubles and you are returned to full HP if you were not already at it.
Your martial arts die increases to 2d8
You gain immunity to fire, radiant and cold
You can spend your bonus action to enthral an enemy into attacking you instead of your allies with a performance skill check vs their WIS save
However you gain the following minuses
You and all creatures within 20ft have disadvantage on perception checks
Any contact with water stops your dance along with anything that restricts movement such as difficult terrain.
Upon stopping your dance you are reduced to 1HP and all bonus are lost you also cant spend Ki points for 1d4 rounds from the mental and physical exhaustion from the dance.
Dancing
Your dancing turns you into a flurry of flames.
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