Base Class: Monk
Monks that follow the Way of the Flaming Dance believe that both creation and destruction need to coexist in a cycle; without one another, they lose value. These monks dance with fervor unmatched; the friction generated by their graceful movements against the air scorches both themselves and the earth. Such grace and unpredictability make anyone think that they’re facing several martial artists at once.
Flaming Dance
Starting at 3rd level, you can dance with enough fervor to sear both yourself and enemies with your strikes. As a bonus action, you enter your Flaming Dance for one minute. While in your Flaming Dance, you gain the following effects:
- You must maintain concentration on your Flaming Dance.
- When you first enter your Flaming Dance, you cast the spell Mirror Image on yourself as your flames create heat mirages. These duplicates disappear when your Flaming Dance ends.
- Your melee attacks deal additional fire damage equal to your proficiency bonus.
- When you score a critical hit, you regain 1 duplicate, up to a maximum of 3.
- On the start of each of your turns, you take 1d4 fire damage. This damage cannot break your concentration and cannot bring you lower than 1 hit point.
Your Flaming Dance ends early if:
- You lose concentration.
- You don armor.
- You lose all duplicates from Mirror Image.
- You are incapacitated.
You can use this feature a number equal to your proficiency bonus, regaining all uses on a long rest. You can use this feature additional times by spending 2 ki points.
Life-Long Dancer
Starting at 3rd level, you’ve perfected your ordinary dance skills and have become super cool and stuff. When you make a Dexterity (Acrobatics) or Charisma (Performance) check to perform a dance, you cannot roll a number lower than 10. Additionally, you can use your Dexterity modifier instead of your Charisma modifier for Charisma checks if you are dancing (it’d be sorta funny for intimidation checks).
(You have to do the skill stat override manually.)
Universal Destruction
At 6th level, your flames burn brighter and scorch all things around you, no holds barred. While in your Flaming Dance, you gain the following benefits:
- When you enter your Flaming Dance, you also gain the effects of Ashardalon's Stride at 3rd level without using your concentration. At 11th level, you gain the effects of Ashardalon's Stride at 4th level, and at 17th level, you gain the effects of Ashardalon's Stride at 5th level.
- When you land a melee attack, all creatures in a 10-foot radius of the target except you take fire damage equal to your proficiency bonus.
- You cannot have less than 1 duplicate from Mirror Image, and your Flaming Dance cannot end early by not having any more duplicates.
- You can ignore resistance to fire damage.
Dance Battle
At 11th level, you can force a creature to mirror your nigh-irreplicable rhythm. You can use your bonus action to make a creature you see make a Wisdom saving throw. On a failure, you lock them in a Dance Battle for 1 minute. While a creature is in a Dance Battle, it suffers the following effects:
- It breaks concentration on any other effect, and it is forced to concentrate solely on dancing (it cannot cast spells that require concentration).
- Its movement speed is reduced by 10 feet, and it has disadvantage on attack rolls against creatures other than you.
- On the start of each of its turns, it must make a Dexterity saving throw. On a failure, it messes up a step and takes fire damage equal to 1 roll of your martial arts die. On a fail of 10 or more, it trips and falls prone.
- If it breaks concentration on dancing, it takes fire damage equal to 2 rolls of your martial arts die and can make a Wisdom saving throw. On a fail, it must start concentrating on the dance on the start of their next turn. On a success, it ends the Dance Battle.
A creature that succeeds on the initial saving throw or that completes a Dance Battle is immune to this feature for 1 hour.
You can use this feature once per short rest, or you can spend 3 ki points to use it again.
Dance of Destruction
At 17th level, you dance at the cosmic, unfathomable rhythm of creation and destruction. While in your Flaming Dance, you can use an action to enter the Tandava for 1 minute, turning your flames an eerie white. When you do, all duplicates from Mirror Image are destroyed, and all creatures in a 30-foot radius of you must make a Dexterity saving throw or take fire damage equal to 2 rolls of your martial arts die per destroyed duplicate + your Monk level (if this is really annoying, I guess it can ignore your allies or something). On a success, they take half damage.
You gain the following benefits while in the Tandava:
- You gain the effects of Ashardalon's Stride at 9th level without using your concentration.
- You do not need to maintain concentration on Tandava/Flaming Dance.
- Your melee attacks deal an additional 1d10 fire damage. On a critical hit, your melee attacks deal an extra 1d10 fire damage (for a total of 2d10 fire damage).
- You can treat immunity to fire damage as resistance. If you score a critical hit, you can ignore immunity to fire damage.
- On the start of each of your turns, you take 2d10 fire damage. This damage cannot bring you lower than 1 hit point. This damage cannot be reduced in any way.
- You gain all the effects of your Flaming Dance, but you can have up to 4 duplicates from Mirror Image up at a time. If you have four duplicates, you must roll a 3 or higher to change the attack's target to a duplicate. These duplicates have a bonus to their AC equal to 1d6 + your Wisdom modifier (roll separately for every redirected attack). You cannot recreate the 4th duplicate.
When this state ends, you immediately drop to 1d10 hit points, your Flaming Dance ends, and you gain two levels of exhaustion.
Once you use this feature, you can’t do so again until you finish a long rest.
Previous Versions
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1/31/2026 12:45:06 AM
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