Base Class: Monk
Warrior of the Azure Cinder
When the Spellplague raged across the world, most fled its cerulean fire. A rare few did not. These monks stepped into the blue conflagration and endured.
They believe the Spellplague was not merely destruction, but revelation — a wound in the Weave through which raw truth bled. Where others were twisted or consumed, they learned to let the flame pass through them without breaking. Now they carry its embers within.
Initiates undergo the Rite of Cinders, opening their souls to a fragment of that ancient blaze. This is not without cost, the flame often leaves them changed, their minds altered and alien. In battle, pain becomes distant; when they draw upon their inner focus, the flame surges outward, sealing weakness and urging their bodies beyond mortal limits.
Their monasteries stand upon lands once scarred by blue fire, guarding its lingering sparks. To the untrained, it is madness and mutation. To the disciplined, it is tempering heat.
It is advised when taking this subclass as consequence of undergoing the Rite of Cinders to take an additional Personality Flaw.
Level 3: Inner Flame
The fire alters those who endure it. Their thoughts grow distant and difficult to pierce, as if lit from within by searing light, and their emotions are burned down to focused resolve. In battle, pain only feeds the blaze. Pushing you on to ignore the pain you know so well.
Starting at 3rd level, you gain advantage on Saving throws against effects that may read mind or alter your memories and others have disadvantage on wisdom (insight) checks.
In addition, when you spend a Focus Point you gain Temporary Hit Points equal to your Wisdom modifier (minimum of 1 Temporary Hit Point). While you are Bloodied, you gain twice that amount instead. You are Bloodied while you are at or below half your hit point maximum (rounded down).
Level 6: Outer Flame
When your blood is spilled, the azure blaze answers. It seeps from wounds and wreathes their strikes in hungry radiance — sometimes flame, sometimes crackling force or bitter frost — shaped by the monk’s will.
Starting at 6th level, choose one of the following damage types when you finish a long rest: cold, lightning, necrotic, psychic, force, or thunder. While you are Bloodied, you add 1d6 (2d6 at 11th level) of the chosen damage type to the damage you deal with every Unarmed Strikes (not Monk weapons).
Level 11: Maddening Flames
Your mind, while altered, is stable. Enough so to let the corrupting effects of the Azure flame loos on your foes. In its highest expression, the fire no longer merely wounds the flesh. It seeps into the mind, a whispering corruption that sickens thought itself. Only creatures of living will can feel its touch; those without mind are spared its poison.
At 11th level, you transform your body to become a weapon of war. When you deal piercing or slashing damage to a creature with an unarmed strike, it takes an additional 1d6 damage and must succeed on a Constitution saving throw against your ki save DC or be poisoned until the end of its next turn. This poisoning is of the mind more then of the body and thus bypasses condition immunities, but requires to target to have a mind (DMs discretion). A creature only needs to make this save once per turn. The damage added is of the same type as choosen for Outer Flame.
Level 17: Accelerant
Your training to master the Azure fires within you allows you some control in what and when it burns. Masters learn not to wait for injury, but to summon the blaze at command, hardening body and spirit alike.
Starting at 17th level, you gain advantage on Constitution saving throws as your fire burns any inner corruption. In addition, you can will your flames to leak out quicker. When you take damage, you may spend 3 Focus Point to count as Bloodied (no action required) even if you are above half your hit point maximum. When you do so, you maintain this benefit for 1 minute and ends early if you are reduced to 0 hit points.
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