Monk
Base Class: Monk

There are those who seek their heart's desires in many ways. Some do so by satisfying their lust for the feel of pleasure. Others chase their greed to no end. But there are also those who hone that pure passion into a flame of desire and hunger. Monks of this tradition are fierce combatants that are not to be seen as regular martial artists, for they wield the power of fire within them. Focused, chaotic, and relentless. These students of flame have learned to perfect their emotions to connect to the elemental power of fire to express themselves and to protect themselves.

Hunger

At 3rd level, for every 2 hostile creatures that you can see, you gain a +1 to attack and damage rolls made with your monk weapon or unarmed attacks.

Fury

At 6th level, as a Bonus Action, you can form any monk weapon out of your fire. These weapons count as monk weapons.The weapons made from your fire now deal fire damage instead of their normal damage type and half of your Proficiency Bonus as force damage, rounded down. These weapons cannot be extinguished and only dismissed by you, no action required. They also shed 10ft. of bright light and an additional 5ft. of dim light.

While wielding one of these weapons, if you succeed a saving throw against a spell that does fire damage, you can deflect that damage back, dealing half of the rolled damage back to the user.

At 9th level, you ignore fire resistance when attacking with your monk weapons made with this ability.

Anger

At 11th level, you learn to harness your anger and frustration into deadly combat maneuvers that are naturally incorporated with your fire. You can choose two maneuvers at this level:

  • Sidewinder (provokes when you perform a spinning attack) - Deals an additional 1d8 fire damage
  • Dragon's Ire (provokes when you perform a normal/lunging punch or kick) - Deals an additional 1d6 fire damage in a 15ft. cone, if you land a hit on a target, the target takes 2d6 fire damage
  • Pheonix Dive (provokes when you perform a flying kick or punch) - Deals an additional 1d6 fire damage and the target has to succeed a Strength Saving Throw with a DC equal to the total attack roll or be knocked prone
  • Ram's Rage (provokes when you perform an elbow or knee attack) - Deals an additional 1d6 fire damage and the target has to succeed a Strength Saving Throw with a DC equal to the total attack roll or be knocked back 10ft.

Each maneuver costs 1 ki point. If you perform all 4 maneuvers in one turn, you enter a state called Salamander. This state lasts for a 1 minute and the maneuvers don't cost a ki point until the end of the duration or you are unconscious. While in this state, however, you have a -3 to Wisdom and Intelligence Saving Throws, but a +3 to Dexterity and Constitution Saving Throws. The Salamander state can be entered as long as the above requirement is met. 

Passion

At 17th level, you've learned how to transform your chaotic and destructive flames into something that can blossom into a beautiful fire of life. Whenever you are about to enter into the Salamander state, you can now instead choose to release that energy into a healing burst. You use 3 ki points when using this ability, giving you and all allies within a 30ft. radius around you to heal hit points equal to your level + your proficiency bonus + your Wisdom Modifier.

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