Base Class: Monk
Monks of the Way of the Dark Flame value firepower but balance it out with a stealthy counterpart. These monks may be soldiers but could also be successful as assassins or mercenaries. Most followers of this path keep their arts and methods a secret, locked tightly within their clan or village, but some freelancers teach said art to any willing to endure the harsh methods and techniques required to follow this monastic tradition. These monks use brands infused with ki to perform their arts. Because of this most monks outside of this tightly knit group shun this art and call it "non traditional".
Brands of the Dim Flame
Starting when you chose this tradition at 3rd level, brands are burned into your skin and can be activated with a certain amount of ki points. These brands can also be overloaded with extra ki points for a greater effect but not without a drawback. Upon usage, the brands emit a dim orange glow, upon overloading, the brands glow a brighter, more vibrant orange. The brands will be described in Italics, you can choose their size and where they go on your character, but they must be present. You choose 2 brands at level 3, one more at levels 6, 11, and 17.
Some brands allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spell casting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. And use the Way of the 4 Elements monk subclass for more specified casting relating to monks and spell slots, excluding the rules added at 5th level.
Breath of the Flame Serpent
Scales covering a portion of the neck
As an action you spend 2 ki points to breathe out a mixture of shadow and fire in a 5 foot cone. Every entity caught in the cone must make a Dexterity saving throw (DC= Constitution Modifier + Proficiency bonus + 8). On a failed save, the affected creatures take 1d12 fire damage and cannot take a reaction until the end of their next turn. On a successful save, the creature takes half damage and still has their reaction.
Overload: Upon overloading this brand, you infuse the brand with 2 more ki points, increasing the cone to 10 feet and blinding creatures that fail the save, and those that succeed only lose their reaction. You also deal an extra 1d6 necrotic damage with the overload. After overloading the brand you cannot do so again until you expend 1 hit dice or take a long rest.
Chains of Shadow
Crossed smokey chains
Whenever you land an attack, whether it be during a regular action or a reaction, you can spend a ki point and restrict an enemy and reduce it's speed to 0 as shadowy chains bolt from the shadows and restrain the target. You can choose as to whether the chains wear off at the start of the chained creature's turn, or, by concentrating, you can keep the chains longer as to where they must make a Strength Saving Throw (DC 8 + Proficiency Bonus + Constitution Modifier). As to where if they succeed, the chains break off and they still have their entire turn. But if they fail, it is as if you have them grappled.
Overload: Upon overloading the brand, you infuse 2 more ki points and the chains slam the creature down prone, dealing 1d8 necrotic damage whenever the creature is knocked prone. The chains On it's turn it can make a Strength Saving Throw (DC 8 + Proficiency Bonus + Constitution Modifier). On a successful save, the creature breaks free of chains and takes no damage. But at the end of it's turn, if it has not broken the grapple, it takes 1d8 additional necrotic damage. Once you overload this brand, you cannot do so unless you spend 1 hit dice during a short rest or take a long rest.
Ember Arrows
A flaming arrow
You can spend a ki point to launch 3 flaming bolts of concentrated ki at up to 3 targets. As an action, make a ranged attack roll with your Dexterity and Proficiency modifiers. These bolts deal 1d6 fire damage upon impact and have a short range of 20 feet and a long range of 60 feet.
Overload: Upon overloading the brand, you can create an additional dart per ki point spent as a bonus action (Up to 2 more darts). The target must make a Dexterity saving throw on every new dart created. (DC Constitution Modifier + Proficiency + 8) or take an additional 1d4 fire damage as the bolts explode after impact. You cannot overload this brand until you take a short rest and expend a hit dice or take along rest
Layer of Smoke
A gaseous shield
As an action, you can spend 4 ki points to create a 30 feet long wall of smoke, that creatures can pass through but cannot see through. The wall lasts for 10 minutes and does require concentration or as long as you concentrate on it.
Overload: Upon overloading this brand, you can spend extra ki points to expand the wall up to 10 feet longer per ki point (maximum of 5 ki points), while also making every projectile going through the wall deal an extra 1d4 fire damage as it catches fire upon passing through. You cannot overload this brand again until you either expend 2 hit dice on a short rest or take a long rest.
Palm of Ash
A cloud with two slits for eyes
When you use the Attack action on your turn, you can spend 1 ki point to cause ash to coalesce and orbit your hands and feet. Your reach with your unarmed strikes increases by 5 feet for that action, as well as the rest of the turn. If a creature is struck by the ash, they have disadvantage on their next attack, and if you spend 1 more ki point per hit, it deals 1d8 fire damage.
Overload: Upon overloading the brand, you spend 2 extra ki points, and the ash cloud expands to a radius of 5ft around you, giving the debuff to everyone inside the ash cloud, and dealt 1d8 fire damage if they start their turn inside of the cloud. If you overload this brand, you cannot use it again until you expend a hit dice on a short rest or take a long rest.
Shrouded Sight
An eye crossed out with one line.
As an action, you can spend 2 ki points to cast darkness, or darkvision without requiring material components.
Overload: As an extra ki point, after you cast a spell, you can overload the brand for an enhanced effect with the corresponding spell.
Darkness: You can grant allies the ability to see through your darkness or expand the radius by 10 ft per ki point.
Darkvision: You are granted superior darkvision and can see up 120ft.
Strikes of the Night
A broken knife fading into nothing
You can compel the shadows to bend to your will. As an action, you can spend 1 ki point to send shadows at a target within 30 feet of you and they have to make a Dexterity Saving Throw (DC Constitution Modifier + Proficiency Bonus + 8) or be pushed or pulled 10 feet towards or away from you while also taking 1d8 force damage. If they succeed the save, they take half damage and don't get moved. The shadows can take the form of choice of the ki manipulator.
Overloaded: Upon overloading this brand, you spend up to 3 more ki points, increasing the damage 1d8 per ki point and an extra 10 feet per ki point spent. For those that failed the save, whenever they are pushed back, they fall prone wherever they stop, and those that failed are pushed half the distance (minimum of 5). Once overloading the brand, you cannot do so again unless you spend 1 hit dice during a short rest or take a long rest.
Light in the Dark
meep
Strike of the Charred Hand
I had an idea then i thought it was dumb
Dunno yet, haven't gotten that far
*insert shrug text emoji*
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