Base Class: Monk
monasteries are set up near doorways to the elemental plane of fire and are led by fire genasi and other beings from that realm.
Fire Jab
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 15 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is fire, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Instead of a creature, you can target a flammable object or pile of objects that is not being worn or carried, and attempt to start a fire. Make a Dexterity check. The difficulty of the check will depend on whether the flammable object(s) are very flammable (oil, pitch, paper), moderately flammable (dry logs, coal), or not very flammable (wet wood, damp rags).
Kindling Fist
When you use spend a ki point to use the Flurry of Blows class feature, your fists become wreathed in flames. For the rest of your turn, your unarmed melee attacks deal an additional 1d6 fire damage.
Blast of Fire
At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.
You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
Control Flame
You gain the control flames cantrip
Heat Tolerance
At 11th level the tips of your fingers blacken, as though they have been burned. You now resist all fire damage. If you already possess fire resistance due to a racial feature, you are now immune to fire damage.
Comet Strike
At 11th level, you gain the ability to create an orb of concentrated fire that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into flame for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 fire damage. If damage from this attack reduces a target to 0 hit points, that target and all it is wearing or carrying is reduced to fine black ash.
You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Dragon Dance Aura
At 17th level, you become wreathed in spiraling flames. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
If a creature hits you with a melee attack while this aura is active, you can use your reaction to deal fire damage to the creature. The fire damage equals 5 + your Wisdom modifier.
While this aura is active, you resist cold damage.







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Posted Oct 26, 2018this is a little something that one of my dungeon masters shared with me and has permitted me to share it with everyone here on dnd beyond. i do not claim this to be my personal work as it was made for him and he has shared it with me to share with everyone.