Monk
Base Class: Monk

These monks use a combination of speed and ki to inflict devastating blows with an explosive rage. They are so proficient in the way of manipulate fire that some become an expert on the ways of the fire bending. A way taken by the ones that like a fight over a talk, cause the only know how to talk with they fists and body.

Minor Fire bendings

Beginning at 3th level, you’ve undergone some training with the Explosive Soul, you know some tricks with fire and can use them with ease.

  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You warm or dry up to 1 cubic foot of material for 1 hour.
  • You create an instantaneous, harmless flame effect (for example such as a shower of sparks, a puff of smoke from your body, cause flames to flicker, etc.).

Explosive Body

Beginning at 3rd level when choosing this tradition, you learned how to endure the fire in your soul, you gain resistance to fire damage and whenever you make a check against a fire damage (saving throw against Fireball for exemple) you make the check with adventatge.

At 11th level the resistance becomes inmunity.

Fiery Passion

Your unarmed strikes can deal fire damage instead of the usual type of damage you deal each time you hit with your unarmed attacks.

Flamming Barrage

At 6th level, your body became so heated  whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that attack inflicts fire damage, you can impose one of the following effects (only one per turn) on the target

  • Ignite the Weak. The target must succeed on a Dexterity saving throw or takes 2d8 extra fire damage at the start of his turn.
  • Fiery Hate. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
  • Consumed by Fire. The target gains vulnerability to fire damage until the end of your next turn.
  • Melt Hope. The target suffers a penalty to his defenses until the end of his turn, roll 1d4 and subtract the number rolled from his AC.

Mind of Napalm

Starting at 11th level, you’ve honed your inner fire to template your body to incarnate the fire yourself. As a bonus action you can ignite your body for 1 minute, you gain these benefits while ignited:

  • When you hit a creature with your unarmed strikes, the creature takes extra fire damage equal to your proficiency bonus.
  • When a creature at melee range damages you it suffers fire damage equal your Wisdom modifier as flames burn him.
  • You shed bright light in a 10-foot radius and dim light for an additional 10 feet.
  • You have cold resistance and you are considered warmed.

Sun Soul

Upon reaching 17th level, you gain the ability to build up lethal heat in your body. When you hit a creature with an unarmed strike, you can spend 3 ki points to release this intense heat in a final explosion. The explosion is so hard to see coming that each creature in a 15-foot cube originating from the creature hitted must make a Dexterity saving throw. If they fail, they take 6d10  damage. If they succeed, they take half damage. The creature that was hit takes the normal damage of a hit plus 4d10 fire damage. Any creature killed by the direct hit became a pile of ash but all his belongings remain unafected only burning the body from the inside.

Aditionally, you treat inmunity to fire damage as resistance in any monk damage you make.

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