Monk
Base Class: Monk

In the old days when human kind was still young, one nameless human acquired the gift of the fiery demonic blood and became the first mortal flame wielder. Through one small cut, blood flows out and burns, taking form of a weapon according to wielder's imagination. In honor of his blood donor, that man started cult called "Blood of Kashna", fierce but lawful organization which seeks to restore balance in the arcane weave through incinerating purification of all creatures that stand against it. His diluted blood is shared with new members, which are trained to master their emotions and focus their energy into a weapon form.


One who follows this path with will strong enough to carry the burden of the flame can enter a special mindset called Fire trance. By expelling negative emotions through their conjured fire weapons, followers of this path can crush their opponents and break free of their limitations. Each emotions burns differently, giving the wielder different benefits.

"True mastery burns bright, but enemies of Kashna burn brighter."

Conjure flame weapon

Beginning at 3rd level when choosing this tradition, your special martial arts training leads you on a path of the flame bending mastery. You gain the following benefits:

When your roll initiative, you can spend 1 ki point to conjure up to 2 flame weapons; otherwise you can use bonus action to do so. You can conjure any monk weapon, but it deals fire damage and you add your Wisdom modifier to its damage rolls. If you have thrown 1 or more flame weapons, you can summon up to two flame weapons as a free action on your turn, causing them to instantly reaper in your hands. Weapons created this way emit bright light in a 5-foot radius and dim light for an additional 5 feet, and last for 1 minute after which they dissipate.

Fire trance

At 6th level you can enter Fire trance, state of mind in which you detach from the negative emotions you once had, and expel them through your fiery weapon.

As a bonus action while your flame weapon is conjured, you can spend 1 ki point to enter Fire trance; if it isn't, you can spend additional ki point to do so. While in this state, your attacks with flame weapons ignore fire resistance, you gain resistance to fire damage, and you can’t cast spells or concentrate on them. When you enter it, and on each sequential turn, you can use your bonus action or 1 ki point to choose one form, gaining benefits which last until the start of your next turn. If you don’t change form by the end of your turn or use one form more than twice, the Fire trance ends.

You can use this feature number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.

You master four emotion forms of your choice, and one additional form at 9th, 12th, and 18th level: 

Rage You gain +1 bonus to your attack rolls. Jealousy Choose one creature, it must make a Constitution saving throw or become blinded.
Disgust You gain +1 to AC. Loneliness Choose one friendly creature. Melee attacks against it are made with disadvantage.
Guilt One friendly creature gains the benefits of a Help action. Shame Target creature must make a Wisdom saving throw. If it fails, its AC is reduced by 1. 
Grief Your ranged attacks ignore disadvantage at long range. Sadness You gain immunity against charmed and frightened conditions.
Fear Attacks of opportunity against you are made with disadvantage. Annoyance Choose one Large or smaller creature in your melee range, the creature must make a Strength saving throw. If it fails, it is knocked prone.

Flame redirection

Beginning at 11th level, when you are forced to make saving throw against Effect that deals fire damage, as a reaction you can spend 3 ki points to redirect it. If the spell with area of effect is redirected, all the creatures automatically succeed on a save for that spell. As a part of the same reaction, you redirect fire. Each creature in a 15 foot cone must make a Dexterity save throw. On a failed save, creature takes fire damage equal to the difference between spell damage and damage you received, and half as much damage on a successful one.

After using this feature, you can't do so again until you finish a long rest.

Fireborn

Starting at 17th level, your blood awakens, giving you fire resistance.
As a bonus action while your flame weapon is active, you can spend 9 ki points to become avatar of fire, gaining all the benefits of a Fire trance and empowering them:

  • You can attack three times whenever you take attack action.
  • Your body is wreathed in fire, and any creature that comes or starts its turn within 5 feet of you receives 3d6 fire damage.
  • Your body emits bright light in a 10-foot radius and dim light for an additional 10 feet.
  • Your gain fire immunity, and your attacks with flame weapons ignore fire immunity.

After using this feature, you can't do so again until you finish a long rest.

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