September 22, 2017

Way of the Immortal Flame

Monastic Tradition
Comments from the Knuckle: This came from a moment of madness and inspiration where I asked the question: "How could I play a character that's one part Human Torch, one part monk, all while looking badass?" And then the Fire Nation attacked."

Way of the Immortal Flame

Monks everywhere study and train to bring discipline and order to their lives, and enlighten their minds. For some the only path to enlightenment is wading into chaos and immersing themselves in tongues of fire. The monks who follow the Way of the Immortal Flame see fire as the purest, most undiluted form of chaos in the universe, and seek to understand and master it, to bend it to their will. These monks believe that when a follower of the Immortal Flame can impose their will upon a living flame, they have truly mastered themselves, and brought peace where there was previously disorder.

Fire Within
When you choose this tradition at 3rd level, you gain the ability to unleash the inferno that burns within your soul. As a bonus action, you can spend 3 ki points to reveal your fiery nature. This transformation lasts for 1 minute, until you drop to 0 hit points, or you dismiss it (no action required). You gain the following benefits in this form:
  • Your entire body is consumed by flame, and transmuted into a fiery phantasm. You have resistance to fire damage, if you did not already have it.
  • You shed bright light within 30 feet of you, and dim light for another 30 feet.
  • Instead of walking on the ground, you hover a few inches above it. You retain your movement speed, propelled by the flames that you have manifested, and you ignore difficult terrain.
  • Your unarmed strikes deal fire damage. When you make an unarmed strike, you can choose to instead hurl the flame at a distant target. When you do so, your unarmed strike becomes a ranged weapon attack with a range of 30/90 feet.
  • When you are hit by a melee weapon attack, the creature that attacked you takes fire damage equal to your Wisdom modifier.

Student of the Blaze
Starting at 6th level, your flames burn hotter than ordinary fire. When you deal damage to a creature with resistance or immunity to fire damage, you can channel your ki into the target. The target must make a Wisdom saving throw against your ki save DC, or lose its fire resistance or immunity for 1 hour, as your ki interrupts any natural or magical protection from the blaze.

Explosive Fist
Starting at 11th level, once per turn when hit with an unarmed strike, you can expend a number of ki points, equal to half your level (rounded down) to channel your ki into your target. The target must make a Constitution saving throw. On a failed save, the target takes 1d10 fire damage for each ki point expended, is knocked back 10 feet, and falls prone. Additionally, each creature within 5 feet of the target must make a Dexterity saving throw or take half the damage dealt.

Master of the Inferno
Starting at 17th level, you wield complete authority over the flames, an exemplar of the monastic training that brings order to the purest chaos. As a demonstration of this mastery over the blaze you can spend 6 ki points to cast the spell conjure elemental as a bonus action on your turn, without using a spell slot or spell components. Unless you have learned this spell from some other source, you can only conjure a fire elemental with this spell. Otherwise, your casting of the conjure elemental spell follows all the rules of the spell.
     Once you use this feature, you can’t use it again until you finish a long rest.



Changelog: 9/22/17: Explosive Fist: Once per turn

25 comments:

  1. Interesting class... definitivly something i wold play as. But it's ability to imbue explosive strike in all strikes in the turn kind of hits me as op, since the damage can pretty much go trough the roof if he uses flurry and 2 ki in all explosives. (Sorry about the bad english, not my firs language)

    ReplyDelete
    Replies
    1. That's definitely a mistake; it's supposed to be limited to once per turn.

      Delete
  2. Loving this! For some reason I'm picturing the transformation from The Fire Within as looking like a flame atronach from Skyrim.

    ReplyDelete
    Replies
    1. But I also have a question about that: it says you retain your base walking speed. Does that mean that you lose your Monk speed increases? If so that's a significant drawback.

      Delete
    2. No, you do not lose your speed increase, or at least, that's not the intent.

      Delete
    3. Would explosive fist be better as it's own action?

      Delete
    4. Quite possibly. It's supposed to be limited to 1/turn, but I forgot to put that in the text before the Finger published it. I'm waiting for him to wake up so that I can ask him to change it.

      Delete
  3. Is there a cooldown on the Fire Within ability like, can only be used once per short rest or something or is it infinite?

    ReplyDelete
    Replies
    1. As long as you have the Ki for it, you can keep using it, although it is effectively 1/short or long rest until 6th level.

      Delete
  4. Knuckle- How about "Your Zuko costume is pretty good, but the scar's on the wrong side."

    Student of the Blaze completely erases resistance and immunity for no cost. Not sure how balanced that is. Also, I think the save should be constitution (you're trying to disrupt the way the target's body works).

    I'd exchange places between Explosive Fist and Master of Inferno. A fire elemental isn't impressive at all at 17th level, and the fist fits the classic Super-attack monks get at 17th level (quivering palm and the like).

    ReplyDelete
    Replies
    1. Shooting from the hip here, but summoning an elemental is not something monks can usually do. In its own way, it synergises pretty well with the monk's philosophy of controlling the battlefield via movement and positioning, so I'd say it's appropriate as a capstone.

      Constitution for the saving throw makes sense though.

      Delete
    2. The elemental fits the theme and concept, but just doen't seem (IMO) to be strong enough for a capstone- not when it's something a 9th level wizard or a rare magic item can do.

      Delete
  5. Hmmm... Going into my game eventually. Everything'll change when the Fire Nation Attacks!

    ReplyDelete
  6. Welp now chun li can use spinning dragon kick

    ReplyDelete
  7. that reminds me of firestorm in injustice 2

    ReplyDelete
  8. Unrelated to the Fire monk, but I had a thought earlier: have you (the MFoV team) ever considered writing up racial archetypes? SCAG gave us the Bladesinger and the Battle Rager, but what about a Cat Lord Patron for the Tabaxi, a Dragonfire Fighter for the Dragonborn, etc.?

    ReplyDelete
    Replies
    1. In this moment I'm not speaking on behalf of the team here at MFoV, that is to say: I don't know that we'd every officially entertain the idea. However, I've spent some time trying to figure out racial archetypes. One that I keep coming back to is an Elven Elite for the Rogue, but in general, I don't know that this is a healthy design philosophy for 5e.

      Delete
    2. *ever, not every. Stupid autocorrect.

      Delete
    3. Okay, I guess that makes sense. I do think you should do a Feline-themed Patron. Since there is the Cat Lord in FR, and the jaguar and panther were worshipped in Central/South America, and Bastet was a thing in Egypt.

      I get that those're all deity-related, but I'm sure that there's SOME super powerful felines in the multiverse that would give you power in exchange for your soul, I mean, a really big ball of yarn.

      Hell, your Eldritch Blast is basically a laser...and I can't think of anything that cats love more than lasers.

      Delete
    4. And you DID just do the Serpent Gods...I DEMAND the Kitty Gods. I need to multiclass it with my Neko-mancer.

      Delete
    5. Lol, I'll see what I can come up with.

      Delete
  9. The ability to hurl your flames at an enemy when you use an unarmed strike, does that apply with Flurry of Blows?

    ReplyDelete
    Replies
    1. It applies to unarmed strikes, it doesn't matter which feature you use that gives you the ability to make an unarmed strike.

      Delete