Way of the Everburning Heart (5e Subclass)
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Way of the Everburning Heart[edit]
Monks who follow the tradition of the everburning heart are martial artist that can use their ki to internally build heat, like a combustion engine, and use that heat and energy to do perform incredible martial techniques. This is a dangerous technique, since it relies on the art of ignition, increasing their own body temperature, which can lead into overheating, and even possible death of the user.
- Ignited Strike
Also at 3rd level, you learn specific attacks that can only be used when you are ignited. These attacks are melee or ranged spell attacks, and when you take the Attack action, you can replace any of your attacks on your turn by an ignited strike.
Ignited Strikes cause damage equal to your martial arts die, unless otherwise stated. In addition, you can use your Wisdom, instead of Strength or Dexterity, for attacks and damage rolls using your Ignited Strikes.
You start by knowing two ignited strikes, learning an additional one at 6th, 11th and 17th level.
- Ignite
At 3rd level, you can harness the power of fire inside you, as a bonus action. While ignited, you gain the following benefits:
- Any creature that enters the area within 5 feet of you for the first time or start its turn there must succeed on a Dexterity saving throw or take fire damage equal to your Martial Arts Die.
- You can make melee attacks at a range of 10 feet. These attacks cause fire damage, rather than bludgeoning.
- You can cause fire damage, rather than bludgeoning, with your unarmed strikes.
Your ignition lasts for 1 minute, until you fall unconscious or until you choose to end it as a bonus action. You can ignite a number of times equal to your proficiency bonus, regaining your uses after completing a long rest.
- Heat
Starting at 6th level, while you are ignited you start to generate heat. When you ignite, you gain 1 heat point, and one additional heat point at the start of each of your turns while you are ignited. You can have a maximum heat equal to twice your Constitution modifier (minimum of 2). Heat points work as ki points, that can only be used to fuel your Ignited Strikes.
If you have heat points when your ignition ends, you take 1 point of fire damage for each heat point you have at the end of your turn. This fire damage bypasses resistance and immunity and can't be reduced by any means.
When you hit a creature with a melee weapon attack, or when you cause fire damage to an enemy, you can use your bonus action and spend 1 heat point to cause additional fire damage equal to your Martial Arts Die.
- Scorched Aura
At 6th level, when you cause fire damage with your class features, you ignore resistance to fire damage. In addition, you and all creatures while within 10 feet of you are immune to the effects of extreme cold.
Finally, you gain immunity to the effects of extreme heat.
- Enkindled Strikes
Starting at 11th level, while ignited, you gain a bonus to the damage of your melee weapon attacks equal to your Martial Arts Die. This additional damage is fire.
- Flaming Soul
Starting at 17th level, when you are ignited a creature within 60 feet hit you with an attack, you can spend 2 ki points as a reaction to cause flames to leap from your body towards that creature. The target must succeed on a Dexterity saving throw, or take fire damage equal to three rolls of your Martial Arts Die, or half as much on a success. Once you use this feature, you can't use it again until you finish a short or a long rest.
In addition, you treat immunity to fire damage as resistance to fire damage.
Ignited Strikes[edit]
- Propelled Strike
When ignited, you can send your flames backwards, projecting your body forward and enhancing the momentum of your strikes. You can move 5 feet without provoking opportunity attacks before each of these attacks.
In addition, you can spend 1 ki point to force the target to make a Strength saving throw on a hit. On a failure, the target take additional damage from your weapon's type equal to the martial arts die, and the target is pushed 10 feet back.
- Scorching Embrace
When you grapple a creature while ignited, you can spend 1 ki point to cause fire damage equal to the martial arts die + your Constitution modifier. You can use this ability at the end of each of your turns while you are grappling a creature, without taking an action. If you are grappling more than one creature, you must choose one to be the target of this ability.
- Explosive Blast
You can make an unarmed strike at 10 feet reach while ignited. This attack can use either your Dexterity or Constitution modifier for attacks and damage rolls, and cause fire damage equal to your martial arts die. In addition, you can spend 1 ki point choose another creature within 5 feet of the original target and force it to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take the same damage.
- Flaming Smite
When you hit a creature with a melee weapon attack or unarmed strike, you can spend 1 or more ki points (up to your maximum) to deal additional damage equal to 1 roll of your martial arts die per point spent.
- Engulfing Flames
You can forgo any of your attacks to force one creature you can see within 30 feet to make a Dexterity saving throw. On a failed save, that creature takes fire damage equal to your martial arts die. The creature take this damage at the end of each of its turns, unless the target or another creature uses its action to put out the flames. The creature keeps burning for the duration of your Ignition.
In addition, if a creature fails the save against this ability, you can spend 1 ki point to instantly target another creature within 5 feet of it.
- Plasma Blade
When you make an attack with a melee weapon made out of metal while ignited, you can heat the blade. When you do so, the damage die increases in one size (d4 > d6 > d8 > d10 > d12 > 3d4 maximum) and becomes fire, instead of the normal damage. This fire ignore resistance and immunity to fire damage.
In addition, you can spend 1 ki point when roll a 9 or lower on the attack roll to choose a 10 on that roll instead. On a hit, you deal additional damage equal to your martial arts die.
- Flame Shield
As a bonus action when ignited, you can create a ring of fire around you, that last until the start of your next turn. The first time you take damage from a melee attack from a creature within 10 feet, the attacker takes fire damage equal to your martial arts die, causing the shield to be dispelled. You can spend 1 ki point to cause additional damage to the attacker equal to your 2 x your martial arts die.
In addition, when you take cold or fire damage while the shield is active, the damage is halved and the flame shield is dispelled.
- Heated Projectiles
When ignited, you can use your martial arts die for your ranged weapon attacks. In addition, you can use a bonus action to overheat a projectile by spending 1 ki point as a bonus action. Until the end of your turn, you cause additional damage equal to your martial arts die on a hit.
- Mantle of Smoke
When ignited, if you take the Dodge action, the area you are standing and 5-foot around you are engulfed in smoke, becoming a heavily obscured area for all creatures (except for you) until the start of your next turn.
- Pyrotechnic Strike
When ignited, you can choose to not add your ability modifier to the damage of an successful attack that uses your martial arts die as the damage die. If you do so, the target has disadvantage on the next attack it makes until the end of its next turn.
In addition, you can spend 1 ki point to cause the creature to make a Dexterity saving throw, or be blinded until the end of its next turn.
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