The fire dancers carry an almost extinct tradition. Once
a part of a vast nomadic nation, they considered themselves a family of
a single creed: “Those who harm us will bathe in flames."
This nomadic group of seasoned warriors welcomed all
walks of life, regardless of origin, status, or influence; as
long as one conducted oneself with respect towards their
fellows, the caravans would open their door. Their ironclad
creed and welcoming nature was their downfall.
Upon arriving in the Luminous Highlands, they were accused of
bringing the scourge with them. After all, the dancing
flames didn’t affect the city before their arrival. This lie,
like so many told, carried a kernel of truth that was
exploited to bend others to the region's will. For this sin,
they were imprisoned, left to starve, and forbidden from
practicing their martial arts.
Such a treatment couldn’t break their will; to hide
their practice of martial arts, the traveling band took
the name of fire dancers and hid their powers within
their dance. For years they had endured, few managing to escape, yet still trapped by the bonds of family. It wasn't until the Herd of Whirling Flames stepped in to help that many of them were freed. Now they reside in the nearby Vales of Fire alongside their saviors in an effort to repay them as well as to help those yet still trapped and under the persecution of the Highlands' people.
Blazing Performer
At 3rd level, you’ve trained your body to dance
through flames. You gain proficiency in the
Performance or Acrobatics skill (your choice), and your
proficiency bonus is doubled for any ability check you
make that uses the chosen proficiency.
In addition, you gain resistance to fire damage. If you
already have this resistance, instead, if you take fire
damage, you can reduce that damage by 1d6 (after the
resistance applies).
Dance of Fire
At 3rd level, you are a master at weaving flames
through your use of ki, creating a deadly dance. When
you spend a ki point during your turn, your monk
weapons and unarmed strikes catch fire until the start
of your next turn. While on fire, they deal extra fire
damage equal to your Wisdom modifier, and you gain a
bonus to your AC equal to half your Wisdom modifier
for the duration.
In addition, while your flames are active, if a creature
misses you with a melee attack, you can use your
reaction to make an unarmed strike or spend a ki point
to use your Flurry of Blows feature against it.
Scorching Vortex
Starting at 6th level, you learn to entrap your foes in
the flames of your dance.
When you use Step of the Wind, if you move through
each space adjacent to a creature on your turn, you
create a vortex of fire around them. The target must
make a Dexterity saving throw against your ki save DC,
taking 2d6 fire damage and becoming trapped in a
vortex of flames that appears in its space on a failed
save. On a successful save, the target takes half as much
damage and the vortex fails to appear. The vortex is
opaque and obstructs line of sight. If the target
attempts to move out of the flames, it must first
succeed on a Wisdom saving throw against your ki save
DC. On a failure, it takes 1d6 fire damage and is
charmed by the flames, reducing its speed to 0 until
the start of its next turn, at which point the vortex and
its effects end. On a success, it moves through the
vortex, ending the effect. These flames do not damage
other creatures.
Once you use this feature a number of times equal to 1
+ your Wisdom modifier, you can’t do so again until you
finish a long rest.
Flames of Redemption
At 11th level, any fire damage that you deal ignores fire
resistance. In addition, the clarity of your mind allows
you to generate flames that many would call divine;
you can replace any fire damage that you deal with
radiant damage.
Purifying Flames
At 11th level, your flames burn away all impurities. As
an action, you can spend 2 ki points to touch a
creature and infuse them with your flames. The target
can end one poison, charm, or short-term madness
afflicting it.
One With The Fire
At 17th level, you are a master of the flames. When
you deal fire damage with a monk weapon, if the
target is a creature or a flammable object, it ignites.
Until the target or a creature within 5 feet of it takes
an action to douse the flames, the target takes fire
damage equal to your Wisdom modifier at the start of
each of its turns.
In addition, while under the effects of Dance of Fire,
your body merges with the flames. For the duration, you
become immune to fire damage and have resistance to
bludgeoning, piercing, and slashing damage.
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