Way of the Fire Sage
Smoke rising from the mountain signals almost infinite
power lightly sleeping just below the surface of the
world. Bystanders know that the smoke can never be
extinguished, the flames in its foundations saw the
emerging of the mountains, the first rain drops, and
the rise and fall of empires. The everlasting flame is
protected by the monks of an ancient tradition, the fire
sages. They believe that the first flame lives inside every
soul, and humankind must continue to kindle the light.
Their devotion to fire and understanding of energy
fuels them as they travel down their paths: either to
light an everlasting flame in the souls of others or
to harness the power of their own inner flame. With
their power, they can rekindle lost hopes, bring back
the ashes of laments, cauterize deep wounds in the
flesh or soul, and guide others out of the darkness.
Level 3: Cleansing Fire: When you choose this way
at 3rd level, you gain access to following abilities:
D By spending two Ki points, you can cast either
of these spells: burning hands and flame blade.
D You learn the produce flame cantrip.
D You have the ability to sear wounds. By spending
a Ki point and using your action, you can summon
fire into your palm and touch an open wound,
healing the creature equal to your martial arts
die + Wisdom modifier.
D While you hit your opponents with your flurry
of blows, you deal an extra 1d4 fire damage on
each attack that is granted to you by the flurry
of blows.
You use Wisdom as your spellcasting ability
for any spell or cantrip that is mentioned
here and below.
Level 6: Rekindle the Flame: When you
reach 6th level you become able to
see and understand the fire inside a
body. Using that power, you are able
to kindle a flame in somebody's heart
that would have otherwise sputtered out.
You can spend 1 Ki point with your bonus action by
21
Subclass Options
touching a fallen creature that is rolling death
saving throws or unconscious; it regains 1
hit point and can use its reaction to get up.
By spending 1 Ki point as an action,
touching a dead creature that has been
dead for no more than 1 minute restores
it to life with 1 hit point. This works in the
same way as a revivify spell. However, it isn’t
without a cost. When the creature is restored
to life, you roll 1d4 and reduce it from your hit
point maximum. This feature lets you share
your inner flame with the extinguished ones.
In addition, you can sense Ki in other creatures,
thus gaining advantage on Medicine checks, and you
feel their medical conditions through their ki and
inner flame.
Level 11: Catching Fire: By using your abilities to
deal fire damage to your opponents, you can force
them to make a Constitution saving throw against
your Ki save DC. On a failed save, they catch fire and
repeat the saving throw at the start of each of their
turns. On a failed save, they take 2d6 fire damage that
cannot be reduced in any way (except immunity). If
they succeed on a saving throw, a minute passes or
they or another creature uses an action to put the
flames out, this effect ends.
You can affect a number of creatures equal to your
proficiency bonus and regain expended uses after
you finish a long rest. You can affect more than 1
creature at once if you have enough uses and use an
appropriate way–for example, a burning hands spell.
Level 17: Burn Them All: By spending 3 ki points you
can strike down a creature with your ultimate blaze.
On a hit with an unarmed strike, you can force them
to make a Constitution saving throw against your
Ki save DC. On a failed save, the creature’s internal
organs start to burn. Unless greater restoration or
a more powerful spell is used, the target’s hit point
maximum is reduced by an amount equal to 2d6 +
your Wisdom modifier each dawn. On a success, the
target takes 12d8 fire damage.