Way of the Inner Flame (5e Subclass)
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Way of the Inner Flame
Monks of all traditions train and train again to hone their spirit, body, and mind, but none like those who follow the Way of the Inner Flame. None compare to their overwhelming force of ki, as strong as reinforced adamantine and as sharp as a vorpal razor. The capabilities of ki, which all monks share, they are capable of multiplying the power of tenfold, sinking deep into their spiritual reserves. Their spirits are to flames what other monks are to sparks.
- Gathering Fire
When you choose this tradition at 3rd level, your pursuits of true enlightenment and spiritual control have given you insight into the mystic energy of Ki that is within you. When you land a critical hit against a creature using an unarmed strike, you regain 1 ki point, up to your maximum. If you have spent ki points this turn, you instead regain 2. In addition, your ki point maximum increases by your Wisdom modifier.
- Spirit Mantra
At 3rd level, you have learned to augment your spiritual abilities by harmonizing with your spirit to grant them additional effects. When you use one of the following monk features that require ki, you can double the cost for that use to gain the following effects. If this feature does not use ki, it instead costs 2.
- Flurry of Blows. You make three, instead of two, unarmed strikes as a bonus action.
- Patient Defense. You cannot be targeted by ranged attacks until the start of your next turn.
- Step of the Wind. You now take both the Disengage and Dash actions.
- Deflect Missiles. You add your Wisdom score to the damage reduction.
- Stunning Strike. A successful stunning strike now additionally knocks the target prone.
- Evasion. This is instead a reaction to making a non-Dexterity saving throw. You can apply the effects of Evasion to this saving throw.
- Stillness of Mind. You can end one condition effecting you.
- Diamond Soul. You have advantage on the second saving throw.
- Enduring Will
At 6th level, you may use your Wisdom modifier in place of any other ability modifier when making saving throws.
At 11th level, you must have two levels of exhaustion before you suffer the effects. For example, you need 3 levels to be effected by the 1st level, 4 to suffer from the 2nd, and 8 to suffer from the 6th.
- Spirit Made Manifest
At 17th level, whenever you use a feature empowered by Spirit Mantra, you gain a charge for this feature. You can only have an amount of charges equal to your Wisdom modifier, and you lose all of them on a short or long rest.
You can spend these charges on one of two things. When you use a feature empowered through Spirit Mantra, you can use a charge to not spend the increased cost. This does not generate a charge. Alternatively, when you make an unarmed attack, you may spend all of your charges to deal an extra Xd4 damage, X being your Wisdom modifier, for every charge you spend.