Fire-Breather

Monk-Rouge mix

Hit Points

 * Hit Die: 1d10
 * Hit Points at First Level: 10 + Your Constitution Modifier
 * Hit Points at Higher Levels: 1d10 + Constitutions Modifier

Proficiency

 * Armor: Light
 * Weapons: Simple, Finesse
 * Saving Throws: Wisdom and Dexterity
 * Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Perception, Persuasion, Stealth, and Religion

Equipment

 * Leather armor
 * A dagger
 * Any simple weapon
 * Crossbow or another Simple weapon

Expertise
At 1st level, choose two of your selected skills and double your proficiency bonus in those skills.

Martial Arts
At 1st level, your unarmed attacks now deal 1d6 bludgeoning damage.

At 6th level, your unarmed attacks deal 1d8 damage and at 15th level, your unarmed attacks deal 1d10 damage.

Cunning Action
At 2nd level, you may use a bonus action to dash, hide, or disengage.

Sneak Attack
At 2nd level, whenever you attack while hiding, you roll a 1d6 and add that to your damage roll.

Unarmored Defense
At 2nd level, if you are not wearing armor, your AC is equal to 10 + your Dexterity/Wisdom modifier.

Ki
At 3rd level, you get Ki points equal to your proficiency bonus. You may use Ki points to do the following actions: You replenish your Ki points whenever you take a long rest.
 * Fury of Blows: You may use a Ki point to attack twice using one Attack action.
 * Uncanny Dodge: You may use a Ki point to roll a 1d10 and subtract that much from a damage roll of a ranged attack targeting you. You may spend another K point to throw the projectile with a range of 10/60 feet and it only deals half damage (rounded up).
 * Wall-Run: You may use a Ki point to run across a vertical surface with a walk speed of 30 feet.

Fire Breather Archetype
At 3rd level, choose one of the following archetypes:
 * Path of The Dragon
 * Path of The Phoenix

Ability Score Improvement
At 4th, and again at 8th, 12th, 16th, and 18th level, you may either increase an ability score by two or two ability scores by 1. As normal, you cannot increase an ability score more than 20.

Flaming Spirit
At 5th level, you get Spirit points equal to your proficiency bonus. You may use Spirit points to do the following actions: You replenish your Spirit points whenever you take a long rest.
 * Flaming Barrage: Your next damage roll deals additional fire damage equal to 1d4 + your proficiency bonus.
 * Flaming Kick: You may use both a Ki and Spirit point to make an unarmed attack that deals 1d6 bludgeoning damage + 1d4 fire damage + your Strength/Dexterity modifier
 * Flame Breath: You may use two Spirit points to make a 30 foot cone attack to have all creatures make a DC 15 Dexterity saving throw. If failed, they take 1d8 fire damage and take 1d4 fire damage each turn until your net turn. If succeed, they only take half.

Extra Attack
At 7th level, you can use the Attack action twice.

At 18th level, you may Attack as a bonus action.

Fiery Barrage
At 11th level, you may use both a Ki point and Spirit point to have your next two unarmed attacks deal additional fire damage equal to 1d8 + your proficiency bonus.

Explosive Attack
At 15th level, you may use two Spirit points. If you do, when you next unarmed attack should hit, all creatures in a 10 foot radius must make a DC 14 Dexterity saving throw. If failed, they take 2d8 fire damage + your Wisdom modifier + your Strength/Dexterity modifier. If succeeded, they only take half (rounded down).

Phoenix Renegade
At 20th level, you may use all your Ki and Spirit points to create a 30 foot radius explosion around yourself and have all creatures make a DC 15 Dexterity saving throw. If failed, they take 6d8 fire damage and continue to take 1d6 fire damage each turn until your next turn. If succeed, they only take half.

Flaming Fists
At 3rd level, your unarmed attacks are permanently 1d6 and they deal an additional 1d4 fire damage.

Natural Armor
At 6th level, replace Unarmored Defense with this feature. While not wearing armor, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier

Improved Flaming Spirit
At 9th level, replace Flaming Spirit with this feature. You have Spirit points equal to your proficiency bonus. You can do the following features:
 * Flaming Barrage: Your next damage roll deals additional fire damage equal to 1d6 + your proficiency bonus.
 * Flaming Kick: You may use both a Ki and Spirit point to make an unarmed attack that deals 1d8 bludgeoning damage + 1d6 fire damage + your Strength/Dexterity modifier
 * Flame Breath: You may use two Spirit points to make a 30 foot cone attack to have all creatures make a DC 16 Dexterity saving throw. If failed, they take 2d8 fire damage and take 1d6 fire damage each turn until your net turn. If succeed, they only take half.
 * Fiery Wings: You may use three Spirit points to be able to have a flying speed of 30 feet for 1 minute.
 * Flame Punishment: Whenever you should roll a critical hit, your may use all your Spirit points to instead triple that damage.

Dragon Form
At 14th level, you can take on the form of a Large dragon by using all your Spirit points.. You can use Flame Breath without using Spirit points and you have a flying speed of 60 feet. You have a walk speed of 20 feet. Your hit point maximum is increased by your current hit points halved (rounded down) and your AC is equal to 18. You stay in this form for 10 minutes or until you reach 0 hit points.

You must be at full Spirit points to use this and you can only use this once per day.

Fiery Annihilation
At 18th level, you may use three Spirit points. If you do, you create a 50 foot radius in a 60 foot range of yourself where all creatures inside must make a DC 15 Dexterity saving throw. If failed, they take 6d8 fire damage and any fire damage you would deal for the next 1 minute is doubled instead. If succeed, they only take half.

Rebirth
At 3rd level, if you were to reach 0 hit points, you may instead go back up to 1 hit point and cannot attack or use items/magic until your next turn. You may use this once until a long rest is needed.

Fiery Dash
At 6th level, whenever you dash, you may leave behind a 5 foot wide area behind you. If you do, any creatures who would enter that area must make a DC 14 Dexterity saving throw. If failed, they take 2d6 fire damage. If succeeded, they only take half. You may do this three times until a short rest is needed.

Phoenix Flight
At 9th level, you have a flying speed of 40 feet if you are not wearing armor and your movement speed is increased by 10 if you are not wearing armor.

Explosive Departure
At 14th level, whenever you should fly or dash, you may create a 30 foot explosion behind yourself. Any creatures inside must make a DC 15 Dexterity saving throw. If failed, they take 3d6 fire damage and continue to take 1d4 fire damage until your next turn. If succeeded, they only take half. You may use this once until a short rest is needed.

Blazing Sacrifice
At 18th level, you may reduce yourself to 0 hit points if you are above half (rounded up) your maximum hit points. If you do, you create a 30 foot explosion where all creatures must make a DC 15 Dexterity saving throw. If failed, they take 2d8 fire damage and continue to take 1d6 fire damage until your next turn. If succeeded, they only take half. You may use this once until a long rest is needed.