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Way of the Smoking Fist:

When you choose this tradition at 3rd level, you learn magical disciplines that
harness the power of smoke. A discipline requires you to spend ki points each time
you use it. You know Smoke Attunement discipline and one other Smoke discipline
of your choice, which are detailed in the Smoke Disciplines section below. You
learn one additional smoke discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new smoke discipline, you can also replace one smoke
discipline that you already know with a different discipline.
Casting Smoke Spells.
Some smoke disciplines allow you to cast spells. See chapter 10 for the general
rules of spellcasting. To cast one of these spells, you use its casting time and other
rules, but you dont need to provide material components for it. Once you reach 5th
level in this class, you can spend additional ki points to increase the level of a
smokediscipline spell that you cast, provided that the spell has an enhanced effect
at a higher level, as fog cloud does. The spell's level increases by 1 for each
additional ki point you spend. For example, if you are a 5th-level monk and using
smoke cloud to cast fog cloud, you can spend 2 ki points to cast it as a 2nd-level
spell (the disciplines base cost of 1 ki points plus 1).The maximum number of ki
points you can spend to cast a spell in this way (including its base ki point cost and
any additional ki points you spend to increase its level) is determined by your monk
level, as shown in the
Spells and Ki Points table.
Spells and Ki Points
Monk Levels Maximum Ki Points for a Spell
5th8th :

9th12th:

13th16th:

17th20th:

Smoke Disciplines:
Smoke Attunement: You can use your action to briefly control smoke nearby,
causing one of
the following effects of your choice:
Create a harm less, instantaneous sensory effect
related to smoke, such as a small cloud.
Instantaneously snuff out a candle, a torch, or

a small campfire by smoothing it in smoke.


Cause smoke that can fit within a 1-foot cube to shape itself into a crude form
you designate for 1 minute.

Choking Smoke: as C l o u d k i l l (can only be taken at 11 th lvl requires 4 ki to


activate)
5th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous, yellowgreen fog centered on a point you choose within range.
The fog spreads around corners. It lasts for the duration
or until strong w ind disperses the fog, ending the spell.
Its area is heavily obscured.
W hen a creature enters the spells area for the first
time on a turn or starts its turn there, that creature must
make a Constitution saving throw. The creature takes
5d8 poison damage on a failed save, or half as much
damage on a successful one. Creatures are affected
even if they hold their breath or dont need to breathe.
The fog m oves 10 feet away from you at the start
of each of your turns, rolling along the surface of the
ground. The vapors, being heavier than air, sink to the
lowest level of the land, even pouring down openings.
A t Higher Levels. W hen you cast this spell using a
spell slot o f 6th level or higher, the damage increases by
1d8 for each slot level above 5th.

Smoke Cloud: as F o g C l o u d (Can be taken at lvl 3 requires 1 ki to activate)


1st-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a
point within range. The sphere spreads around corners,
and its area is heavily obscured. It lasts for the duration
or until a w ind of moderate or greater speed (at least 10
m iles per hour) disperses it.
A t Higher Levels. W hen you cast this spell using a
spell slot of 2nd level or higher, the radius of the fog
increases by 20 feet for each slot level above 1st.

Smoky Halls: as Gua r d s a n d W a r d s but an only use fog corridor option (Can
be Used by lvl 11, 4 ki to active)
6 th-level abjuration
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (burning incense, a small
m easure of brim stone and oil, a knotted string, a
small amount of umber hulk blood, and a small silver
rod worth at least 10 gp)
Duration: 24 hours
You create a ward that protects up to 2,500 square feet

of floor space (an area 50 feet square, or one hundred


5-foot squares or twenty-five 10-foot squares). The
warded area can be up to 20 feet tall, and shaped as you
desire. You can ward several stories of a stronghold by
dividing the area am ong them, as long as you can walk
into each contiguous area while you are casting the spell.
W hen you cast this spell, you can specify individuals
that are unaffected by any or all of the effects that
you choose. You can also specify a passw ord that,
when spoken aloud, makes the speaker immune to
these effects.
Guards and wards creates the following effects within
the warded area.
Corridors. Fog fills all the warded corridors, making
them heavily obscured. In addition, at each intersection
or branching passage offering a choice of direction,
there is a 50 percent chance that a creature other than
you will believe it is going in the opposite direction from
the one it chooses.

Blowing Ashes: as I n c e n d i a r y C l o u d (Can be taken at lvl 17 requires 8 ki to


activate)
8 th-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
A swirling cloud of sm oke shot through with white-hot
em bers appears in a 20-foot-radius sphere centered on
a point within range. The cloud spreads around corners

and is heavily obscured. It lasts for the duration or until


a wind of moderate or greater speed (at least 10 miles
per hour) disperses it.
W hen the cloud appears, each creature in it must
make a Dexterity saving throw. A creature takes 10d8
fire damage on a failed save, or half as much damage on
a successful one. A creature must also make this saving
throw when it enters the spells area for the first time on
a turn or ends its turn there.
The cloud m oves 10 feet directly away from you
in a direction that you ch oose at the start of each
of your turns.

Nauseating Smoke: as St i n k i n g C l o u d (Can be taken at lvl 6 requires 3 ki to


activate)
3rd-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a rotten egg or several skunk
cabbage leaves)
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of yellow, nauseating
gas centered on a point within range. The cloud spreads
around corners, and its area is heavily obscured. The
cloud lingers in the air for the duration.
Each creature that is completely within the cloud at
the start of its turn must make a Constitution saving
throw against poison. On a failed save, the creature
spends its action that turn retching and reeling.
Creatures that dont need to breathe or are immune to

poison automatically succeed on this saving throw.


A moderate wind (at least 10 miles per hour) disperses
the cloud after 4 rounds. A strong wind (at least 20
m iles per hour) disperses it after 1 round.

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