Notes from Bando: Day Six of the 12 Days of Homebrew Year 2! This one was inspired by the Chinese New Year, and how they always tend to do fireworks around New Year’s. Do other places do fireworks around New Year, too? No idea, but it’s a good enough justification for me!

This subclass has a PDF!

Way of the Firework

Your monastery was one that focused on celebrations and festivities, teaching styles of martial arts that were both more appealing to watch, and could be performed while in close proximity to dazzling fireworks. While your techniques may appear to be only for show, they can still be used in combat as effectively as any other style of fighting.

Way of the Firework Features Monk Level Feature 3rd Bonus Proficiencies, Explosive Arts 6th Festive Flurry 11th Dangerous Rockets 17th Finale

Bonus Proficiencies When you choose this tradition, at 3rd level, you gain proficiency in alchemy supplies, and Performance. Whenever you make a Charisma (Performance) check relating to explosives, you can double your proficiency bonus for that check.

Explosive Arts Starting at 3rd level, you have learned how to augment your style of fighting using colorful explosives. When you would make an unarmed strike on your turn, you can instead expend 1 ki point to use any of the following fireworks of your choice: Blue. You make a ranged weapon attack on a creature within 60 feet of yourself. On a hit, the creature takes cold damage equal to your martial arts die + your Wisdom modifier, and has its speed reduced by 10 feet until the end of its next turn. Green. You choose a point within 60 feet of yourself, and all creatures within 5 feet of that point must succeed on a Dexterity saving throw, or take acid damage equal to your martial arts die + your Wisdom modifier. You choose a point within 60 feet of yourself, and all creatures within 5 feet of that point must succeed on a Dexterity saving throw, or take acid damage equal to your martial arts die + your Wisdom modifier. Red. You make a ranged weapon attack on a creature within 60 feet of yourself. On a hit, the creature takes fire damage equal to your martial arts die + your Wisdom modifier, and catches on fire for the next minute. At the start of each of the creature’s turns, it takes fire damage equal to your Wisdom modifier (a minimum of 1). The creature, or any other creature within 5 feet of it, can use its action to extinguish the fire. Yellow. You choose a point within 60 feet of yourself, and all creatures within 10 feet of that point that can see the point must succeed on a Constitution saving throw, or have disadvantage on the first attack made before the end of their next turn. Festive Flurry Beginning at 6th level, you weave small explosives and trinkets into your Flurry of Blows, distracting your targets. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, that creature cannot take reactions until the start of its next turn. Additionally, when you make an unarmed strike with your Flurry of Blows, you can choose to deal fire or radiant damage, instead of the bludgeoning damage normal for an unarmed strike. Dangerous Rockets By 11th level, your rockets have become exceedingly explosive. When you roll for the damage of one of your rockets, you roll your martial arts die twice, instead of once. Finale At 17th level, you can unleash a devastating storm of rockets by expending up to 6 ki points as an action. When you do so, you unleash a number of fireworks equal to the amount of ki points you expended.