School of the Desert Wind
The School of the Desert Wind focuses on quick movements and swirling, flaming strikes. The scimitar, light mace, light pick, spear, and falchion are the preferred weapons of the Desert Wind School. The complex spinning and slashing of the curved blade incorporated into many Desert Wind maneuvers are in fact carefully honed gestures that evoke the power of fire, if performed correctly and with the proper focus.
Desert Wind Dervish
When you select this Martial School at 2nd level, you gain proficiency in Acrobatics.
A wave of heat sweeps over the area, forms a small dust funnel, and ignites into flame next to your foe.
Starting at 2nd level, You may spend 1 ki point and as a Bonus Action you can conjure a Small Fire Elemental to threaten your enemy, providing you or an ally with an immediate Help action that takes place immediately upon its summon. You can place this elemental in any unoccupied space within 30 feet. The elemental remains until the beginning of your next turn. It takes no other actions or reactions or movement during its turn.
You spin gracefully away from a foe’s attack, whirling like the desert zephyr racing across the sands. Your enemy’s blade barely touches your cloak as you nimbly dodge aside.
Starting at 6th level, when an enemy misses an attack against you, you can use your reaction to move 15 feet away. This movement does not provoke an attack of opportunity.
As your foe attacks you, you disappear in a burst of flame and smoke, only to reappear as if out of thin air next to him.
Starting at 10th level, as a reaction you can spend 2 ki to instantly appear in a square adjacent to a creature that attacks you with a melee or ranged attack, after resolving the enemy’s attack. You cannot move into a space that is occupied by a creature or object. You can move up to 100 ft. this way, if you cannot move adjacent to the target, this maneuver fails to function but the ki points are still used.
A blinding light flashes from your weapon, and for a split second, it transforms into burning magma.
Starting at 14th level, as a bonus action you can spend 2 ki to convert your ki into fiery energy, allowing it to flow down your arms and across your weapon. For 1 minute, melee attacks deal an extra 1d6 + Your proficiency in fire damage.
Hot winds swirl about you, and a faint aroma of brimstone sweeps over the area. A flickering yellow aura surrounds you and grows in intensity, shedding tremendous heat and light. Creatures around you stumble back from the heat. With a howling roar, you unleash a hellish blast of fire that melts steel and warps stone.
Only true masters of the Desert Wind school are capable of unleashing an inferno blast. You focus your inner ki into a burst of fire. As an action, you may spend 5 ki to cast Fireball as a level 6 spell, centered on yourself. This appears as a burst of flames erupting from your very being. You are immune to the damage the fireball would deal to you.