Way of Hellish Fury

Not every monk trains themselves in patience or discipline. A select few take inspiration from the darkest forces in the world, the denizens of the Nine Hells. Prisons of polar extremes, housing some of the most dangerous, despicable creatures known amongst the realms. A perfect case study in how to use your natural abilities to wreak havoc.

Frost and Brimstone
Starting when you choose this tradition at 3rd level, you begin to embody the violence and destruction of the Nine Hells. When you hit a creature with an attack as part of a bonus action from either Martial Arts or Flurry of Blows, you deal additional damage equal to a martial arts die. This additional damage is either cold or fire damage. Additionally, when you use Flurry of Blows, you gain resistance to cold, fire, and poison damage until the start of your next turn.

Devil's Sight
At 3rd level, you inherit some of the senses of the hellish denizens. You gain darkvision of 60 feet. If you already have darkvision, it increases by 60 feet. At 5th level, you are now able to see through magical darkness.

Infernal Nullification
At 6th level, when you are subjected to a saving throw from a spell or magical effect, you can use a reaction to spend 1 ki point. You gain advantage on the saving throw.

Dreadful Presence
At 11th level, the fiendish terror you exhibit begins to affect your foes. When you hit a creature and deal damage using Frost and Brimstone, the creature must make a Wisdom saving throw. On a failure, they are affected by one of the effects below (your choice):


 * The creature is frightened of you until the beginning of your next turn.
 * The creature's movement speed is set to 0 until the beginning of your next turn.

Resonant Despair
At 17th level, pain and suffering radiates from you like a sickly aura. You can spend 3 ki points as a bonus action to start spilling deadly energy in a 10 foot radius for one minute. When an enemy enters into or starts their turn in the radius, they take two martial arts dice of cold or fire damage (your choice). If your hit points are at 50% or less of your maximum hit points, they instead take three martial arts dice of damage.