Base Class: Monk
The Dragon is bold, aggressive, and skybound. Representing Yang, it’s destructive fury cannot be contained by almost any force. Thus, members can surround themselves with energy, charge into battle at great distances, and some can even fly in the air. Most members have a Dragon tattoo across the right side of their body, so that it appears on the left side of the viewer. While fire is the main element for Dragon monks, you can use any non-physical damage type such as force, cold, or even necrotic. Your monk weapon (which cannot be damaged by you) must be made of wood when you join. You must also choose between the Path of the Blood Talon (evil) or the Path of the Bared Fang (non-evil).
Paths of the Dragon
When a monk adopts the Way of the Dragon, you can choose for evil souls to influence your alignment, abilities, and even your biology. The Blood Talon’s Path changes your alignment to Chaotic Evil, forces you to start growing red scales, and can sometimes force you to fight your allies. Through seemingly cosmic forces, Blood Talon monks take +50% more damage from normal Tiger monks while Bared Fang monks take +50% more damage from Shadow Tiger monks.
Path of the Bared Fang
As you make your choice, you feel the dragons' warmth enter your heart. You have a 70% chance of changing your alignment to some form of Good. Your physiology remains unchanged for accepting the cleansing power of the elements. Should you encounter a Shadow Dragon monk on your travels, you will take and deal 50% damage while fighting them.
Path of the Blood Talon
As you make your choice, the evil of the souls surrounding you pours into your heart. Your alignment has a 70% chance to convert to Chaotic Evil and you begin growing large red spines and scales across your body. Your choice has given you power beyond equal, but it has cost you your humanity. In addition, you will take and deal 50% damage against any normal Tiger monk you fight.
Dragon's Offense
Upon adoption at 3rd level, you can mold your ki into parts of your element. After spending two ki points with a bonus action, you can choose one of the following to last for five rounds (or less):
- Fusion: Alter your fists, adding 1d4 + your wisdom modifier in elemental damage to all unarmed strikes.
- Aura: Cloak yourself in your element, dealing 1 + your wisdom modifier in elemental to all creatures within 5ft of you. Creatures who make a successful Constitution save will take half damage.
- Obscurify: Create a cloud of smoke or mist, obstructing vision within 15 ft.
- Transmogrify: Turn into your element or mist/smoke (your choice), unable to attack or be attacked. Movement speed is reduced by half.
- Death Scale: Instill fear into foes within 15ft and gain +1 AC (Blood Talon only)
Acid
Your dragon spirit has granted you the power to create acid. Use its corrosive power wisely.
Cold
Your dragon has granted you the power to create cold. Use this freezing power wisely.
Fire
Your dragon has granted you the power to create fire. Use this burning power wisely.
Force
Your dragon has granted you the power to create force. Use this cosmic force wisely.
Lightning
Your dragon has granted you the power to create lightning. Use this electrifying power wisely.
Necrotic
Your dragon has granted you the power to create death. Use this decaying power wisely.
Poison
Your dragon has granted you the power to create poison. Use this toxic power wisely.
Psychic
Your dragon has granted you the power to create psychic energies. Use this mind-bending power wisely.
Radiant
Your dragon has granted you the power t create light. Use this holy power wisely.
Thunder
Your dragon has granted you the power to create thunder. Use this deafening power wisely.
Collateral Charge
6th level Dragon monks can use a variant of the Dash action called Collateral Charge. It creates a trail of your element, prevents opportunity attacks, and can be followed up with a Collateral Crash which deals 1d10 plus your strength modifier in bludgeoning plus your wisdom modifier in elemental damage. The trail lasts for three rounds and is a 5ft wide line. Any creature entering or starting their turn while in its area of effect must make a Constitution saving throw. On a failure, that creature takes 1d4 elemental damage, and takes half damage on a success.
You can only use this feature a total of once per half your monk level before taking a long rest (or short rest for Blood Talon monks). In addition, your initiative modifier is increased by 3.
Wooden War Weapon
When reaching 11th level, you master the Dragon’s element; wood. While in the air, a Dragon monk’s wooden weapon's attack and damage rolls increase by 3.
Furthermore, Dragon monks gain a flying speed equal to 30ft. If you already have a flight speed, it increases by 30. While in the air, you still have access to all Dragon monk features, but the fire trail of Collateral Charge is replaced by an elemental blast. Once the attack roll is made for the Collateral Crash, a 20ft cone billows from the target dealing 1d6 elemental damage to all affected targets if they fail a Dexterity saving throw, except for the original target who is guaranteed to be hit if Collateral Crash hits.
Heart of the Ancients
On 17th level, you gain an ability depending on your Path. Bared Fang members gain immunity to their element and can actually absorb it to regain two ki points, as long as it was not created by themselves. They can also consume Endokukens and Shendokukens on reaction for one ki point each.
Meanwhile, Blood Talon monks gain the Claw of the Dragon move. At the cost of three ki points, attacks gain +5 to attack rolls, +5ft of range, and unarmed strikes deal an extra 2d6 + your strength modifier in slashing damage for the next five turns.
Claws of the Dragon
Your evil nature allows you to create claws out of vile energy. After spending three ki points, your unarmed attacks reach an extra 5 feet, gain +5 to their attack rolls, and deal an additional 2d6+ your strength modifier in damage, all for 5 rounds.
Elemental Consumption
As you master your dragon power, you can consume energies adjacent to it. If an attack or hazard would deal the same damage type as your dragon power, you can consume the hazard or attack on reaction, gaining two ki points. You can do the same to Endokukens and Shendokukens, but consuming them only restores one ki point.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/31/2019 10:41:50 PM
|
242
|
6
|
--
|
Coming Soon
|
|
|
3/31/2019 11:31:36 PM
|
165
|
0
|
1.5
|
Coming Soon
|
|
|
3/31/2019 11:43:02 PM
|
166
|
0
|
1.5
|
Coming Soon
|
|
|
3/31/2019 11:44:46 PM
|
166
|
0
|
--
|
Coming Soon
|
|
|
4/5/2019 6:01:01 PM
|
183
|
0
|
--
|
Coming Soon
|







-
View User Profile
-
Send Message
Posted Apr 5, 2019Sorry about all the new versions recently. Just wanted to make sure everything worked with the D&DB character builder