Monk
Base Class: Monk

Those who subscribe to this monastic tradition are renowned
as masterful manipulators of ki, using both their own ki and
the ki of their foes to maximize their power. Like their
namesake, these monks typically utilize incredibly aggressive
techniques and specialize in overpowering their enemies,
focusing on inflicting damage rather than defending against
it. Those who have mastered this art can take on a semblance
of power similar to the great dragons they derive their
inspiration from.

(This subclass is from my friends homebrew book).

Tongue of the Sky Serpent

When you select this monastic tradition at 3rd level, you learn
the tongue of the mighty dragon, learning to speak, read and
write in draconic. Additionally, you gain proficiency with
either the Intimidation skill or Persuasion skill. Finally, you
learn two of the following techniques.

Breath of the Northern Mountain
When you use your action to make an unarmed attack, you
can expend a single ki point to wreath yourself in thick fog as
a part of that action, gaining advantage on the first attack roll
you make before the end of your current turn. Until the end of
this turn, your unarmed attacks deal an additional 1d4 cold
damage.

Gait of the Raging Heavens
When you use your action to dash or use your Step of the
Wind feature, you can expend an additional ki point to wreath
yourself in powerful flames. Until the beginning of your next
turn, when a creature within 5 feet of you successfully makes
a melee attack against you - or a creature makes a successful
attack of opportunity against you, regardless of reach - they
take 1d6 fire damage.
Hide of the Great Serpent:
When you use your action to dodge or use your Patient
Defense feature, you can expend an additional ki point to
extend your soul, creating scaly armor. You gain resistance to
the first instance of damage you take before the beginning of
your next turn.
Might of the Waking Sea:
When you use your action to make a ranged or thrown
weapon attack, you can expend a single ki point to imbue one
of your attacks with the strength of a crashing tsunami.
Before the end of your current turn, if you successfully land a
ranged weapon attack, you can choose to force that creature
to move 1d4 * 5 feet back in a straight line.

Breath of the Northern Mountain

When you use your action to make an unarmed attack, you
can expend a single ki point to wreath yourself in thick fog as
a part of that action, gaining advantage on the first attack roll
you make before the end of your current turn. Until the end of
this turn, your unarmed attacks deal an additional 1d4 cold
damage.

Gait of the Raging Heavens

When you use your action to dash or use your Step of the
Wind feature, you can expend an additional ki point to wreath
yourself in powerful flames. Until the beginning of your next
turn, when a creature within 5 feet of you successfully makes
a melee attack against you - or a creature makes a successful
attack of opportunity against you, regardless of reach - they
take 1d6 fire damage.

Hide of the Great Serpent:

When you use your action to dodge or use your Patient
Defense feature, you can expend an additional ki point to
extend your soul, creating scaly armor. You gain resistance to
the first instance of damage you take before the beginning of
your next turn.

Might of the Waking Sea:

When you use your action to make a ranged or thrown
weapon attack, you can expend a single ki point to imbue one
of your attacks with the strength of a crashing tsunami.
Before the end of your current turn, if you successfully land a
ranged weapon attack, you can choose to force that creature
to move 1d4 * 5 feet back in a straight line.

Hunger of the Hissing Dragon

When you reach 6th level, your ability to manipulate the ki of
others grants you the ability to take in their power with
mighty strikes. When you score a critical hit or land a killing
blow, you may choose to regain a number of ki points equal to
1/2 the number of hit dice that creature has, rounded up. You
may use this feature once, regaining the ability to do so upon
completion of a long or short rest.

Rage of the Hissing Dragon

When you reach 11th level, your soul begins to extend
outward, mirroring the mighty dragons you are inspired by.
When you make an unarmed attack, you can choose to
extend the reach of those attacks by 5 feet, dealing one of the
following damage types rather than bludgeoning when you do
so: acid, cold, fire, lightning, or poison. You select this damage
type when you take this action, and can not change the
damage type until the beginning of your next turn.
Additionally, when you dash as an action or use your Step of
the Wind feature, you gain a flying speed equal to your
walking speed until the end of your current turn. If you end
this movement in the air, you descend 60 feet and land, taking
no falling damage if you reach a solid surface you can stand
on or swim in within that distance. If you remain in the air at
the start of your next turn, you begin to descend at the
normal rate of 600 feet per round.

Hissing Dragon’s Divine Wrath

When you reach 17th level, your soul has become that of a
dragon, and as such you can extend your will upon the world
as they do. You gain the following features:

 

Divine Fury

As an action, you can spend 5 ki points to exhale a torrent of
powerful elemental energy. You create a 30 foot cone
originating from yourself, using one of the following damage
types: acid, cold, fire, lightning, or poison. If you select acid,
fire or lightning damage, each creature in the cone must
make a Dexterity saving throw, taking 12d6 damage on a
failed save and half as much on a successful save. If you
select cold or poison damage, each creature in the cone must
make a Constitution saving throw, taking 12d6 damage on a
failed save and half as much on a successful save.

Holy Retribution

As a bonus action, you can spend 5 ki points to extend your
soul outward, creating the visage of a dragon. Select one of
the following damage types when you use this feature: acid,
cold, fire, lightning, or poison. For 1 minute, when you take
damage from an attack or a spell delivered by a creature
within 30 feet of you, that creature takes damage of your
selected type equal to 1d6 + your Wisdom modifier.