Base Class: Monk
According to legends that have been passed down for generations, the Way of the Ascendant Dragon was founded by the dragon god Bahamut himself.
Considering his tendency to travel the lands in the guise of a simple Monk, it makes sense to claim that the first monastery dedicated to this tradition was started by Bahamut.
In the many years since, the tradition is still just as powerful as it is protected by its followers. Following the teachings and martial training of the Ascendant Dragon, these Monks embody both the might and wisdom of dragons in all that they do.
The ultimate goal of the Way of the Ascendant Dragon is to achieve a spiritual unity with the essence of the Material Plane. In pursuit of this goal, Monks of this tradition dedicate themselves fully to a draconic mastery of both their mind and their body.
Naturally, these Monks are likely to take these pursuits just as strongly as a Paladin would take their oath. After all, it is Bahamut himself who shared the secrets of this tradition to begin with!
Draconic Disciple
DRACONIC DISCIPLE (LEVEL 3)
The first of two features that you get upon choosing the Way of the Ascendant Dragon at level 3 is Draconic Disciple.
As a student of the Ascendant Dragon tradition, you’re able to channel the power of dragons into both your presence and martial prowess.
This feature gives you three benefits:
Draconic Presence lets you use a reaction to reroll a failed Charisma (Intimidation) or Charisma (Persuasion) check. Once this turns a failure into a success, you can’t use it again until you finish a long rest. (If the reroll isn’t enough to tilt the situation in your favor, you can still use this again later!)
Draconic Strike adds elemental damage to your unarmed strikes with the essence of dragons’ breath attacks. Specifically, you choose whether you want the damage type to be acid, cold, fire, lightning, or poison damage. If you know an enemy has a weakness to one of these, you can absolutely punish them!
Lastly, Tongue of Dragons allows you to speak, read, and write Draconic. If you already know Draconic or just prefer a different language, you can use this to speak, read, and write another language instead.
Breath of the Dragon
BREATH OF THE DRAGON (LEVEL 3)
Your second level three feature as an Ascendant Dragon Monk is Breath of the Dragon.
When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice).
Choose a damage type: acid, cold, fire, lightning, or poison.
Each creature in that area must make a Dexterity saving throw against your ki save DC. On a failure, creatures take damage of the chosen type equal to two rolls of your Martial Arts die. On a success, creatures take half as much damage.
This ability has the potential to be absolutely destructive if you can line it up right. Amidst your barrage of punches and kicks, your enemies also have to watch out for a blast of elemental damage!
Even better, when you hit level 11 the damage from this ability increases to three rolls of your martial arts die!
Breath of the Dragon can be used a number of times equal to your proficiency bonus and recharges on a long rest. If you don’t have any charges left but have some extra ki points, you can instead spend 2 ki points to use this feature again!
Wings Unfurled
WINGS UNFURLED (LEVEL 6)
Monks already tend to have some great mobility, but Wings Unfurled lets the Ascendant Dragon Monk take to the air!
When you use the Monk’s Step of the Wind feature, spectral dragon wings appear from your back until the end of your turn. While these wings are out, you have a flying speed equal to your movement speed!
This can be great for dealing with a pesky flying enemy, navigating traps or obstacles, or getting the jump on someone. In an emergency, it can also save your life!
You’re able to use this feature a number of times equal to your proficiency bonus. All expended uses of Wings Unfurled recharge on a long rest.
The main drawback to Wings Unfurled is that you have to spend a ki point for Step of the Wind to activate it. From there, you have to make it count since the wings disappear at the end of your turn.
You probably won’t get a ton of use out of this feature, but you’ll likely be glad to have it when you need it!
Aspect of the Wyrm
ASPECT OF THE WYRM (LEVEL 11)
Your level 11 feature, Aspect of the Wyrm, is another ability that gives you two options for how you use it.
In both cases, you use a bonus action to create a draconic aura 10 feet around yourself for 1 minute. You can do this once per long rest unless you spend 3 ki points to do it again.
From there, you choose one of two effects for the aura. Let’s take a look at your options!
FRIGHTFUL PRESENCE
The first option is Frightful Presence which gives your character a bit of battlefield control.
When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Frightful Presence is decent but still strikes me as being pretty situational. The Frightened condition is pretty brutal, but you need to have the enemies be within 10 feet of you AND fail a Wisdom save every turn to get value out of this.
Considering that you’re using a bonus action to force them to make save instead of using it to unleash your flurry of blows, I’m not sure that this should be a go-to tactic in most situations.
RESISTANCE
Using your Aspect of the Wyrm’s Resistance option lets you give a pretty potent defensive buff to your nearby allies.
Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison.
You and your allies within the aura have resistance to that damage.
Against enemies that are fond of certain types of elemental attacks, this alone can tilt the scales in your favor.
As a Monk, you’re almost certainly right in the enemy’s face in combat. If you’ve got your Resistance aura up, all of your front-line allies are gaining the benefit as well.
Choosing a damage type that the enemy favors to resist means that their damage output just got cut in half.
Personally, I think this is the best usage of your Aspect of the Wyrm. However, it does rely on you knowing what kind of elemental damage the enemy is going to be using.
Some are pretty easy to anticipate. A Frost Salamander is going to use cold attacks while an Efreeti is going to use fire damage.
It’s when you find yourself surrounded by more unpredictable enemies that it might be a better idea to use the Frightful Presence aura instead.
All in all, be aware of what both auras do so that you can use the right one in any situation!
Aspect of the Moon
ASPECT OF THE WYRM (LEVEL 11)
Your level 11 feature, Aspect of the Wyrm, is another ability that gives you two options for how you use it.
In both cases, you use a bonus action to create a draconic aura 10 feet around yourself for 1 minute. You can do this once per long rest unless you spend 3 ki points to do it again.
From there, you choose one of two effects for the aura. Let’s take a look at your options!
FRIGHTFUL PRESENCE
The first option is Frightful Presence which gives your character a bit of battlefield control.
When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Frightful Presence is decent but still strikes me as being pretty situational. The Frightened condition is pretty brutal, but you need to have the enemies be within 10 feet of you AND fail a Wisdom save every turn to get value out of this.
Considering that you’re using a bonus action to force them to make save instead of using it to unleash your flurry of blows, I’m not sure that this should be a go-to tactic in most situations.
RESISTANCE
Using your Aspect of the Wyrm’s Resistance option lets you give a pretty potent defensive buff to your nearby allies.
Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison.
You and your allies within the aura have resistance to that damage.
Against enemies that are fond of certain types of elemental attacks, this alone can tilt the scales in your favor.
As a Monk, you’re almost certainly right in the enemy’s face in combat. If you’ve got your Resistance aura up, all of your front-line allies are gaining the benefit as well.
Choosing a damage type that the enemy favors to resist means that their damage output just got cut in half.
Personally, I think this is the best usage of your Aspect of the Wyrm. However, it does rely on you knowing what kind of elemental damage the enemy is going to be using.
Some are pretty easy to anticipate. A Frost Salamander is going to use cold attacks while an Efreeti is going to use fire damage.
It’s when you find yourself surrounded by more unpredictable enemies that it might be a better idea to use the Frightful Presence aura instead.
All in all, be aware of what both auras do so that you can use the right one in any situation!
Ascendant Aspect
ASCENDANT ASPECT (LEVEL 17)
Finally, at level 17 you get the Ascendant Dragon Monk’s capstone ability: Ascendant Aspect.
This feature is all about further enhancing your existing abilities.
You gain three benefits:
Augment Breath buffs your Breath of the Dragon feature. Now, you can spend 1 ki point to increase its size and damage. The shape becomes your choice of either a 60-foot cone or 90-foot line that is 5-feet wide. Creatures hit by your Breath of the Dragon now take damage equal to four rolls of your martial arts die or half as much on a successful save.
Blindsight lets you detect your enemies’ presence within 10 feet even if they’re invisible. Unless a creature is behind cover or successfully manages to hide from you, you can spot it. Even if you’re blinded or in total darkness, nothing will slip past you!
Lastly, Explosive Fury enhances the aura provided to you by the Aspect of the Wyrm feature.
When you activate that aura, you choose a type of damage (acid, cold, fire, lightning, or poison) to explode from you. Choose any number of creatures within 10 feet of you. Those creatures make a Dexterity saving throw against your ki save DC or take 3d10 of the select type of damage.
Ascendant Aspect
Finally, at level 17 you get the Ascendant Dragon Monk’s capstone ability: Ascendant Aspect.
This feature is all about further enhancing your existing abilities.
You gain three benefits:
Augment Breath buffs your Breath of the Dragon feature. Now, you can spend 1 ki point to increase its size and damage. The shape becomes your choice of either a 60-foot cone or 90-foot line that is 5-feet wide. Creatures hit by your Breath of the Dragon now take damage equal to four rolls of your martial arts die or half as much on a successful save.
Blindsight lets you detect your enemies’ presence within 10 feet even if they’re invisible. Unless a creature is behind cover or successfully manages to hide from you, you can spot it. Even if you’re blinded or in total darkness, nothing will slip past you!
Lastly, Explosive Fury enhances the aura provided to you by the Aspect of the Wyrm feature.
When you activate that aura, you choose a type of damage (acid, cold, fire, lightning, or poison) to explode from you. Choose any number of creatures within 10 feet of you. Those creatures make a Dexterity saving throw against your ki save DC or take 3d10 of the select type of damage.
Breath of the Dragon
BREATH OF THE DRAGON (LEVEL 3)
Your second level three feature as an Ascendant Dragon Monk is Breath of the Dragon.
When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice).
Choose a damage type: acid, cold, fire, lightning, or poison.
Each creature in that area must make a Dexterity saving throw against your ki save DC. On a failure, creatures take damage of the chosen type equal to two rolls of your Martial Arts die. On a success, creatures take half as much damage.
This ability has the potential to be absolutely destructive if you can line it up right. Amidst your barrage of punches and kicks, your enemies also have to watch out for a blast of elemental damage!
Even better, when you hit level 11 the damage from this ability increases to three rolls of your martial arts die!
Breath of the Dragon can be used a number of times equal to your proficiency bonus and recharges on a long rest. If you don’t have any charges left but have some extra ki points, you can instead spend 2 ki points to use this feature again!
Previous Versions
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