Base Class: Monk
I fixed it.
Draconic Disciple
3rd–Level Way of the Ascendant Dragon Feature
You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:
- Additional Skill Proficiencies. You gain proficiency in Charisma (Intimidation) and Charisma (Persuasion) skill checks.
- Draconic Presence. Any time you make a Charisma (Intimidation) or (Persuasion) check, you can tap into your draconic presence and add one roll of your Martial Arts die to the total rolled. You can use this feature a number of times equal to your Proficiency bonus, and all uses return once you finish a long rest.
- Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
- Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon
3rd–Level Way of the Ascendant Dragon Feature
You can channel destructive waves of energy, like those created by the dragons you emulate. 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 line or a cone (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must succeed on a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to three rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. Your draconic breath becomes more powerful at 5th–level, 11th–level, and 17th–level.
You can use this feature a number of times equal to your Proficiency bonus, and you regain all expended uses when you complete a short or long rest.
1. Breath of the Dragon, Level 3
You can channel destructive waves of energy, like those created by the dragons you emulate. 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 succeed on a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to three rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
2. Breath of the Dragon, Level 5
You can channel destructive waves of energy, like those created by the dragons you emulate. 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 succeed on a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to three rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
3. Breath of the Dragon, Level 11
You can channel destructive waves of energy, like those created by the dragons you emulate. 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 40–foot cone or a 60–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 succeed on a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
4. Breath of the Dragon, Level 17
You can channel destructive waves of energy, like those created by the dragons you emulate. 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 60–foot cone or a 90–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 succeed on a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to five rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Wings Unfurled
6th–Level Way of the Ascendant Dragon Feature
As a bonus action, you can unfurl spectral draconic wings from your back giving yourself a flying speed equal to your walking speed that lasts for a number of minutes equal to your Proficiency bonus. Once you use this feature you cannot use it again until you complete a long rest.
Aspect of the Wyrm
11th–Level Way of the Ascendant Dragon Feature
The power of your draconic spirit now radiates from you, warding your allies and inspiring fear in your enemies. As an action, you can create an aura of draconic power that radiates from you for one minute. Your aura becomes more powerful at 17th–level.
1. Aspect of the Wyrm, Level 11
The power of your draconic spirit now radiates from you, warding your allies and inspiring fear in your enemies. As an action, you can create an aura of draconic power that radiates 30 feet from you for one minute. For the duration, your aura gains all of the following effects:
- Frightful Presence. Any creature of your choice that starts its turn within the aura or enters the aura for the first time on its turn, must succeed on a Wisdom saving throw against your ki save DC. On a failed save, the creature is frightened of you until the start of its next turn. A creature that is unaware of you, is not affected by your Frightful Presence.
- Iron Will. You and your allies within the aura have advantage on saving throws against being charmed or frightened.
- Resistance. 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.
Once you create this aura, you cannot create it again until you finish a long rest.
2. Aspect of the Wyrm, Level 17
The power of your draconic spirit now radiates from you, warding your allies and inspiring fear in your enemies. As an action, you can create an aura of draconic power that radiates 40 feet from you for one minute. For the duration, your aura gains all of the following effects:
- Explosive Fury. When you activate your Aspect of the Ascendant Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 5d8 acid, cold, fire, lightning, or poison damage (your choice).
- Frightful Presence. Any creature of your choice that starts its turn within the aura or enters the aura for the first time on its turn, must succeed on a Wisdom saving throw against your ki save DC. On a failed save, the creature is frightened of you until the start of its next turn. A creature that is unaware of you, is not affected by your Frightful Presence.
- Iron Will. You and your allies within the aura have advantage on saving throws against being charmed or frightened.
- Resistance. 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.
Once you create this aura, you cannot create it again until you finish a long rest.
Ascendant Dragon Form
17th–Level Way of the Ascendant Dragon Feature
The draconic power within you takes form, transforming you into a dragon of your choice. As an action, you can transform yourself into a young dragon of your choice for 1 hour. You can use a bonus action to end the transformation early. Once you use this ability, you cannot use it again until you complete a long rest.
While you are in your Ascendant Dragon Form, your game statistics are replaced by the statistics of the dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you and the bonus in its stat block is higher than yours, use the dragon’s bonus instead of yours. If the dragon has any legendary or lair actions, you cannot use them.
When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
While you are transformed into your draconic form you cannot use any of your race or class features. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the dragon’s shape and size. Your equipment does not change size or shape to match the new form, and any equipment that the new form cannot wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
The list of dragons you are able to transform into are as follows; Young Black Dragon, Young Blue Dragon, Young Brass Dragon, Young Bronze Dragon, Young Copper Dragon, Young Gold Dragon, Young Green Dragon, Young Red Dragon, Young Silver Dragon, or Young White Dragon.
Previous Versions
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