Base Class: Monk
Dragon slayers are incredibly rare and most people will never encounter one, you become a dragon slayer in one of two ways: you are taken in and trained under a dragon to learn their ways and embody the power of a dragon or by feasting on the flesh of a dragon and cultivating the power and making it your own.
Draconic Disciple
Draconic Disciple
Starting when you choose this tradition at the 3rd level, your Dragon Slayer training begins to manifest itself in your ki. Choose the nature of your Draconic affinity from the table below. You gain the following benefits.
Draconic Affinity
3rd-Level Way of the Dragon Slayer 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:
Draconic Presence. You can speak, read, and write Draconic. Additionally, If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
Draconic Strike. You channel your draconic affinity, every unarmed attack you hit on a target will deal damage equal to your Dragonic Affinity type, starting at 1d6, 5th level 1d8, 11th level 1d10 & 17th level 1d12.
Dragon Talon: When you hit a creature with an unarmed attack, you can spend 1 focus point to cause it to make a Strength saving throw. On a failed save, the creature takes 2d6 additional damage of the same type as the unarmed strike and can be pushed up to 15 feet away from you. On a successful save, the creature only takes 1d6 points of additional damage and is not pushed back.
Draconic Embodiment: Your senses are heightened, for 10 minutes upon activating you have advantage on (perception) check that rely on sight, smell & hearing. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Breath of the Dragon
3rd-Level Way of the Dragon Slayer 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 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Your breath weapons matches your chosen Draconic Affinity. Each creature in that area must make a Dexterity saving throw against your Focus 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.
At 8th level, the damage of this feature increases to Four rolls of your Martial Arts die.
At 11th level, the damage of this feature increases to Five rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 Focus Points to use this feature again.
This breath weapon is not considered a magical effect for spells such as antimagic field, counterspell, or a beholder’s antimagic cone.
Elemental Adaptation
6th-Level Way of the Dragon Slayer Feature
Elemental Absorption: At 6 level when you or an ally within 10ft take damage that does elemental damage equal to your Draconic Affinity type, you can use your reaction to reduce the damage by 2d10 + your wisdom modifier and heal for half the damage that you absorbed. You cannot absorb an element that was created by you.
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.
You can now sustain yourself by consuming non-magical elements that match your Draconic Affinity. You gain none of the above effects.
Damage Resistance: You gain resistance to your Draconic Affinity element.
When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed for 1 Minute.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Aspect of the Wyrm
11th-Level Way of the Dragon Slayer Feature
The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 15 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:
Frightful Presence. 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 Focus 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.
Resistance. When you activate this aura: You and your allies within the aura have resistance to your Draconic Affinity types.
Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 Focus Points to create it again.
Dual Draconic Affinity
11th-Level Way of the Dragon Slayer Feature
Dual Draconic Affinity: At 11 level you gain a second Draconic Affinity from the Draconic Ki table and can now choose which Draconic Affinity to use for your attacks and breath weapon.
Your Draconic Affinity has grown so strong that your elemental attacks and breath weapon bypass a creatures natural resistances and creature which would normally be immune now take damage as if they were resistant.
Dragon Force
17th-Level Way of the Dragon Slayer Feature
Your draconic spirit reaches its peak. You gain the following benefits:
Augment Breath. When you use your Breath of the Dragon, you can spend 1 Focus Point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to Six rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
Blindsight. You gain blindsight out to 15 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Explosive Fury. When you activate your Aspect of the 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 Focus save DC or take 3d12 of your Draconic Affinity type.
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