Base Class: Monk
In your travel along your spiritual journey, you have found yourself bonding to the natural and the magical worlds all at once through the life of another. You form a bond with a drake with whom you not only learn to fight in tandem, but you in turn gain some of their influence in your abilities as you train together.
Your soul begins to shape itself as you identify closer with the creature you have bonded with. Taking on some of its qualities in order to further enhance the abilities you have acquired through your training. The drake is a fearsome and swift hunter. Cousin to the mighty dragon, they are fearsome in their own right. Their diving strikes are the bane of any they deem their prey.
Drake Bond
When you gain this subclass at level 3, you gain the ability to form a bond with a drake that joins you on your spiritual journey to purity and enlightenment.
Drake Companion
Small Dragon
Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your monk level (the drake has a number of Hit Dice [d6s] equal to your monk level)
Speed 40 ft. fly
Saving Throws Dex +1 plus PB, Wis +2 plus PB
Damage Immunities determined by the drake’s Draconic Essence trait
Senses darkvision 60 ft., passive Perception 12
Languages Draconic
Challenge — Proficiency Bonus (PB) equals your bonus
Draconic Essence. When you bond with the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.
Actions
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
Reactions
Infused Strikes. When you are within 30 feet of the drake and hit a target with a weapon or unarmed attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.
Flyby Attack. If the drake attacks after moving at least 10 ft, it may move without provoking attacks of opportunity from its target.
The drake companion uses your initiative in combat and acts on your turn.
Synchronized Training
Your training together has allowed you to maneuver in tandem with your drake well.
When you gain this feature at level 3, you gain the ability to glide with your drake. Using at least one hand to grab hold of it if it is within 5 ft of you while you are falling, you may use a Reaction to grab hold of it and begin gliding. You fall at a rate of 1 ft per 5 ft of movement horizontally while attached to it. While attached to it, you use its movement.
Soul-Linked Beast
Your training with your drake companion has developed an unbreakable bond between the two of you. Your attacks using your Martial Arts Die can now deal the same damage type chosen for your drake companion and you gain Resistance to that damage type.
In addition, when your drake companion hits a target, you may spend a Focus point to activate your Stunning Strike. This is an additional use per turn that you may use Stunning Strike that can only be triggered in this way.
Diving Strike
You gain this feature at level 11, when your training with your drake has begun to reach culminating heights. You begin being able to emulate the creature's strikes with deadly precision. If your target is at least 10 ft below you, when you take the Attack action you may first move up to half your speed towards the target in a straight line. Your first Attack after this movement gains Advantage and deals extra damage equal to a roll of your Martial Arts Die.
Your drake's flying move speed gains half the movement bonus you receive from Unarmored Movement. It also gains Multiattack to attack a second time with its Bite attack and now deals damage equal to your Martial Arts Die.
Double Dragon
When you reach level 17, you and your drake companion have learned to become one with each other, moving in perfect sync and proving the depths of your bond. Moving as if you were of one mind.
As a Bonus Action, with your drake companion within 30 ft of you, you may both enter a transient state of combined energies by spending 5 Focus points and activating this ability. This state lasts for 1 minute and you may end it early as a Bonus Action. While it is active, you gain the following benefits:
- Your Martial Arts Die increases by one step.
- Your Diving Strike allows you to move your full speed before the initial attack and your drake companion gains the full bonus of your Unarmored Movement.
- You gain a fly speed equal to half your land speed.
- Once per turn, your attacks may explode with elemental fervor. When you hit with an Attack you may trigger this ability, forcing all enemies (including the triggering creature) in a 10 ft burst centered on the creature to make a Dexterity Saving Throw. Each creature that fails takes force and your chosen element damage each equal to one roll of your Martial Arts Die.
- If you and your drake are within 15 ft of each other and are attacking the same target, you help shield each other from harm. Whenever one of you gains damage, they gain Resistance to the triggering damage before normal Resistances are applied and you split the damage between the two of you equally. You choose where the extra damage goes.
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