So, anyone else have the old Draconomicon? It has a bunch of draconic prestige classes, and the Initiate of the Draconic Mysteries is basically a Dragon Monk with older edition rules. That class inspired this monk subclass. Still need some help flushing out the details though.
Monastic Tradition
Way of the Dragon
Monks of the Way of the Dragon are followers of the draconic martial arts, ancient and nearly lost techniques developed by the first dragons when they took humanoid form. These monks do not typically use weapons, as they are true masters of turning one's body into a living weapon. Monks of this school have been blessed with the power of dragons, and they channel the ki of the dragon flowing through their body to take on these traits, adopting both draconic offensive and defensive practices.
Choose one type of dragon of which you are a monk of, which will affect your draconic abilities.
Red- Fire Blue- Lightning Green- Poison Black- Acid White- Ice Gold- Fire Silver- Ice Copper- Acid Bronze- Lightning Brass- Fire
Dragon Technique
Starting when you chose this tradition at 3rd level, you can manipulate the dragon's power within your body to take on eyes, claws and scales of the dragon at will. You gain dark vision up to 120 ft. You may use a bonus action to grow dragon claws. Your Unarmed Strike becomes 1d6 of your choice bludgeoning, slashing or piecing, chosen before you make the attack. Your claw damage increases to 1d8 at level 5, 1d10 at level 11, and 1d12 at level 17. However, you cannot use weapons in this form, including monk weapons.
Once per turn, you may also spend 1 ki point to pour the elemental power of your dragon into one of your strikes, dealing an additional 1d4 element damage of your dragon to your Unarmed Strikes. This bonus increases per ki point spent, to a maximum of 2 ki points at level 5, 3 ki points at level 9, 4 ki points at level 13, and 5 ki points at level 17.
Scale Armor
Starting at the 6th level, you have learned to channel the dragon's key even further through your body. You may spend 2 ki points to grow dragon scales of your dragon's color along your arms, legs, and parts of your torso and face, increasing your armor class by your proficiency bonus for up to 10 minutes. When in this mode, when you make a constitution saving throw to reduce damage, a successful save results in no damage taken, and 1/2 damage on a failed one. You regain this ability after a long rest.
Elemental Infusion
Starting at the 11th level, you gain the ability to channel the dragon's element through your body. You gain resistance to your dragon's element. Once per long rest, when you take damage of your element, you can use a reaction to spend 2 ki points to absorb that element and heal for 1/2 of the would be damage instead of taking damage.
Draconic Ferocity
Starting at the 17th level, you gain all the ferocity of a dragon. Once per long rest, you may spend 4 ki points to add 1d6 elemental damage to each of your unarmed strikes for the next minute.
You can also spend 5 ki points to unleash the dragons roar, prompting any unfriendly creature in a 60 feet radius to make a wisdom Saving Throw or be frightened. The creature must make a wisdom saving throw at the beginning of every turn, until it takes damage.
You may also spent 6 ki points to unleash your dragon's breath, dealing 6d8 element damage in your choice of a 15 ft. cone or a 5 by 30 feet line. You regain this ability after a long rest.
Perhaps something to do with elemental Immunity and/or flying? Keeping with the dragon theme.
Edit: noticed you've got the elemental Immunity. Some kind of flying and diving attack ability maybe. You've got slow fall from the standard monk levels I believe.
This seems crazy op, in that it invalidates a lot of the monk's essentials kit. Their level 3 ability boosts their dps to a higher point, invalidating unarmed strikes at every level. The level 3 ability also takes away from the fact that monks later already gain proficiency in all saving throws. The level 6 ability is broken for any character. You have, as a monk, the barbarian rage ability + The added bonus that sometimes you just don't take damage at all. That's over powered. The 11th level ability again takes away the need for the majority of monk unarmed strike abilities, and then combines to make insanely powerful actions. An 11th level monk according to this could make 5 attacks, each potentially dealing 1d10+1d8+modifier, and that's assuming that the language you used
"You may make an unarmored attack with your claws, dealing 1d6 slashing damage in addition to your unarmored attack damage."
Doesn't ALSO add your regular monk unarmed strike damage.
I like the concept here, I really do. But a lot of this needs to be scaled back, or completely reworked.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Not quite sure I understand what you're saying. Both the level 3 and level 11 abilities are modifiers to the unarmed strike. It doesn't negate them because they are part of the strike. I can definitely work on making things less OP, but I don't quite understand what you are saying in regards to unarmed strike.
"You may make an unarmored attack with your claws, dealing 1d6 slashing damage in addition to your unarmored attack damage."
This does say it is in addition to unarmed strike. You make the strike with the claws, and the damage is additional damage to the unarmed strike. Same goes for the level 11 ability.
I just mean that in the case where those are straight damage modifiers, this class will be objectively the best choice because of the incredible dps it now produces compared to the other monk subclasses; and with no drawbacks or detriments inherent. It's just a numbers buff.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
3rd level: unarmed strikes use a damage die one size larger than the die shown on the monk table; damage is your choice of bludgeoning, slashing or piercing.
6th level: Frightful Presence: Unarmored Defense includes Charisma modifier.
11th level: resistance to chosen damage type; spend reaction and 1 ki point to gain immunity against that damage type until your next turn.
And now, here are some of my custom Monastic Traditions:
Way of Resourcefulness:
3rd level: you are proficient with improvised weapons and scimitars, they count as monk weapons for you and, if the DM agrees that a given improvised weapon could deal damage, it uses a damage die one size larger than the die shown on the monk table.
6th level: when a creature no more than one size larger or smaller than you and that you can see misses you with a melee weapon attack using a weapon other than a dagger, greatsword, longsword, rapier, scimitar, shortsword or similar weapon, you can spend one ki point to grab its weapon; it must make a Strength saving throw or be disarmed. When you use this feature successfully, the weapon you steal counts as an improvised weapon for you until the end of your next turn. Also, your Ki-Empowered Strikes feature applies to improvised weapons as well as unarmed strikes.
11th level: you have advantage on saving throws against traps and other environmental hazards and they have disadvantage on attack rolls against you. In addition, if you expose an enemy to a trap or hazard, they have disadvantage on saving throws against it and it has advantage on attack rolls against them. These effects also apply to environmental hazards that require a character to trigger them, such as boulders.
17th level: whenever you hit a creature with an improvised weapon, the DM will choose one of the effects listed under Open Hand Technique and apply it to the target.
Way of the One Man Army:
3rd level: Strike of the Dragon Serpent: once per turn when you hit with an unarmed strike, you can spend two ki points to target four 5'x5' hexes, forcing every creature in those hexes to make a Dexterity saving throw, taking force damage equal to your Martial Arts die + your Dex modifier + your Wisdom modifier on a failed save, or half as much damage on a successful save. You must be able to draw a straight line from your position to each targeted hex without going through a non-targeted hex other than your own.
6th level: borrow the ranger's Whirlwind Attack, but make it cost 1 ki point.
11th level: borrow the ranger's Stand Against the Tide, but make it cost a reaction or a ki point.
17th level: bundle together the ranger's Escape the Horde and Feral Senses, but they only work while you have at least 1 ki point remaining.
What I'm looking for here is analysis of power levels, advice on how to fix any problems you see, and recommendations for names for the unnamed features.
Perhaps base the cone/line off of actual dragon breath? You know, similar to the way dragonborn breath works? Line for blue(lightning) cone for red(fire), and so on.
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DM, player, and worshipper of dragons. Hi!
Serifey Maladaela, dragonborn monk-Beyond This Earthly Realm "My name means angel of vengeance in Draconic. It describes me well."
Not yet for me. I have an NPC with this set up, but he hasn't seen combat yet. I also have a player who multiclassed into monk to play this, but he's at monk 2 right now and hasn't hit the subclass to play test it. I suggested just making a new toon, but he didn't want to. If you want to try it, let me know how it goes!
FYI I use this subclass for my favorite character and it is absolutely balanced. Nothing stands out as incredibly overpowered while playing.
Wowza! I haven't been on DnD Beyond much in the last few years due to school, so I haven't really been working at it. I am SO GLAD this worked for you! Any cool stories to tell?
There are MANY versions of the way of the dragon on the homebrew tab, so I have provided the link directly. It's not a perfect set up, I was having issues figuring out how to get the design system to work, but it's here.
Thank you all so much for your help and comments. Seriously, I just came back from a two-year DnD break due to grad school, and the fact that people liked this enough to want to play it made me so happy!
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So, anyone else have the old Draconomicon? It has a bunch of draconic prestige classes, and the Initiate of the Draconic Mysteries is basically a Dragon Monk with older edition rules. That class inspired this monk subclass. Still need some help flushing out the details though.
Monastic Tradition
Way of the Dragon
Monks of the Way of the Dragon are followers of the draconic martial arts, ancient and nearly lost techniques developed by the first dragons when they took humanoid form. These monks do not typically use weapons, as they are true masters of turning one's body into a living weapon. Monks of this school have been blessed with the power of dragons, and they channel the ki of the dragon flowing through their body to take on these traits, adopting both draconic offensive and defensive practices.
Choose one type of dragon of which you are a monk of, which will affect your draconic abilities.
Red- Fire
Blue- Lightning
Green- Poison
Black- Acid
White- Ice
Gold- Fire
Silver- Ice
Copper- Acid
Bronze- Lightning
Brass- Fire
Dragon Technique
Starting when you chose this tradition at 3rd level, you can manipulate the dragon's power within your body to take on eyes, claws and scales of the dragon at will. You gain dark vision up to 120 ft. You may use a bonus action to grow dragon claws. Your Unarmed Strike becomes 1d6 of your choice bludgeoning, slashing or piecing, chosen before you make the attack. Your claw damage increases to 1d8 at level 5, 1d10 at level 11, and 1d12 at level 17. However, you cannot use weapons in this form, including monk weapons.
Once per turn, you may also spend 1 ki point to pour the elemental power of your dragon into one of your strikes, dealing an additional 1d4 element damage of your dragon to your Unarmed Strikes. This bonus increases per ki point spent, to a maximum of 2 ki points at level 5, 3 ki points at level 9, 4 ki points at level 13, and 5 ki points at level 17.
Scale Armor
Starting at the 6th level, you have learned to channel the dragon's key even further through your body. You may spend 2 ki points to grow dragon scales of your dragon's color along your arms, legs, and parts of your torso and face, increasing your armor class by your proficiency bonus for up to 10 minutes. When in this mode, when you make a constitution saving throw to reduce damage, a successful save results in no damage taken, and 1/2 damage on a failed one. You regain this ability after a long rest.
Elemental Infusion
Starting at the 11th level, you gain the ability to channel the dragon's element through your body. You gain resistance to your dragon's element. Once per long rest, when you take damage of your element, you can use a reaction to spend 2 ki points to absorb that element and heal for 1/2 of the would be damage instead of taking damage.
Draconic Ferocity
Starting at the 17th level, you gain all the ferocity of a dragon. Once per long rest, you may spend 4 ki points to add 1d6 elemental damage to each of your unarmed strikes for the next minute.
You can also spend 5 ki points to unleash the dragons roar, prompting any unfriendly creature in a 60 feet radius to make a wisdom Saving Throw or be frightened. The creature must make a wisdom saving throw at the beginning of every turn, until it takes damage.
You may also spent 6 ki points to unleash your dragon's breath, dealing 6d8 element damage in your choice of a 15 ft. cone or a 5 by 30 feet line. You regain this ability after a long rest.
Perhaps something to do with elemental Immunity and/or flying? Keeping with the dragon theme.
Edit: noticed you've got the elemental Immunity. Some kind of flying and diving attack ability maybe. You've got slow fall from the standard monk levels I believe.
This seems crazy op, in that it invalidates a lot of the monk's essentials kit. Their level 3 ability boosts their dps to a higher point, invalidating unarmed strikes at every level. The level 3 ability also takes away from the fact that monks later already gain proficiency in all saving throws. The level 6 ability is broken for any character. You have, as a monk, the barbarian rage ability + The added bonus that sometimes you just don't take damage at all. That's over powered. The 11th level ability again takes away the need for the majority of monk unarmed strike abilities, and then combines to make insanely powerful actions. An 11th level monk according to this could make 5 attacks, each potentially dealing 1d10+1d8+modifier, and that's assuming that the language you used
"You may make an unarmored attack with your claws, dealing 1d6 slashing damage in addition to your unarmored attack damage."
Doesn't ALSO add your regular monk unarmed strike damage.
I like the concept here, I really do. But a lot of this needs to be scaled back, or completely reworked.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Not quite sure I understand what you're saying. Both the level 3 and level 11 abilities are modifiers to the unarmed strike. It doesn't negate them because they are part of the strike. I can definitely work on making things less OP, but I don't quite understand what you are saying in regards to unarmed strike.
"You may make an unarmored attack with your claws, dealing 1d6 slashing damage in addition to your unarmored attack damage."
This does say it is in addition to unarmed strike. You make the strike with the claws, and the damage is additional damage to the unarmed strike. Same goes for the level 11 ability.
I just mean that in the case where those are straight damage modifiers, this class will be objectively the best choice because of the incredible dps it now produces compared to the other monk subclasses; and with no drawbacks or detriments inherent. It's just a numbers buff.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I'd suggest:
And now, here are some of my custom Monastic Traditions:
Way of Resourcefulness:
Way of the One Man Army:
What I'm looking for here is analysis of power levels, advice on how to fix any problems you see, and recommendations for names for the unnamed features.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Once edited, this may be useful for my dragon-raised, dragon-born, dragonborn monk. (who also still lives with her dragon mother)
DM, player, and worshipper of dragons. Hi!
Serifey Maladaela, dragonborn monk-Beyond This Earthly Realm "My name means angel of vengeance in Draconic. It describes me well."
Thank you for your suggestions! I have added the 17th level ability and nerfed down the others. Let me know what you think!
Nice 17th level ability! But I feel like the last, 6 point ability is a bit much.
DM, player, and worshipper of dragons. Hi!
Serifey Maladaela, dragonborn monk-Beyond This Earthly Realm "My name means angel of vengeance in Draconic. It describes me well."
I want to keep the breath attack, since it's one of the major goals of the dragon, but I could change the point cost or the damage. Suggestions?
Perhaps base the cone/line off of actual dragon breath? You know, similar to the way dragonborn breath works? Line for blue(lightning) cone for red(fire), and so on.
DM, player, and worshipper of dragons. Hi!
Serifey Maladaela, dragonborn monk-Beyond This Earthly Realm "My name means angel of vengeance in Draconic. It describes me well."
Has anybody had the chance to play test this?
Not yet for me. I have an NPC with this set up, but he hasn't seen combat yet. I also have a player who multiclassed into monk to play this, but he's at monk 2 right now and hasn't hit the subclass to play test it. I suggested just making a new toon, but he didn't want to. If you want to try it, let me know how it goes!
FYI I use this subclass for my favorite character and it is absolutely balanced. Nothing stands out as incredibly overpowered while playing.
I would change the claws to monk weapons because it makes more sense
Wowza! I haven't been on DnD Beyond much in the last few years due to school, so I haven't really been working at it. I am SO GLAD this worked for you! Any cool stories to tell?
That was the intent; that the claws count as monk weapons.
Have you made this into a Homebrew subclass that people can subscribe to? Got a player that loves this and I would love to have him play it.
I am working on it! It gave me an error message, but I am trying to get it up and running.
My version of The Way of the Dragon is LIVE!
https://www.dndbeyond.com/subclasses/507504-way-of-the-dragon
There are MANY versions of the way of the dragon on the homebrew tab, so I have provided the link directly. It's not a perfect set up, I was having issues figuring out how to get the design system to work, but it's here.
Thank you all so much for your help and comments. Seriously, I just came back from a two-year DnD break due to grad school, and the fact that people liked this enough to want to play it made me so happy!