Legend says that when the dragon god Bahamut first traveled to the Material Plane, he did so in the guise of a young monk. In his journeys, he founded the Way of the Ascendant Dragon so that other monks could better connect with the world and its magic. The subclass was introduced in Fizban's Treasury of Dragons and allows you to dance like a dragon on the winds and to strike with the fury of their breath attacks.
Click below for a review of the Way of the Ascendant Dragon and to see a sample build:
Way of the Ascendant Dragon subclass features
Draconic Disciple
The first of two subclass features you gain at 3rd level is Draconic Disciple, and it's chock-full of goodies that allow you to emulate the dragons you worship.
You learn Draconic or one other language of your choice. You also gain the ability to reroll Charisma (Intimidation) and Charisma (Persuasion) checks — at least until this feature turns a failure into a success, then you'll need to take a long rest before using it again.
More notably, you can change the damage type of your unarmed strikes. When you deal damage to a target, you can choose to deal acid, cold, fire, lightning, or poison damage instead of the normal damage you deal. This feature makes you a big threat to monsters that have vulnerability to one of these damage types. If you want to help out the party's spellcasters, you can test a monster's resistances and immunities by choosing different damage types for each of your unarmed strikes. Then, you can cheerily announce that the mummy is weak to fire before you duck and cover as the blaster wizard throws down a fireball!
Breath of the Dragon
Nothing says you're channeling the might of dragons like the ability to unleash waves of draconic energy upon your enemies. The 3rd-level feature Breath of the Dragon lets you do just that.
When you take the Attack action, you can replace one of your attacks with a 20-foot cone or 30-foot line that is 5 feet wide of acid, cold, fire, lightning, or poison damage. Enemies that fail a Dexterity saving throw against your ki save DC take damage equal to two rolls of your Martial Arts die (half on a success). The damage this feature deals increases at 11th level.
As you gain levels, you'll get more uses of Breath of the Dragon. The feature can be used a number of times equal to your proficiency bonus. If you're out of uses, you can burn 2 ki points to use it again. Not a bad tradeoff when there's always a chance of zombies.
Increasing your ki save DC
Your ki save DC is calculated using your proficiency bonus and Wisdom modifier. If you want to bump it up, try snagging a dragonhide belt (if your DM permits it). Introduced in Fizban's Treasury of Dragons, it increases your ki save DC by +1, +2, or +3. As an added bonus, you also can restore ki points using the belt once per day.
Wings Unfurled
At 6th level, Step of the Wind gets an upgrade. When you use the ki feature, you can conjure draconic wings that grant you a flying speed equal to your walking speed until the end of your turn. You can do so a number of times equal to your proficiency bonus. Once you're out of uses, you'll need to take a long rest before using them again.
Aspect of the Wyrm
At 11th level, the Way of the Ascendant Dragon monk strikes fear in the hearts of enemies, and they can protect allies from the elements they harness. The Aspect of the Wyrm allows you to create a 10-foot aura that can do one of two things (you choose):
- When you first conjure the aura and as a bonus action on your following turns, you can force a target to make a Wisdom saving throw against your ki save DC or be frightened for 1 minute. The target can repeat this saving throw at the end of each of its turns.
- You and allies in your aura have resistance to acid, cold, fire, lightning, or poison damage. It's a handy trick to have when you're expecting to face down a fire elemental, black dragon, or something else.
You can use this feature once per day for free. It costs 3 ki points for each additional use.
Ascendant Aspect
Topping off this monk subclass is Ascendant Aspect, offered at 17th level. It is a multipart feature that augments a couple of your existing features, in addition to granting blindsight out to 10 feet!
When you use Breath of the Dragon, you can spend a ki point to increase the size of the cone or line of the attack and increase its damage by an additional roll of your Martial Arts die. And when you activate your Aspect of the Wyrm aura, you explode with draconic fury, damaging enemies around you that fail a Dexterity saving throw.
Pros
The Way of the Ascendant Dragon is packed with flavor and features. Let's take a look at what we love.
Access to different damage types
This monk subclass allows you to emulate dragons of all kinds. Because you can freely change the type of damage you deal with unarmed strikes, you can target an enemy's vulnerabilities and avoid losing damage to resistances and immunities. Plus, the ability to strike with an acidic left hook and follow it up with a fiery kick is just plain cool.
Emulate a dragon's presence
A flavor win for the subclass is the ability to cause the frightened condition. Getting to reroll Charisma (Intimidation) and Charisma (Persuasion) checks is also handy when you've been inspired by a silver dragon to be the party face for a scene.
Destroy mobs more easily
Where Way of the Mercy from Tasha's Cauldron of Everything increases the monk's damage potential against single targets, the Way of the Ascendant Dragon excels at area-of-effect attacks. Melt the boss' goons with a Breath of the Dragon and then charge in with a flurry of blows for some serious damage. Of course, if you need a ranged attack to just take down a monster threatening an ally across the battlefield, you can do that too.
Cons
There's a lot to love about this subclass, but it has its drawbacks, too.
Lacking in damage
Despite its strong focus on bringing the hurt to multiple enemies at a time, Breath of the Dragon offers little damage, particularly when your Martial Arts die is at a d4. As your Martial Arts die increases in size over time, however, you won't feel as pinched for damage, especially if you're able to hit three or more enemies at once.
Limited flight
At a level when spellcasters have fly, the Way of the Ascendant Dragon gains a limited-use feature that grants a flying speed until the end of their turn. Although Wings Unfurled is a handy trick to keep in your back pocket when you need to get across a deadly crevasse or Disengage, it would be nice if the flying speed lasted longer than a turn.
Blindsight is late to the party
At 17th level, the Way of the Ascendant Dragon gains blindsight out to 10 feet. This is great! But it's something other martial classes can get within their first few levels. The Blind Fighting style offers the same benefit if your DM permits the optional class features offered in Tasha's Cauldron of Everything.
Meet Reinikiki, Bahamut celebrant
The satyr Reinikiki frolicked to the gates of the bandit camp, beating her drum as she sang a cheery song to Bahamut, the dragon god.
"Forged in flames and forged in his name,
We dance to the king! In Bahamut's name!"
The spectacle drew the attention of the bandits, whose weapons fell to their sides as they jeered at the satyr. Unbeknowst to them, she was counting her targets as she performed. And when enough had gathered before her, she finished her song with a belch of fire that engulfed the bandits.
As their screams filled the air, Reinikiki tossed aside her drum and charged in, fists raised and crackling with lightning.
Reinikiki is a female satyr from a nomadic tribe in the High Forest. Her people came to worship Bahamut after unearthing an ancient temple to the dragon god. They held parties in his name, drinking merrily and singing songs about how Bahamut protects the needy. During one such occasion, Reinikiki discovered a hidden chamber where mosaics depicted a fighting dance. Learning from these mosaics, Reinikiki trained herself in the Way of the Ascendant Dragon.
As she grew older, Reinikiki ventured beyond the High Forest to spread Bahamut's name and to protect the defenseless. She is known to merrily sing and dance on her way to the lairs of evildoers before unleashing draconic fury upon them.
Playing Reinikiki
Reinikiki is a neutral good satyr with the Folk Hero background. Her highest ability score is Dexterity, and she has good Constitution and Wisdom scores. She has the following skill proficiencies:
- Acrobatics
- Animal Handling
- Brewer's Supplies
- Athletics
- Performance
- Persuasion
- Survival
- Vehicles (Land)
She is also proficient with a couple of instruments, which she uses when worshipping Bahamut.
Playing Reinikiki as an NPC
Reinikiki is a high-energy satyr that loudly and proudly worships Bahamut with songs and dances. She brews her own citrus ale and sprinkles it with ghost pepper flakes. As an adventurer, Reinikiki spends what little gold she has on hosting celebrations for Bahamut in the villages she visits. She puts all of her effort in each quest, no matter whether she's getting a cat out of a tree or burning down a bandit encampment.
Will you fight for or against dragonkind?
Terrify your enemies and breathe fire (or acid or lightning or...) as the Way of the Ascendant Dragon monk! This subclass excels against multiple enemies and allows you to test their vulnerabilities, resistances, and immunities. What do you think of it?
Michael Galvis (@michaelgalvis) is a tabletop content producer for D&D Beyond. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. When he isn’t in the DM’s seat or rolling dice as his anxious halfling sorcerer, he’s playing League of Legends and Magic: The Gathering with his husband. They live together in Los Angeles with their adorable dog, Quentin.
I can fly!
...for 6 seconds!😜
More like "Way of the Descended Monk." HAR HAR. UA version to make this enjoyable.
Yeah, no. Mediocre at best, like most Monk subclasses. WoTC afraid to commit with monk because they aren't clerics.
A little better than four elements... guess that's something...
EDIT:
This article: "charge in for a flurry of blows for some serious damage."
Also this article: "Cons: Lacking in damage."
I'm not here to complain about monks.
Now YOU can be weak like a dragon! :D
I like it. The Draconic Disciple comes at the right time. But why this form of character creation/stat spread? Rolled I take it?
Honestly, people in general seem pretty unhappy on how this got nerfed, but I was worried about power creep from books like Tasha's, so this comes as something of a relief.
I think this looks pretty cool, but frankly Wings Unfurled is kind of obsolete.
I'm gonna reflavor all these abilities as spinjitsu from Ninjago, because why not
I dunno, if any class needed power creep. It should be the monk
I've had alot of people talk real down about this subclass. The UA to Official Dragon monk reminds me of the phenomenon when Smash 4 Bayonetta players came to Smash Ultimate.
Little tip: at lvl 5, Step of the Wind above the enemy and breath the Cone of breath downward to cover alot more enemies than normal cone breath can.
Hope it helps!
Note that you can't really play a "way of the ascendant gem dragon" monk. Feels like another for the 'cons' section. I made a homebrew of it, but had trouble sharing it. Is the spellcasting too much? I wanted to give it a more psionic feel.
Monk: Way of the Ascendant Gem Dragon
The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane. As a way of the ascendant gem dragon monk, you're a way of the ascendant dragon monk who has a special affinity to gemstone dragons. You also gain the ability to cast each of the following spells once per day psionically (that is to say, with no components required)* (at will for a cantrip) and normally (using components) with any spell slots you have from multiclassing or elsewhere: Levitate, Raulothim's psychic lance, mind sliver, Tasha's mind whip. *each
As a follower of the Way of the Ascendant Gem Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Gem Dragon Origin table offers a number of possibilities.
Ascendant Gem Dragon Origin
Gemstone Disciple
You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath and defend yourself from certain attacks. You gain the following benefits:
Draconic Presence. 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. When you damage a target with an unarmed strike, you can change the damage type to force, radiant, psychic, thunder, or necrotic.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Wings Unfurled
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.
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 Gem Wyrm
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 10 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 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.
Resistance. Choose a damage type when you activate this aura: force, radiant, psychic, thunder, or necrotic. You and your allies within the aura have resistance to that damage.
Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.
Ascendant Aspect
Your draconic spirit reaches its peak. You gain the following benefits:
Augment Breath. When you use your Breath of the Gem Dragon, you can spend 1 ki 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 four 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 10 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 Gem 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 3d10 force, radiant, psychic, thunder, or necrotic damage (your choice).
I still don't get why the worst class of all classes get only bad subclasses (except Way of Mercy which was ok). Way of Astral Self was looking to be ok in UA form but got nerfed into oblivion. Martial classes is already so underpowered compared to spellcasters in 5th edition. And when the weakest martial class of them all get bad subclasses (like Ascended Dragon) it is no game mechanic which makes it good. Don't get me wrong I love the concept of monks, and love to roleplay them. But compared to other classes monks gets so few tools both in and out of combat which is useful.
"More notably, you can change the damage type of your unarmed strikes. When you deal damage to a target, you can choose to deal acid, cold, fire, lightning, or poison damage instead of the normal damage you deal."
My question is: Why Way of Four Elements can't do that?
I love dragons and even I think this needs revising. Maybe change up the elemental punches thing and perhaps add some sort of "draconic state" with resists, flight, and such. Seems like this could be better if maybe it was more like the astral self from Tasha's. If I know one thing, the Witch Queen would know how to fix this. We play eldritch ping pong sometimes!
All these comments complaining about nerfs like dnd is a pvp videogame. We don't need people saying you lose dnd of you play monk or ranger, the rest of us want to have fun. And lighting your hands on fire to slap liches is fun
I think it's right that it got nerfed, as the UA version was too strong for a Monk sub-class and had some badly exploitable features.
The main reason people are pissy is because Twilight Domain didn't get nerfed despite having the single most powerful Channel Divinity power of any domain (and even if you removed it, it'd still be one of the stronger domains). Wizards of the Coast proved with Twilight that they don't actually read the feedback, because I and others complained about it and all they did was reduced the darkvision from infinite range to 300 feet (so effectively still infinite range in most D&D situations), which I'm pretty sure literally nobody complained about.
That said, I'm not super happy about how some of the features are implemented in the final version of Ascendant Monk though. The fightening aura should just be an area blast (like an actual Dragon's Frightening Presence and similar), for some reason they were obsessed with it being a persistent aura and ended up making it really weird to use; it's not terrible, but it works best when you can lock an enemy into multiple levels of fear (because with it not being a spell you can technically stack it).
Ascendant Aspect is actually pretty good IMO, but that blast when the aura is activated is another weird one; you want to be surrounded by enemies for the blast, but surrounded by allies for the resistance effect, so it should really be two different bonuses (a frightening blast, and something else for bolstering allies)?
Overall it's probably about right in terms of strength as a sub-class, it's just mechanically weird. I feel like WotC is putting out so many new books at the moment that they're not giving any of them enough proper playtesting and time.
Yeah i'm sorry, but no. This subclass wasn't even amazing in UA, but it got absolutely brutalized in final release. It's contending with Sun Soul and Four Elements for being one of the worst Monk subclasses.
You essentially have to play the UA version or homebrew fixes to make this subclass good.
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