Monk
Base Class: Monk

Millennia ago, when the dragon serpents served as weapons of war against the giants in their kingdoms above the clouds, their elemental rage brought innumerable disasters. After fulfilling their purposes, the flying serpents separated, diverging in their acting with the lower races, often occasioning quarrels with their own serpent brethren. The more friendly dragon serpents saw that their purpose on the planet was diminutive, so they began to trust younger races, guiding them on the path of wisdom in their monasteries, excluded from society. Fearing that they could not protect them forever from other dragons, these friendly winged serpents taught them to use their draconian blood ki, training strictly chosen monks so they could use the great strength of a flying serpent with their own hands.

As a monk on the Way of the Dragon Serpent's Confinement, your intense training after absorbing the ki of a dragon serpent led your limbs to take on an iron appearance. Your hands and forearms, and your feet, from the tip of your thumb to the knee, take on a hard, scaly, scintillating aspect, as strong as steel. You are able to take on three elemental instances, ready for hand-to-hand combat, sacrificing any usege of weapons.

Iron Confinement

Your limbs become iron. The confinement of the draconian ki made them assume a thorny appearance; your fingers become flexible claws, deadly weapons, and your scaly, cold skin becomes your only shield. When you choose this path at 3rd level, you can no longer use any type of weapon, whether it be simple, martial, ranged or even magical. And you lose, automatically, Stunning Strike at 5th level.

However, to face this decay, you will ignore the damage dices as shown in the Martial Arts column of the Monk table, instead, your unarmed damage becomes 1d6 at 4th level, and it increases by 1d8 at 9th level , 1d10 at 13th level and 1d12 at 17th level. In addition, the Iron Confinement becomes more powerful as the ki grows within the monk to fill the disadvantage of never possessing a magic weapon. Your unarmed strikes acquire the weapon +1  feature when you reache the 9th level, and again, a weapon +2  when you reache 12th level and a weapon +3  when you reache 18th level. Your Unarmored Defense will also add the Constitution modifier in addition to the Dexterity and Wisdom modifier.

Winged Blessings

The ki of the elements are inside of you. Your limbs start to exhale a specific type of elemental energy and your body has become a pure weapon of elements. Spending 1 ki point, as a bonus action, you can assume for 1 minute one of the following instances:

Blessing of Jiaolong. Your unarmed attacks count as fire damage. When using Flurry of Blows being at this instance, you can make the target perform a Strength saving throw. If it fails, you can push it up to 10 feet away from you. Also, if the pushed target hits a creature, large object or wall, it will be knocked prone. You can increase the distance the target goes through in the 6th level, by using 1 more ki point, the target will be pushed 20 feet away, but you must use this before the DM tells you whether you succeed or fail in the attack roll.

Blessing of Shenlong. Your unarmed attacks count as electric damage. A stormy glare from your members helps you confuse enemies so you can move around agilely during combat. When using Step of the Wind, you can make a creature within 5 feet of you to take a Dexterity saving throw. If it fails, the target will become blind until the beginning of his next turn. By passing on the saving throw, the creature becomes immune in being blinded from this source, for 24 hours.

Blessing of Yinglong. Your unarmed attacks count as cold damage. The biting cold from your limbs produces a protective aura around itself. When using Patient Defense, and if an enemy creature that has performed a melee attack on you misses the attack, you can use your reaction to slow that creature's movement by half until the beginning of your next turn. If the above conditions hit at 6th level, you can spend an additional 1 ki point and force all enemy creatures within a 15 feet radius from you to lose half of their movements.

You can switch instances in the middle of combat, but this will still cost 1 ki point as a bonus action to complete.

Power Strikes

At 6th level your confinement path allowed you to use disastrous blows to fight your enemies. You get new features while remaining in the desired instance:

Unrestrained Fury. When under the effects of the Jiaolong Blessing, you can, with an bonus action , spend 2 ki points to execute a torrent of kicks against enemies within 10 feet of you. Choose three targets, if you hit them, they will take 1d8 as fire damage plus your Dexterity modifier. You can alternatively distribute the kicks on two targets or only one. If you hit all three kicks on one target, it must be successful on a Strength saving throw or be knocked prone. The dice damage increases by 1d8 when you reach 9th level.

Rising Dragon. If you are under the effects of the Shenlong Blessing, you can, with an action, spend 2 ki points to execute a powerful thundering fist. All enemy creatures in a 15 feet cone that originates from you must perform a Constitution saving throw, suffering 4d10 as thunder damage if not passing and becoming deaf, being able to repeat the saving throw at the end of each of their turns, ending the effect on itself on a success. If they do pass, they'll take half of the damage and will not be deaf. An enemy caster has disadvantage in maintaining the concentration of a spell if not passing on the Constitution saving throw. You can also spend ki points, to a maximum of 3, to increase the damage by 1d10.

Mountain's peak. If you are under the effects of the Yinglong Blessing, you may spend 2 ki points to similarly use the magic armor of agathys in the Player's Handbook. The spell stays while you are in this instance, or until the duration lasts. You increase the spell level by putting more ki points. For example, when you spend 3 ki points, the spell is invoked as 2nd level, using 4, the spell is invoked as 3rd level, and so on.

Aura of Peace

When you reach 10th level, your strength and energy control become exceptional. You get the following benefits:

Blessing of Jiaolong. You have resistance to fire damage when you take on this instance.

Blessing of Shenlong. You have resistance to electrical damage when you take on this instance.

Blessing of Yinglong. You have resistance to cold damage when you take on this instance.

Dragon King's Decree

When you reach 14th level, the accuracy of your instances becomes somewhat explosive. You can use ki points and sacrifice the usege of your current instance to perform a powerful and devastating blow, but after then, you become powerless, and will be needing to again take on an instance, see Winged Blessings. When you are in a specific instance, you can perform the following attacks:

Palm de Jiaolong. With an action, you spend 4 ki points and lose all the benefits from this instance. Putting your fury into a single palm, you create a gigantic 2-foot flaming hand that will run a straight path up to 60 feet. All creatures in the palm path must perform a Dexterity saving throw, taking 8d10 as fire damage and be knocked prone. If they do pass, they take half the damage and will not be knocked over.

Ascension of Shenlong. With an action, you spend 4 ki points and lose all the benefits from this instance. You release the potential of a storm in a single blow. Choose a target that is 5 feet of you, he must perform a Dexterity saving throw, but it will have disadvantage if it has not yet acted on this turn. If the target passes the saving throw, nothing happens. If it fails, you take the form of a living storm and grab the target, you two jump and land anywhere 30 feet from your starting point. The target will suffer 10d10 as electric damage and be stunned, being able to repeat the saving throw at the end of each of his turns as a Constitution saving throw, ending the effect of stunned on a success.

Hunger of Yinglong. With an action, you spend 4 ki points and lose all the benefits from this instance. All the wrath of a terrible winter is released around you. Enemy creatures within a 20 feet radius originated from you must perform a Constitution saving throw. If they fail, they take 8d6 as cold damage and are restrained. If they pass, they take half the damage and will not be restrained. Either way, you get to recover hit points as equal as to the damage rolls.

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