Base Class: Monk
Scale Warrior Monks are among the most skilled and powerful servants a dragon can have. In the days when dragons ruled over the lands they held vast armies to secure their dominions, the most prominent taught some within their cadre what it truly meant to possess the might and cunning of a dragon. These teachings have passed through the centuries less and less, with only a few monasteries still committed to the tradition.
Draconic Arts
When you follow the Way of the Scale Warrior, at level 3 you assume minor draconic features, such as reptilian eyes and slightly scaled skin. If you are a dragonborn your appearance does not change much to the casual observer, unless your chosen dragon affinity differs from your natural color. These features become more prominent as you follow deeper into the path. This change grants you darkvision out to 60 feet.
In addition, choose a type of dragon to attune your skills to, see the table below for reference. You may choose one of any of the Chromatic (typically evil) or Metallic (typically good) draconic types. After making this choice you will gain elemental benefits associated to your choice. The first benefit allows you to add half your monk level (round down) as elemental damage linked to your chosen type to any attacks made using Flurry of Blows.
As part of your training you learn how best to interact with dragons. You have advantage on any Charisma ability checks not associated with spellcasting when dealing with Dragons, and you gain the knowledge of how to speak, read and write Draconic.
Bonus Cantrip
At level 3, you gain a bonus cantrip based on your chosen draconic type (see the table below). This cantrip uses Wisdom as its Spellcasting ability for any spell attacks or save DC. Additionally, if the spell deals damage, add your Wisdom modifier to any damage dealt.
Draconic Types
Choose one of the following to associate your Draconic study to: (color - element - cantrip)
- Black/Copper - Acid - Acid Splash
- Blue/Bronze - Lightning - Lightning Strike
- Brass/Gold/Red - Fire - Fire Bolt
- Green - Poison - Poisonous Veil
- Silver/White - Cold - Ray of Frost
Black Dragon
Your chosen draconic type is a Black dragon. This gives you affinity with Acid and grants the Acid Splash cantrip.
Blue Dragon
Your chosen draconic type is a Blue dragon. This gives you affinity with Lightning and grants the Lightning Strike cantrip.
Brass Dragon
Your chosen draconic type is a Brass dragon. This gives you affinity with Fire and grants the Fire Bolt cantrip.
Bronze Dragon
Your chosen draconic type is a Bronze dragon. This gives you affinity with Lightning and grants the Lightning Strike cantrip.
Copper Dragon
Your chosen draconic type is a Copper dragon. This gives you affinity with Acid and grants the Acid Splash cantrip.
Gold Dragon
Your chosen draconic type is a Gold dragon. This gives you affinity with Fire and grants the Fire Bolt cantrip.
Green Dragon
Your chosen draconic type is a Green dragon. This gives you affinity with Poison and grants the Poisonous Veil cantrip.
Red Dragon
Your chosen draconic type is a Red dragon. This gives you affinity with Fire and grants the Fire Bolt cantrip.
Silver Dragon
Your chosen draconic type is a Silver dragon. This gives you affinity with Cold and grants the Ray of Frost cantrip.
White Dragon
Your chosen draconic type is a White dragon. This gives you affinity with Cold and grants the Ray of Frost cantrip.
Born of the Elements
Starting at the 6th level, you gain the ability to channel your chosen draconic element through your body. You gain resistance to your chosen draconic element.
Additionally, once per short rest, when you take damage of your chosen draconic element you can spend 2 ki points to use your reaction to lose resistance but instead gain immunity to that element for 1 round and heal for 1/2 of any damage of that element you would otherwise take that round. If there are other effects of the damage you also resist those effects as if you had succeeded at any saving throw against it.
Black Dragon
You gain resistance to Acid damage.
Blue Dragon
You gain resistance to Lightning damage.
Brass Dragon
You gain resistance to Fire damage.
Bronze Dragon
You gain resistance to Lightning damage.
Copper Dragon
You gain resistance to Acid damage.
Gold Dragon
You gain resistance to Fire damage.
Green Dragon
You gain resistance to Poison damage.
Red Dragon
You gain resistance to Fire damage.
Silver Dragon
You gain resistance to Cold damage.
White Dragon
You gain resistance to Cold damage.
Dragonsense
At level 11, you gain proficiency in Perception and your proficiency bonus in Perception is doubled. You also have Blindsight out to a 30 foot range.
Might of the Dragon
Starting at 17th level, whenever you use your Born of the Elements monk ability you now heal for all of any damage you would otherwise take in the round, instead of 1/2.
You also have trained to the point that you can manifest physical and mental aspects of Dragons based on your chosen type. This grants you the ability to channel the Might of the Dragon by focusing yourself for 1 action. While under the effects of the Might of the Dragon your appearance becomes almost completely draconic, even more so than that of a Dragonborn, with thick scales, ridges, and facial features similar to that of your chosen dragon. In addition, you gain the following benefits:
- Your creature type changes to Dragon.
- The range of your Darkvision and Blindsight are doubled.
- Gain immunity to elemental damage based on your type.
- Your body manifests thick scales of your draconic color and your unarmored Armor Class increases by 3.
- Your hit points and hit point maximum are increased by 2 times your Monk level.
- You gain a breath weapon that deals elemental damage based on your type. It has a Recharge (5-6), area of effect is a 20 foot cone, and deals 8d8 damage. Creatures in the area must succeed at a Dexterity save to only take half damage (DC equals 10 + proficiency bonus + Wisdom modifier).
- Once, while channeling the Might of the Dragon, after failing a saving throw you may choose to succeed instead.
If you are reduced to 0 hit points you lose all of the benefits listed above, however you then immediately return to 1 hit point and regain consciousness as if you had rolled a natural 20 on a death saving throw. The above benefits last for a number of minutes equal to your Monk level and you must finish a long rest before you can use this feature again.
Finally, when Might of the Dragon ends, either by duration or dropping to 0 hit points, you gain 1 level of exhaustion.
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