Monk
Base Class: Monk

Monks who follow the path of the fire dragon have studied their lifestyles and movements to the point of creating a fighting style.

Fire Dragon Descent

Starting when you choose this tradition at 3rd level, You gain draconic features, such as fire resistance, fire attack, darkvision up to 60 ft, if your race already gives you darkvision, amplify in 30ft your darkvision.

  • Fire Attack

    When you use your fire attack, each creature in 15 ft. sphere must make a DEX saving throw. The DC for this saving throw equals 8 + your dexterity modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The fire damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your fire attack, you can’t use it again until you complete a short or long rest.

Dragon's Style

At 6th level you improve your Ki feature with new moves:

  • Dragon Attack
    Immediately after you take the Attack action on your turn, you can spend 3 ki points to make two unarmed strikes as a bonus action, and you simulate the presence of a dragon, up to 3 creature of your choice that is within 60 feet of you and aware of it must succeed on a Wisdom saving throw or become frightened until the end of its next turn.
  • Deflect Meele Attack
    When another creature damages you with a melee attack, you can use your reaction and expend 3 Ki to reduce the damage by 1d10 + your Dexterity modifier+ your monk level.
  • Counter Kick
    When a creature misses you with a melee attack, you can use your reaction and 2 Ki to make a melee unarmed attack against the creature.

Inner Fire

At 11th level, you learn to stay focused and use your inner fire to strengthen your ki attacks, and some of your Ki features apply 4d6 bonus fire damage . The fire damage increases to 5d6 at 16th level.

  • Flurry of Blows

    Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

  • Dragon Attack
    Immediately after you take the Attack action on your turn, you can spend 3 ki points to make two unarmed strikes as a bonus action, and you simulate the presence of a dragon, up to 3 creature of your choice that is within 60 feet of you and aware of it must succeed on a Wisdom saving throw or become frightened until the end of its next turn.
  • Counter Kick
    When a creature misses you with a melee attack, you can use your reaction and spend 2 ki to make a melee unarmed attack against the creature.

Fatality

  • Fatality. 

    As an Action you can spend 3 ki points, and each creature of your choice that is within 120 feet of you and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute, if you can reach the creature, you can make twelve unarmed strikes as a bonus action. A creature can repeat the saving throw at the end of each of its turns, ending the frightened effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Fatality for the next 24 hours.

    Each unarmed strike has 2d6 bonus fire damage.

    Frightened

    • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
    • The creature can't willingly move closer to the source of its fear.

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