Base Class: Monk
Monks that follow the Way of the Elder Wrym follow the Ancient Elder Wrym's mystical prowess and neverending wisdom. They seek to become like the Elder Wrym, an Ancient Undead Dragon named Malzeno by traveling across the realm collecting treasure to offer towards the Elder Wrym's hoard. In return, Malzeno teaches her monk followers to externailize their ki as fuel, stoking the draconic energy deep inside them.
Dragon's Claw
When you choose this tradition at 3rd level, you can conjure the spectral image of a silver and black dragon's claws around one or both your arms. This monk weapon inflicts 1d8 slashing or piercing damage and has the light and finesse properties. You can choose to manifest this weapon any time you would attempt to make an attack with it. Even while being manifested on both arms, your Dragon's Claw only counts as being held in one hand.
Dragon Claw: whenever you hit a creature with an unarmed strike while your Dragon's Claw is active, you can spend 1 ki point to deal extra necrotic damage equal to a roll of your martial arts die. The target must make a Constitution saving throw. On a failed save, you regain hit points equal to half the damage dealt
Soaring Leap
Starting at 6th level, you can manipulate your ki in new ways, gaining you access to 2 additional features.
Dragon's Leap: As a bonus action, you can spend 1 ki point to leap into the air, up to 15 feet in any direction. Dragon's Leap does not provoke opportunity attacks and does not benefit from Step of the Wind. When you land, every creature within 5 feet of the impact must make a Dexterity saving throw or take 2d8 necrotic damage, taking only half as much damage (rounded up) on a successful save.
Improved Dragon's Claw: Your Dragon's Claw damage is now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Scales of the Elder Wrym
At 11th level, you have learned to harden your skin similar to dragon scales when attacked. As a reaction, you can spend any number of ki points, gaining an additional 2 AC per point used, until the beginning of your next turn.
Rising Dragon's Fist
At 17th level, you learn the Shoryuken technique, enveloping your fist in necrotic energy while performing a jumping uppercut. As an action, you can spend 3 ki points and make an unarmed strike using your Dragon's Claw. On hit, the target must make a Dexterity saving throw. On a failed save, the target takes 10d8 necrotic damage and if it is Large or smaller, it is flung into the air. For every 10 points of damage taken, the creature flies 10 feet upwards before falling. On a successful save, the target takes half damage (rounded up) and is not flung upwards. This damage ignores resistance to necrotic damage and treats immunity to necrotic damage as though it were resistant.







Comments