Base Class: Monk
Dragoon monks were originally lair guardians of the true dragons, but after the gods wars ended with the most powerful true dragons being killed, banished or fled; the Dragoons took it upon their Clan to care for each clutch of dragon eggs left behind after the times of death and sorrow ended. Most became Dragonborn. Some were baby true Dragons however and the Lair had dragons once again. The Monks take their protection very seriously. Dragoon monks are taught how to tap into draconic magic by way of Living Runes. The first one requires true dragons and a ritual which grants your first set of Living Runes on your hands and forearms. This grants you a spellcasting feature which increases as you do. You will gain other Runes at certain levels.
Level 3) Living Rune (Hands and forearms) Free Action requiring 1 Monk Focus activates your Rune for 1 minute per monk level. Upon activation you choose from: acid, fire, electricity and ice and this is the damage you deal with your Dragoon powers.
Gain the ability to manipulate elemental energies. Learn the spell "Absorb Energy" and you may cast this up to your Wisdom modifier times per long rest.
Elemental Attacks; When you make a melee attack and your Living Rune is active, choose between; acid, fire, electric and ice damage.
Alternatively, Starting when you choose this tradition at 3rd level, you can hurl dragon bolts of elemental damage with a 30 foot range as a spell attack using Dexterity for its hit and damage bonus. (Increases by 10 feet at levels 6, 11, and 17 for 60 Max.)
Level 6) 2nd Living Rune (Shoulders, neck and sometimes head)
Draconic Leap: Gain a Fly speed the same as your walk speed for one round, after which you descend as though feather fall was cast on you only although you may carry up to your weight limit and still featherfall. You may carry others while you have a fly speed but your MV may be hampered depending on how much extra you jump with. You may do Draconic Leap up to your Wisdom modifier times per long rest. Draconic Leap does not grant attacks of opportunity. You may use all of these up in a succession of rounds to Fly for multiple rounds.
Level 11) 3rd Living Rune (Core front and back)
Elemental Dragon Orb: As an action, you hurl an orb at a point within 150 feet, where each creature in that 20-ft.-radius sphere must succeed on a DEX saving throw (DC {{savedc:wis}}) or take 2d6 elemental damage. You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Level 17) 4th Living Rune (lower extremities) Your Rune's activation no longer cost you Monk Focus.
Dragon Wings: (Fly speed is the same as walking) (Bonus Action) You can grow elemental dragon wings from your back and they are wreathed in an element of your choice when you summon them. These wings have an elemental aura that sheds bright light in a 30-ft. radius and dim light for an additional 30 ft. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while the wing light shines, you can use your reaction to deal {{modifier:wis+5}} damage to the creature of the element chosen.
Dragon Bolt
Starting when you choose this tradition at 3rd level, you can hurl dragon bolts of elemental energy.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is elemental, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Focus point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Manipulate Elemental Energy
A Dragoon may cast Absorb Energy up to their Wisdom modifier times per long rest. If your Rune is not activated when you absorb energy, it automatically activates your Living Runes without a Focus cost, but you do not gain the extra elemental damage the spell normally grants on your next attack as it used the absorbed energy to activate the Runes.
Draconic Leap
At 6th level, you gain the ability to channel your Focus into a mighty Draconic Leap.
Gain a Fly speed the same as your walk speed for one round, after which you descend as though feather fall was active for just this round. If the monk is not safely on the ground, he falls in the usual monk manner. You may do Draconic Leap up to your Wisdom modifier times per long rest.
Draconic Leap does not grant attacks of opportunity.
Elemental Dragon Orb
At 11th level, you gain the ability to create an Elemental Dragon Orb of; acid, fire, electricity or ice that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of elemental damage for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Dexterity saving throw or take 2d6 elemental damage.
You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Dragon Wings
At 17th level, You can grow dragon wings from your back and they are wreathed in an element of your choice when you summon them. These wings have a magical aura that sheds bright light in a 30-ft. radius and dim light for an additional 30 ft. You can extinguish or restore the light as a bonus action.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal elemental damage to the creature. The damage equals 5 + your Wisdom modifier.
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