Monk
Base Class: Monk

This brawling style can be best described as a fierce style that emulates the pride and might of a dragon. This style uses a mixture of unarmed strikes and bursts of elemental energy. Users of the dragon style are fierce aerial fighters that crush and pulverize their enemies with raw ferocity, guided by the wrath of a dragon spirit surrounding them. Very few have ever lived to see this style used at its full potential.

Dragon Stance

Starting at 3rd level, your study of the grandeur of dragons has left you with some of their energy and presence. When you damage a target with an unarmed strike or monk weapon attack, you can change the damage type to fire, cold, lightning, acid, or poison and add your proficiency bonus to the damage roll.

Gain proficiency in the Intimidation skill, and you add your Wisdom modifier to Intimidation skill checks.

Breath of the Dragon

Also at 3rd level, when you take the Attack action on your turn, you can replace one of the attacks with a burst of draconic energy in a 30-foot line that is 5 feet wide. Choose a damage type: fire, cold, lightning, acid, or poison. Each creature in the area must make a Dexterity saving throw against your focus save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failure, or half as much damage on a success. You may spend a focus point to change this to a 30ft cone instead.

At 11th level, the damage of your breath increases to three rolls of your Martial Arts die, and the area increases to 60ft line or 60ft cone.

Cloud Step

At 6th level, you find within yourself the ability to float with the wind as effortlessly as the dragons. When you would use your Bonus Action to use the Step of the Wind feature, you may gain a flying speed equal to your walking speed, and at the end of your turn you may hover in place until the start of your next turn. The next attack you make while this feature is active gains advantage.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.

Descending Star

At 11th level, you are able to make impacts large enough to shake the ground you walk on as you start to approach the might of the dragons. At the end of your turn, if you are not on a surface, you may spend a focus point and descend to the earth like a falling star. You move your movement speed in a straight line downwards. If you would land on a surface, all creatures in a 30ft radius of you must make a Dexterity saving throw. On a failed save, creatures take three times your Unarmed Strike damage plus your Constitution Modifier fire, cold, lightning, acid, or poison damage, or half as much on a success. You do not take any damage from falling in this way.

Additionally, you gain advantage on saving throws or skill checks that would knock you back or prone.

Dragon Emperor

Finally at 17th level, you have reached the pinnacle of your inner dragon, and can briefly unleash this fury. At the start of your turn, you may spend four focus points to enter this fury for one minute. You shed bright light in a 30-foot radius and dim light for an additional 30 feet from this aura. You may end this fury early as a Bonus Action. You gain the following abilities while this effect is active:

  • You add your Wisdom modifier to all Strength and Dexterity saving throws and skill checks.

  • When you damage a creature with your Breath of the Dragon feature, the energy clings to the target if they failed the save. At the start of each of the creature’s turns, it takes damage of the type dealt equal to one roll of your Martial die. At the end of its turn, the creature can repeat the save, ending the effect on itself on a success.

  • You can use your Cloud Walk feature without expending a use.

  • You may choose to increase the radius of your Descending Star up to 60ft, and the damage increases to five times your Unarmed Strike damage plus your Constitution modifier.

  • You gain resistance to fire, cold, lighting, acid, and poison damage.

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