Monk
Base Class: Monk

Some mortals, through strenuous training, are able to tap into the Thu'um, the same magic that dragons use to summon their breath weapons. The Way of the Voice teaches that the Thu'um must be used only for the worship and glory of the gods or in times of great need, and that true mastery of it can only be achieved when one's inner spirit is in harmony with one's actions.

Level 3: Sky Above, Voice Within

Starting when you choose this subclass at 3rd level, your voice carries ancient power. You can speak draconic. Additionally, you gain the following features:

Silent Voice: When you make a Dexterity (stealth) check, you can expend 1 focus point to gain advantage on the roll.

Meditation: You can regain some of your vigor by spending 1 minute in meditation. At the end of this minute, you regain a number of hit points equal to three rolls of your martial arts die plus your Wisdom modifier. You can use this feature once, and you regain the expended use when you finish a Long Rest

Level 3: Thu'um

Starting at 3rd level, you gain the ability to use the Thu'um. Choose two shout options from the list below. You can expend focus points to use those shouts. If a shout has a prerequisite, you must meet it to learn that shout. For example, if a shout requires you to be a level 6+ Monk, you can select the shout once you reach Monk level 6. You can choose an additional shout when you reach 6th, 11th, and 17th level in this class. When a shout asks for a saving throw, the DC is equal to 8 + your wisdom modifier + your proficiency bonus.

Unrelenting Force: (bonus action, 3 focus points) Each creature in a 15 foot cone originating from you must make a strength saving throw. On a failure, a creature takes Force damage equal to two rolls of your martial arts die, is pushed back 20 feet, and falls prone. On a success, a creature takes half damage, is only pushed 10 feet, and doesn't fall prone.

Fire Breath: (bonus action, 3 focus points) Each creature in a 15 foot cone originating from you must make a dexterity saving throw. On a failure, a creature takes fire damage equal to 4 rolls of your martial arts die. On a success, a creature takes half damage.

Frost Breath: (bonus action, 3 focus points) Each creature in a 15 foot cone originating from you must make a constitution saving throw. On a failure, a creature takes cold damage equal to 3 rolls of your martial arts die, has it's movement halved until the beginning of your next turn, and cannot take reactions until the beginning of your next turn. On a success, a creature takes half damage and cannot take reactions until the beginning of your next turn.

Whirlwind Sprint: (bonus action, 2 focus points) You dash forward with supernatural speed up to 60 feet in a direction you choose. This movement does not provoke opportunity attacks.

Disarming Shout: (bonus action, 3 focus points) Each creature in a 10 foot line originating from you must make a strength saving throw. On a failure, a creature takes Force damage equal to one roll of your martial arts die and drops everything it is holding. On a success, a creature takes the damage, but does not drop what it is holding. Items dropped as a result of this shout are sent flying 10 feet back.

Ice Form (prerequisite: Monk level 6+): (action, 5 focus points) Each creature in a 15 foot cone originating from you must succeed on a constitution saving throw or be frozen in place for 1 minute. While frozen by this shout, a creature is incapacitated and has a speed of 0. Creatures can repeat the constitution saving throw at the end of each of their turns. On a success, the effect ends early.

Elemental Fury (prerequisite: Monk level 6+): (bonus action, 5 focus points) You shout to increase the speed of your attacks. For the next 3 rounds (including this round), each time you take the attack action, you can make two additional attacks as a part of the same action.

Level 6: Spoken Power

Starting at 6th level, your training in the Way of the Voice has imbued even the simplest of your words with intense power. When you make a Charisma (intimidation) skill check, you have advantage on the roll. Whenever you speak, you can choose to make your voice boom with power. When you do so, your words can be heard from up to a mile away.

Additionally, whenever you make an Intelligence (history), Intelligence (arcana), or Intelligence (religion) skill check to recall information about ancient Nords or dragons, you have advantage on the roll.

Potent Shouts

At 11th level, you can make your shouts more potent. When you use a shout granted by your Thu'um feature, you can expend an additional focus point to give all of your targets disadvantage on the initial saving throw.

Level 17: Draconic Voice

At 17th level, your mastery over the Thu'um has reached its apex. You learn the following two shout options:

Call Dragon: If you know the name of a dragon, you can call it with your voice. As an action, you say the name of the dragon in the form of a shout. The shout can be heard from a distance of 1 mile. If the dragon is on the same plane of existence as you, it can telepathically hear you from any distance and is compelled to travel to your location by the fastest safe route. The dragon may be friendly or hostile to you depending on what it knows of you, its alignment, and the interpretation of the DM. Once you use this feature, you cannot do so again until you finish a Long Rest.

Dragon Aspect: The depth of control you have over your voice and mind can allow you to ward off all harm for a short time. As an action, you can spend 5 focus points to summon a magical shield of dragon scales around your body for 1 minute. While under this effect, you have resistance to all damage and automatically succeed all saving throws. After using this ability, you cannot do so again until you finish a Long Rest.

 

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