Base Class: Monk
After drinking from the Well of draconic origin(?), you begin your ascent to a dragon. Your blood turns to that of a dragons, your body becomes stronger, and your wounds heal quicker. As you get stronger you take on more draconic abilities and magics, while becoming more draconic in appearance.
Level 3: Draconic Affinity
Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, Poison, Radiant, Psychic, or Necrotic.
You have Resistance to that damage type.
Acid Damage
You have chosen Acid damage.
Cold Damage
You have chosen Acid damage.
Fire Damage
You have chosen Fire Damage.
Lightning Damage
You have chosen Lightning Damage.
Necrotic Damage
You have chosen Necrotic Damage.
Poison Damage
You have chosen Poison Damage.
Psychic Damage
You have chosen Psychic Damage.
Radiant Damage
You have chosen Radiant Damage
Level 3: Breath of the Dragon
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (choose a shape each time). The damage type is the same as your elemental affinity. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Breath Weapon (Acid)
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (choose a shape each time). The damage type is the same as your elemental affinity. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Breath Weapon (Cold)
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (choose a shape each time). The damage type is Cold. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Breath Weapon (Fire)
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (choose a shape each time). The damage type is Fire. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Breath Weapon (Lightning)
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (choose a shape each time). The damage type is Lightning. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Breath Weapon (Necrotic)
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (choose a shape each time). The damage type is Acid. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Breath Weapon (Poison)
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (choose a shape each time). The damage type is Acid. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Breath Weapon (Psychic)
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (choose a shape each time). The damage type is Acid. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Breath Weapon (Radiant)
You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (choose a shape each time). The damage type is Acid. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Level 3: Tongue of Dragons
You learn to speak, read, and write Draconic or one other language of your choice.
Level 3: Draconic Presence
If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest
Level 3: Draconic Strike
When you damage a target with an unarmed strike, you can change the damage type the type you choose with Draconic affinity. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as draconic energy swirls around it.
Draconic Strike (Acid)
When you damage a target with an unarmed strike, you can change the damage type to Acid damage. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as draconic energy swirls around it.
Draconic Strike (Cold)
When you damage a target with an unarmed strike, you can change the damage type the type you choose with Draconic affinity. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as draconic energy swirls around it.
Draconic Strike (Fire)
When you damage a target with an unarmed strike, you can change the damage type the type you choose with Draconic affinity. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as draconic energy swirls around it.
Draconic Strike (Lightning)
When you damage a target with an unarmed strike, you can change the damage type the type you choose with Draconic affinity. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as draconic energy swirls around it.
Draconic Strike (Necrotic)
When you damage a target with an unarmed strike, you can change the damage type the type you choose with Draconic affinity. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as draconic energy swirls around it.
Draconic Strike (Poison)
When you damage a target with an unarmed strike, you can change the damage type the type you choose with Draconic affinity. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as draconic energy swirls around it.
Draconic Strike (Psychic)
When you damage a target with an unarmed strike, you can change the damage type the type you choose with Draconic affinity. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as draconic energy swirls around it.
Draconic Strike (Radient)
When you damage a target with an unarmed strike, you can change the damage type the type you choose with Draconic affinity. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as draconic energy swirls around it.
Level 3: Keen Hearing and Smell
You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Level 6: Shapechanger
you can use your action to polymorph into a dragon-humanoid hybrid or back into your true form for a number of hours equal to half your level. Its statistics, other than its size, are the same in each form except you gain a +1 in dexterity. Any equipment it is wearing or carrying isn’t transformed. You revert to your true form if you die.
Once you transform, you can’t transform again until you finish a long rest, unless you expend 3 ki points to transform again.
At 11th level, when in hybrid form, you also get a +1 to your AC from natural armor
Flgiht
When in your hybrid form, you grow a pair of draconic wings, giving you a fly speed equal to half your walking speed.
At 11th level your flight speed increases to your walking speed.
Level 11: Aspect of the Wyrm
At 11th level the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice
- Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
- Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again
Level 17: Augment Breath
When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
Level 17: Blindsight
You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Level 17: Explosive Fury
When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 damage from your Draconic affinity.
Level 17: Empowered Strikes
Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.
Level 17: Damage Resistance
You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.
Previous Versions
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11/17/2025 2:44:14 AM
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