Monk
Base Class: Monk

This is probably a bad Idea

Level 3: Draconic Disciple

You can channel draconic power to magnify your presence and imbue your body with the essence of dragons. You gain the following benefits:

  • 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.

  • Draconic Strike. When you hit a target with an Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Poison damage rather than its normal damage type. At the start of your turn, you can expend 1 Focus Point to enhance your draconic energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you. 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.

  • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Level 3: Breath of the Dragon

When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either an area up to a 20-foot cone or an area up to a 30-foot line that is 5 feet wide (your choice). Choose a damage type: Acid, Cold, Fire, Lightning, or Poison. Each creature in that area must make a Dexterity saving throw, taking damage of the chosen type equal to three rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

At 11th level, this damage increases to four rolls of your Martial Arts die.

You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 Focus Points to use this feature again.

 

Level 6: Aspect of the Wyrm

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 10 minutes. For the duration, you gain your choice of one of the following effects:

  • Draconic Resilience. When you activate your aura, you and your allies within the aura gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Poison.

  • Frightful Presence. When you activate your 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 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.

Regardless of which feature you choose you can deal additional damage equal to your Wisdom modifier to one damage roll of spells you cast for the duration.

Once you use this feature, you can’t use it again until you finish a long rest, or unless you expend 3 Focus Points (no action required) to restore your use of it.

Level 11: Wings Unfurled

While your Aspect of the Wyrm is active, you gain spectral dragon wings that give you a Fly Speed and a Swim Speed equal to your speed.

Level 17: Ascendant Draconic Spirit

Your draconic spirit reaches its peak. You gain the following benefits:

  • Augment Aspect. When you activate your Aspect of the Wyrm, you can spend 3 Focus Points to increase its power and range. Draconic Resilience grants Immunity to the chosen damage type, Frightful Presence may affect a number of creatures equal to you Wisdom modifier, and the range of the aura increases to 30 feet.

  • Augment Breath. When you use your Breath of the Dragon, you can spend 1 Focus Point to augment its shape and power. The exhalation becomes either an area up to a 60-foot cone or an area up to a 90-foot line that is 5 feet wide (your choice), and its damage increases to five rolls of your Martial Arts die.

  • Blindsight. You gain Blindsight with a range of 30 feet.

  • Draconic Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Creatures of your choice that you can see in your aura must succeed on a Dexterity saving throw or take 4d10 Acid, Cold, Fire, Lightning, or Poison damage (your choice).

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