Monk
Base Class: Monk

Unleash the Dragon Within

Monks who study the ways of Ancient Dragons become warriors who delve into the very essence of draconic existence, drawing upon the primordial wellspring of power that defines these legendary beings. Their discipline isn't about elemental channeling, but about cultivating the dragon's unmatched physical might, its overwhelming presence, its ancient wisdom, and its indomitable will. They are not merely fighters; they are living embodiments of a dragon's raw power and ancient cunning.

Level 3: Dragon Stances

Boundless Wisdom. You gain Proficiency with Jeweler's Tools and in the Arcana skill.

Dragon Stances. Whenever you finish a Long Rest, you can choose one Dragon Stance from the table below. You can use the Mastery Properties associated with that Stance with your Unarmed Strikes. You can apply a Mastery Property only once per turn.

After rolling damage for an Unarmed Strike, you can apply one of your chosen stance's Mastery Properties to that attack if you meet one of the following criteria:

  • You expend 1 Focus Point
  • One of your Martial Arts dice for that attack rolled its maximum possible value. (e.g., if you roll a 6 on a d6 Martial Arts die, or an 8 on a d8.)
Stance Mastery Properties
Drake’s Claw Cleave or Graze
Wyrm’s Maw Nick or Vex
Wyvern’s Tail Push or Topple
Drake's Claw Stance

Your Unarmed Strikes can deal Piercing or Slashing damage (your choice) instead of Bludgeoning. When you apply a Mastery property with this Stance, choose one of the following:

Cleave. You can make an Attack Roll with your Unarmed Strike against a second creature within 5 feet of the first that is also within your Reach. On a hit, the second creature takes your Unarmed Strike's damage, but you don't add your ability modifier to that damage unless that modifier is negative.

Graze. If the next Attack Roll you make with your Unarmed Strike before the end of your next turn misses a creature, you deal damage to the target equal to your Dexterity or Strength modifier. Alternatively, you can deal this damage to a different creature within your Reach.

Wyrm's Maw Stance

Whenever you successfully Grapple a creature, you deal damage to it equal to one roll of your Martial Arts die plus your Dexterity or Strength modifier. When you apply a Mastery property with this Stance, choose one of the following:

Nick. If you use your Martial Arts feature to make an extra Unarmed Strike as a Bonus Action this turn, you can make that extra attack as part of the Attack action instead. You can make this extra attack only once per turn.

Vex. If the creature took damage from your Unarmed Strike, you have Advantage on your next Attack Roll against that creature before the end of your next turn.

Wyvern's Tail Stance

Your Reach with Unarmed Strikes is 5 feet greater than normal, and your Unarmed Strikes ignore Half Cover. When you apply a Mastery property with this Stance, choose one of the following:

Push. You can push the creature up to 10 feet straight away from yourself if it is one Size larger than you or smaller.

Topple. You can force the creature to make a Constitution saving throw (DC 8 + your Dexterity or Strength modifier + your Proficiency Bonus). On a failed save, the creature has the Prone condition if the creature is one Size larger than you or smaller.

Level 3: Burst of Breath

You know the Sorcerous Burst cantrip. Wisdom is your spellcasting ability for it. When you cast it, you can expend 1 Focus Point to change its casting time from an Action to a Bonus Action for this casting.

If you roll an 8 on any d8 you roll for the damage of this Cantrip, you can choose to apply the Sap mastery property to the target instead of adding the 8 to the spell's damage.

Sap. The creature has Disadvantage on its next Attack Roll before the start of your next turn.

You can cast the Spell a number of times equal to your Wisdom modifier, and you regain all expended uses after you finish a Short Rest.

Deep Breath. As a Magic action, you can expend one use of Sorcerous Burst to regain 1 expended Focus Point.

Level 6: Draconic Essence

Meditation. When you finish a Short or Long Rest and you regained expended Focus Points during that rest, you gain Heroic Inspiration. If you already have it, you instead gain Temporary Hit Points equal to one roll of your Martial Arts die plus your Constitution modifier.

Serpentine Agility. Whenever you make an Ability Check using Strength, you can use your Dexterity instead.

Skin Like Scales. When you expend a Focus Point to use Patient Defense, you gain a bonus to your Armor Class equal to your Constitution modifier (minimum of +1) until the start of your next turn.

Level 11: Chasing the Dragon

Steps to the Stars. When you expend a Focus Point to use Step of the Wind, you gain a Burrow Speed equal to your Speed and the ability to walk on air as if it were solid ground for 10 minutes or until you have the Incapacitated condition. While this feature is active, you leave evanescent footprints in the air that are a colour of your choice, you can remain suspended in the air, and you are immune to the effects of High Altitude. 

Draconic Endurance. You have Advantage on [Tooltip Not Found] to avoid or end the Paralyzed or Stunned condition.

Level 17: Embodiment of the Dragon

Belly of the Beast. While you are in the Drake’s Claw stance, your choice of damage type for your Unarmed Strikes now includes Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder.

Bite Force. While you are in the Wyrm's Maw stance, whenever you successfully Shove a creature, you deal damage to it equal to one roll of your Martial Arts die plus your Dexterity or Strength modifier.

Sweeping Strikes. While you are in the Wyvern's Tail stance, your ability to ignore Half Cover now applies to Three-Quarters Cover.

Legendary Resilience. If you fail a Saving Throw, you can expend 3 Focus Points to succeed instead. Once you use this feature, you can’t do so again until you finish a Long Rest.


 

Level 3: Dragon Stances

Boundless Wisdom. You gain Proficiency with Jeweler's Tools and in the Arcana skill.

Dragon Stances. Whenever you finish a Long Rest, you can choose one Dragon Stance from the table below. You can use the Mastery Properties associated with that Stance with your Unarmed Strikes. You can apply a Mastery Property only once per turn.

After rolling damage for an Unarmed Strike, you can apply one of your chosen stance's Mastery Properties to that attack if you meet one of the following criteria:

  • You expend 1 Focus Point
  • One of your Martial Arts dice for that attack rolled its maximum possible value. (e.g., if you roll a 6 on a d6 Martial Arts die, or an 8 on a d8.)
Stance Mastery Properties
Drake’s Claw Cleave or Graze
Wyrm’s Maw Nick or Vex
Wyvern’s Tail Push or Topple
Drake's Claw

Your Unarmed Strikes can deal Piercing or Slashing damage (your choice) instead of Bludgeoning. When you apply a Mastery property with this Stance, choose one of the following:

Cleave. You can make an Attack Roll with your Unarmed Strike against a second creature within 5 feet of the first that is also within your Reach. On a hit, the second creature takes your Unarmed Strike's damage, but you don't add your ability modifier to that damage unless that modifier is negative.

Graze. If the next Attack Roll you make with your Unarmed Strike before the end of your next turn misses a creature, you deal damage to the target equal to your Dexterity or Strength modifier. Alternatively, you can deal this damage to a different creature within your Reach.

Wyrm's Maw

Whenever you successfully Grapple a creature, you deal damage to it equal to one roll of your Martial Arts die plus your Dexterity or Strength modifier. When you apply a Mastery property with this Stance, choose one of the following:

Nick. If you use your Martial Arts feature to make an extra Unarmed Strike as a Bonus Action this turn, you can make that extra attack as part of the Attack action instead. You can make this extra attack only once per turn.

Vex. If the creature took damage from your Unarmed Strike, you have Advantage on your next Attack Roll against that creature before the end of your next turn.

Wyvern's Tail

Your Reach with Unarmed Strikes is 5 feet greater than normal, and your Unarmed Strikes ignore Half Cover. When you apply a Mastery property with this Stance, choose one of the following:

Push. You can push the creature up to 10 feet straight away from yourself if it is one Size larger than you or smaller.

Topple. You can force the creature to make a Constitution saving throw (DC 8 + your Dexterity or Strength modifier + your Proficiency Bonus). On a failed save, the creature has the Prone condition if the creature is one Size larger than you or smaller.

Level 3: Burst of Breath

You know the Sorcerous Burst Cantrip. Wisdom is your spellcasting ability for it. When you cast it, you can expend 1 Focus Point to change its casting time from an Action to a Bonus Action for this casting.

If you roll an 8 on any d8 you roll for the damage of this spell, you can choose to apply the Sap mastery property to the target instead of adding the 8 to the spell's damage.

Sap. The creature has Disadvantage on its next Attack Roll before the start of your next turn.

You can cast the Spell a number of times equal to your Wisdom modifier, and you regain all expended uses after you finish a Short Rest.

Deep Breath. As a Magic action, you can expend one use of Sorcerous Burst to regain 1 expended Focus Point.

Level 6: Draconic Essence

Meditation. When you finish a Short or Long Rest and you regained expended Focus Points during that rest, you gain Heroic Inspiration. If you already have it, you instead gain Temporary Hit Points equal to one roll of your Martial Arts die plus your Constitution modifier.

Serpentine Agility. Whenever you make an Ability Check using Strength, you can use your Dexterity instead.

Skin Like Scales. When you expend a Focus Point to use Patient Defense, you gain a bonus to your AC equal to your Constitution modifier (minimum of +1) until the start of your next turn.

Level 11: Chasing the Dragon

Steps to the Stars. When you expend a Focus Point to use Step of the Wind, you gain a Burrow Speed equal to your Speed and the ability to walk on air as if it were solid ground for 10 minutes or until you have the Incapacitated condition. While this feature is active, you leave evanescent footprints in the air that are a colour of your choice, you can remain suspended in the air, and you are immune to the effects of High Altitude. 

Draconic Endurance. You have Advantage on Saving Throws to avoid or end the Paralyzed or Stunned condition.

Level 17: Embodiment of the Dragon

Belly of the Beast. While you are in the Drake’s Claw stance, your choice of damage type for your Unarmed Strikes now includes Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder.

Bite Force. While you are in the Wyrm's Maw stance, whenever you successfully Shove a creature, you deal damage to it equal to one roll of your Martial Arts die plus your Dexterity or Strength modifier.

Sweeping Strikes. While you are in the Wyvern's Tail stance, your ability to ignore Half Cover now applies to Three-Quarters Cover.

Legendary Resilience. If you fail a Saving Throw, you can expend 3 Focus Points to succeed instead. Once you use this feature, you can’t do so again until you finish a Long Rest.

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