Monk
Base Class: Monk

Monks that follow this Tradition channel the latent power of their draconic ancestors to use as their Ki.

Restriction: Dragonborn Only

Only Dragonborn can choose this Monastic Tradition. As an exception, a Draconic Bloodline Sorcerer of a race other than Dragonborn that has multiclassed into monk could choose this monastic tradition.

Your DM can lift this restriction to better suit the campaign. The restriction reflects the ancestry of the character to serve as solid reasoning as to how they gain these powers.

Dragon Claws

At 3rd level when you choose this Tradition you grow sturdy claws. Your unarmed strikes can deal bludgeoning, piercing or slashing damage as you please

Ancestral Breath

At 3rd level when you choose this Tradition choose one type of dragon from the Draconic Ancestry table. Your ancestral breath is determined by the dragon type, as shown in the table.

Draconic Ancestry

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Radiant 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Your Draconic Ancestry determines the size, shape, and damage type of the exhalation. When you use your Ancestral Breath as your Action, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic Ancestry. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage of Ancestral Breath increases to 3d6 at 6th monk level, 4d6 at 11th monk level, and 5d6 at 16th monk level. After you use your Ancestral Breath, you can’t use it again until you complete a short or long rest. You can also regain use of this feature by expending 2 Ki Points as a Bonus Action.

If you are a Dragonborn your Ancestral Breath is the same as your Breath Weapon, this means you effectively have 2 uses of your Breath Weapon however Ancestral Breath's damage is always determined by your monk level as stated above. You can use your Wisdom modifier instead of Constitution for determining the DC of your Breath Weapon or vice-versa for your Ancestral Breath. Additionally if you are a Dragonborn, you gain an additional d6 to the damage of both Breath features (totaling to 6d6 at 16th level).

If you are multiclassed with Draconic Bloodline Sorcerer and of a race other than Dragonborn, your Draconic Ancestry determines your Ancestral Breath.

Ignite Soul

At 6th level as your unarmed blows become magical due to your Ki, you now learn to manipulate the make-up of your Ki to add familiar elements to your strikes. As a Bonus Action while expending 2 KI Points, you ignite your Ki for 1 minute. While transformed in this way your unarmed strikes gain a +1 bonus to hits and damage and deal an additional 1d6 damage equivalent to your Ancestral Breath.

You can choose to end the transformation early, no action required. The transformation also ends early if your are rendered unconscious. 

Ancestor's Protection

At 11th level you channel your ancestral power to protect your body. Whenever you use Patient Defense your ancestor's scales cover your body boosting your AC to equal 13 + your Dexterity modifier + your Wisdom modifier and gaining resistance to your Ancestral Breath's damage type until the start of your next turn,  you gain immunity to the damage type if you are a Dragonborn. Additionally when you use Step of the Wind, ki-based versions of your ancestor's wings spring from your back granting you a flying speed until the end of your turn.

Call Upon the Ancestor

At 17th level your mastery of your ancestry allows you to project a magical rendition of your ancestor's form. By expending 12 Ki Points as an Action, you cast a special version of Illusory Dragon centered on you, you are considered concentrating on this ability. If a Huge creature could not fit where you are the effect doesn't activate and you lose no Ki but your Action is spent. The dragon moves with you and shadows your movements. While this dragon is present you are always under the effects of Thaumaturgy and your unarmed strikes have a range of 5/15 feet, past 5 feet they deal force damage, as the dragon slams its claws onto your intended target gaining momentary tangibility via your Ki. The dragon can benefit from your Ignite Soul feature.

When the dragon appears, any hostiles that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the dragon, it can repeat the saving throw, ending the effect on itself on a success.

As your bonus action you can cause the dragon to exhale a blast of energy in a 60-foot cone originating from your space. The damage being the same as your Ancestral Breath. Each creature in the cone must make an Charisma saving throw, taking 7d6 damage of the damage type on a failed save, or half as much damage on a successful one.

Other than when you make unarmed strikes the dragon is intangible,meaning: attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions, you however are not. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check, DC equals 8 + your Wisdom modifier + your proficiency modifier. If a creature discerns the dragon is an illusion, the creature can see through it and has advantage on saving throws against its breath.

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