Monk
Base Class: Monk

Monks of this tradition have a knack for for tinkering and inherit some abilities of the dragons. They build mechanical limbs for themselves in order to increase their combat prowess and harness the power of their inner dragon. However, some monks are driven mad by the experimentation and therefore this monastic tradition is sometimes seen with fear. Many other Monasteries don't allow the practice of their abilities within their halls and that has decreased their numbers significantly. Still to this day however, there are a few monks practicing these arts and are successful at it.

Mechanical Strike

At third level when you choose this Monastic Tradition, you chop off your hands and replace them with mechanical ones. It is assumed that you have been working on them in your spare time. Those mechanical hands can be infused with your ki points for a number of options:

- Spend 1 Ki Point to change the damage type of your unarmed strike to either Fire, Lightning, Acid, Poison or Cold damage
- Spend 1 Ki Point to increase your unarmed strike by 1d4
- Spend 2 Ki Points to increase your unarmed strike by 1d6 Fire, Lightning, Acid, Poison or Cold damage
- Spend 2 Ki Points to increase your unarmed strike by 1d8

However, those benefits come at a cost: You gain an indefinite madness. Roll on the madness chart found in the Dungeon Master Guide on page 260

Draconic Resistance

At 6th level, you awaken the ability of the dragons. You forge an imitation of dragon scales and gain resistance to one of the following damage types: Acid, Cold, Fire, Lightning, Poison. Additionally you gain advantage on saving throws against those damage types.

 

Dragon Breath

Beginning at 11th level, you can exhale the might of the dragons after a surgery that you conduct on your own throat. As an action you can use 3 Ki Points to use a breath attack based on your resisted damage type from your Draconic Resistance feature. You can choose to either use this attack as a 15ft cone or a 30ft line. All creatures in the area must make a saving throw, depending on the damage type:

- Constitution saving throw against the Poison and Cold breath
- Dexterity saving throw against the Fire, Acid and Lightning breath

or take 5d6 damage. However this ability has a chance to misfire. As you unleash this power, roll 1d20. If you roll a 1, the draconic surge misfires and you take the damage ignoring resistances.

You can use this feature once per long rest.

Dragon's Fury

At 17th level you have conducted so many surgeries on yourself, that you are basically a draconic cyborg. You can now use 5 Ki Points to gain the following effects for 1 minute or until you are knocked unconscious:

- Immunity to the damage type you picked at level 6 from your Draconic Resistance feature
- Your unarmed strike damage increases by 4d6 of your chosen damage type (as chosen by your draconic resistance feature)

However, once the effect of this ability have worn off, you gain 1 level of exhaustion as the mechanical parts in your body are overheating.

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