Monk
Base Class: Monk

TBD

Swirl of the Emerald Dragon

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

Alternatively if you hit a creature with all of the attacks granted by your Flurry of Blows, you can choose to attack the target again.

Touch of the Emerald Soul

At 6th level, your mastery of ki and the Emerald Dragon's boon grants you the ability to heal yourself or extend your ki outwards to touch others. As an action, you can regain hit points equal to three times your monk level. You can instead choose to spend 1 ki point to heal others for half as much.

You must finish a long rest before you can use this feature again.

Emerald Guidance

Beginning at 11th level, the teachings of the Emerald Dragon resonate deeply and soundly within your mind and ki, extending your abilities,empathy and understanding of the fabric that holds the planes together. Once a day, you are now able to cast the Charm Person, Blur, Hypnotic Pattern and Dimension Door spells at their respective levels by spending a number of ki points equal to that spell's level. You may only cast each spell once per long rest. The saving throw DC for each spell equals 8 + your Wisdom modifier + your proficiency bonus.

The Immortal Emerald Fist

At 17th level, the Emerald Dragon's ki is your own. When you hit a creature with an unarmed strike, you can spend your bonus action and 2 ki points to light your fists with ethereal emerald flame that lasts for a number of rounds equal to half your monk level. For the duration, your Martial Arts die increases to a d12, you gain advantage on all unarmed strikes you make against a creature and each strike deals an additional 1d10 radiant damage.

As an action, you can instead roll to attack a creature and end the effect in a blaze of emerald and gold, forcing the creature to make a Constitution saving throw. If it fails, it is reduced to 0 hit points or to half its hit point maximum if it is greater than 150 hit points. If it succeeds, it takes 10d10 radiant damage and is pushed 20 feet away from you.

If you end the effect prematurely you roll a d20. If the number is between 1 and 10, you gain 1 point of exhaustion.