Monk: Way of the Astral Self
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
Arms of the Astral Self
At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.
While the spectral arms are present, you gain the following benefits:
- You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- Whenever you take the attack action, you can make an additional attack if all the attacks are made with your astral arms.
- When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
- The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
Visage of the Astral Self
When you reach 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits.
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Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
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Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
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Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
Body of the Astral Self
Starting at 11th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits.
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Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your proficiency bonus.
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Enlightened Brutality Any attack you make with your astral arms deals an additional 1d4 radiant or necrotic damage (your choice when you activate the arms/visage.)
Awakened Astral Self
Starting at 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.
While your astral self is awakened, you gain the following benefits.
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Armor of the Spirit. You gain a +2 bonus to Armor Class.
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Astral Onslaught. Whenever you use the Extra Attack feature to attack three times, you can instead attack four times if all the attacks are made with your astral arms.
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Clarity of the Spirit. You gain a plus +2 bonus your Wisdom score, to a maximum of 22.
Monk: Way of the Drunken Master
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
Ferocious Fool
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies and improvised weapons, which count as monk weapons for you.
Additionally, you learn the vicous mockery cantrip. Your spellcasting ability for this cantrip is Wisdom, and it uses your martial arts die in place of the d4s normally used.
Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, your walking speed increases by 10 feet until the end of the current turn and you have advantage on each unarmed strike made as part of that bonus action.
Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
- Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
- Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
- Taunting Technique. Once per turn when you make an unarmed strike, you can replace it with a casting of vicous mockery.
Drunkard's Brew
Starting at 11th level, you combine your drunken stance with potent brewery to greatly increase your skill. Over the course of a long rest, you can use your brewer's supplies to make a number of monastic brews equal to your proficiency bonus. As a bonus action, a creature can consume a brew and become emboldened for 1 minute. While emboldened, a creature can add 1d4 to any attack roll, damage roll, ability check or saving throw it makes.
Intoxicated Frenzy
At 17th level, your unpredictable onslaught grows even stronger, along with your brews. You gain the followiung benefits:
- Bar-room Blitz. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
- Humiliating Redirection. When you use Redirect Attack, you can cause the attack to hit the original attacker.
- True Drunkard. The d4's used by Drunkard's Brew become d6's.
Monk: Way of the Four Elements
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together, changing stances with percision and grace.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Elemental Attunement
When you choose this tradition at 3rd level, you gain a small mastery over all the elements. You learn the control flame, control water, gust and mold earth cantrips. Wisdom is your spellcasting modifier for these spells.
Stance of the Four
At 3rd level, you learn how channel the potent powers of the elements into various stances. Over the course of a short or long rest, you can as part of your meditation, attune to yourself to either air, fire, water or earth. While attuned to an element, you gain a passive bonus shown below, and the ability to cast various spells, based on the stance. Wisdom is your spellcasting ability for these spells, and they do not require material components. The level of spell you can cast is shown below.
Monk Level | Spell Level |
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3 | 1 |
5 | 2 |
9 | 3 |
13 | 4 |
17 | 5 |
You can cast a spell of each level this way once without expending a spell slot, and cannot do so again until you finish a long rest or spend ki points equal to the spells level to do so again.
Shifting Winds, Flames, Tides and Rocks
Starting at 6th level, you can change your stances to suit your needs. You gain the following benefits.
- Stance Change. As an action, you can change your elemental stance from one to another. Once you do this, you cannot do so again until you finish a long rest.
- Elemental Infusion As a bonus action, you can infuse your attacks with elemental power for 1 minute, making all your attack deal an additional 1d4 damage dependent on you current stance. (thunder for air, fire for fire, cold for water and bludgeoning for earth.) Once you do this, you cannot do so again until you finish a short rest.
Elemental Flow
Starting at 11th level, you learn to use your techniques with more efficiency. When you take the attack action, you can cast one of your elemental spells as a bonus action.
Mastery of Elements
At 17th level, your control over the elements is of mythic proportions. At the start of your turn, you can choose to change your elemental stance to another. Additonally, as a bonus action, you can cast summon elemental as a 6th level spell, without expending a spell slot or requiring concentration or material components. The elemental summoned is dependent on your current elemental stance, and it's attack ignore any resistance and immunity a creature might have. Once you cast the spell with this feature, you cannot do so again until you finish a long rest.
Elemental Stances
Air
Masters of air embody the free and immutable power of air, frequently wandering through the lands and helping those who need it. They are also masters of stealth, knowing that an unseen opponent can be even more dangerous.
Passive
You gain the following benefits:
- You gain resistance to thunder damage.
- Your jump distance is doubled.
- Once per turn when you hit a creature with an unarmed strike or monk weapon, you can push it up to 10 feet away from you.
Air Spells
Monk Level | Spells |
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3rd | fog cloud, zephyr strike |
5th | invisibility, warding wind |
9th | fly, thunderstep |
13th | freedom of movement, greater invisibility |
17th | control winds, steel wind strike |
Fire
Masters of fire embody the ferocity and passion of fire. Some focus their destructive efforts towards the bindings of others, burning away the oppressive monarchs of the world, while some rampage through the land like a wildfire, scorching all in their path.
Passive
You gain the following benefits:
- You gain resistance to fire damage.
- As an action, you can touch an object not being worn or carried and cause it to catch fire.
- Once per turn when you hit a creature with an unarmed strike or monk weapon, you can cause it to ignite, causing it to take fire damage equal to a roll of your martial arts die at the start of it's next turn.
Fire Spells
Monk Level | Spells |
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3rd | burning hands, purify food and drink |
5th | flaming sphere, pyrotechnics |
9th | fireball, haste |
13th | fire shield, wall of fire |
17th | awaken, immolation |
Earth
Masters of earth embody the wisdom, resilience and strength of rock. They often settle down in secluded villages, either protecting them from harm or extorting them for wealth and comfort.
Passive
You gain the following benefits:
- Any bludgeoning, piercing, and slashing damage that you take from nonmagical attacks while unarmored is reduced by 3.
- While your feet are on the ground, you have advantage on athletics checks.
- You can use your strength modifier, instead of dexterity, for calculating unarmored defense.
- Once per turn when you hit a creature with an unarmed strike or monk weapon, you can crush it. The next time a creature makes an attack roll against that target, they can add 1d4 to the roll.
Earth Spells
Monk Level | Spells |
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3rd | earth tremor, grease |
5th | earthen grasp, knock |
9th | erupting earth, wall of sand |
13th | resilient sphere, stone shape |
17th | transmute rock, wrath of nature |
Water
Masters of water embody the tranquility and fluidity of water. These monks often have flexible and unknowable morals, helping and harming seemingly at a whim. But the wisest of sages know that their goals never change, even if their methods do.
Passive
You gain the following benefits:
- You gain resistance to cold damage.
- You gain a swimming speed equal to your walking speed, and can breathe underwater.
- Once per turn when you hit a creature with an unarmed strike or monk weapon, you can reduce its speed by 10 feet.
Water Spells
Monk Spells Level | Spells |
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3rd | create or destroy water, cure wounds |
5th | prayer of healing, rime's binding ice |
9th | slow, tidal wave |
13th | control water, watery sphere |
17th | cone of cold, maelstrom |
Monk: Way of the Kensei
Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
Path of the Kensei
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:
- Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above.
- Agile Parry. You use your kensei weapon to defend yourself. You gain a +2 bonus to AC while a melee kensei weapon is in your hand and you aren’t incapacitated.
- Kensei's Focus. When you make an attack with a kensei weapon, you can make an addtional attack with it as a bonus action.
- Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
One with the Blade
At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
- Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Deft Strike. When you make an attack with a kensei weapon you are holding, you can forgo adding your ability modifier to the attack roll. If you do so, the attack deals additional damage equal to twice your ability modifier.
- Ki Blade. When you use stunning strike with a kensei weapon, you can use Dexterity, instead of Wisdom to calculate your save DC, and if the target fails they take additional damage equal to one roll of your martial arts die.
Sharpen the Blade
At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This bonus can't go above +3.
Master Stroke
At 17th level, your mastery of weaponry is without peer, striking when your enemies are most vulnerable. When a creature makes an attack roll against you, you can use a reaction to expend a ki point and make an attack with a kensei weapon. If this attack hits, the creature takes an additional 2d10 damage, and the attack against you misses.
Monk: Way of the Long Death
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style. These monks revel in the thrill of mortality, never more tranquil and content than when their life is on the line.
Ward of Mortality
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
Touch of Death
Also starting at 3rd level, you learn to channel death's cold embrace. You can use your Constitution modifier, instead of Dexterity or Strength for unarmed strike and attack with monk weapons, and for calculating your unarmoured defense. Additionally, once per turn when you hit a creature with an unarmed strike or monk weapon, you can deal additional necrotic or cold damage equal to one roll of your martial arts die if you have taken damage since the end of your last turn. At 11th level, this becomes two rolls of your martial arts die.
Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature of your choice within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. Alternatively, you can do this as a bonus action by spending 1 ki point.
Mastery of Death
Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
Touch of the Long Death
Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 0 to 10 ki points. The target takes 3d10 necrotic damage, plus an additional 1d10 necrotic damage per ki point spent. If this reduces a creature to 0 hitpoints, it dies, and you can raise it's spirit, casting summon undead as a 4th level spell. When cast this way, the spell doesn't expend a spell slot and it doesn't require material components or concentration. You can only have one spirit summoned this way at a time, and if you summon another while one is already present, it fades away with a faint scream.
Monk: Way of the Open Hand
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. Their somewhat dishonorable techniques can give some unfavorable views of the order, but the open hand monk knows that any weakness left open is the fault of warrior, and that honor is a code, not a shield.
Open Hand Technique
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 is knocked prone.
- You can push it up to 15 feet away from you.
- It can't take reactions until the end of your next turn.
Brawling Master
Also starting at 3rd level, your incorporation of more practical and brutal strike changes your strikes. You can use your Strength modifier, instead of Dexterity, for calculating unarmored defense. You can also use Dexterity, instead of Strength for athletics checks.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to four times your monk level. You must finish a long rest before you can use this feature again.
Brutal Strike
Also at 6th level, you mastery of disabling techniques improves your stunning strikes. Whenever you use stunning strike, you can force the creature to make a Dexterity or Strength saving throw instead of a Constitution saving throw.
Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Furious Flurry
Also beginning at 11th level, whenever you use Flurry of Blows, you can make an additional unarmed strike as part of the same bonus action.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Monk: Way of Shadow
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can cast Darkness, Disguise Self, Pass without Trace, or Silence, by expending ki points equal to the level of the spell, without providing material components. You can cast each spell without expending ki once per long rest. Additionally, you gain the Minor Illusion cantrip if you don't already know it.
Disciple of Night
Also at 3rd level, you learn the ruthless techniques of those who fight in the dark. You gain darkvision out ot 60 feet, or and extra 30 feet of darkvision if you already had it. This darkvision can see through magical darkness.
Additionally, you become proficient in thieves tools if you are not already.
Shadow Step
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Alternatively, you can spend 1 ki point to use this feature in place of an attack.
Cloak of Shadows
By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Bleeding Flurry
Also at 11th level, you learn to incorporate wounding techniques and hidden blades into your flurry of blows. Whenever you hit a creature with flurry of blows, you can choose to wound it. At the start of it's next turn, it takes a martial arts die of necrotic damage for each time you hit it with a flurry of blows attack.
Master of the Unseen
At 17th level, you pass into the fearful whispers of myth. when using your cloak of shadows, you are no longer revealed after making an attack, casting a spell or by an area of bright light. Additionally, you gain vulnerability to radiant damage.
Monk: Way of the Sun Soul
Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
Radiant Sun Bolt
Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
Whenever you make an unarmed strike, you can replace it with a radiant sun bolt. This special attack is a ranged weapon attack with a range of 60 feet and a long range of 150 feet. You are proficient with it and it counts a monk weapon. You add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
Disciple of the Sun
Also at 3rd level, your teaching allow you to bring the light wherever you go. You gain the following benefits:
- Radiant Knowledge. You gain proficiency in religion, and you gain a bonus to any religion check you make equal to your wisdom modifier.
- Sunbringer. You learn the light and dancing lights cantrips. Wisdom is your spellcasting ability for these spells.
Searing Sunburst
At 6th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 10-foot-radius sphere must succeed on a Dexterity saving throw or take radiant damage equal to 3 rolls of your martial arts die. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
The damage of this ability increases as you gain levels in this class, becoming 4 rolls of your martial arts die at 11th level, and 5 rolls of your martial arts die at 17th level.
If you spend a ki point while using this ability, you can deal an additional radiant damage equal to two rolls of your martial arts die.
Sun's Grace
By 11th level, your fervor allows you to mold your sunlight with your ki. You gain the following benefits:
- Gracious Sunburst. When you use Searing Sunburst, you can choose any creature of your choice in the area to not be affected.
- Blinding Grace. When you hit a creature with your radiant sun bolt, you can expend a ki point to deal additional radiant damage equal to two rolls of your martial arts die, and the creature must make a Constitution saving throw or be blinded until the end of your next turn.
Sun Shield
At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. While the light shines, any creature that hits you with a melee attack takes radiant damage equal to your martial arts die. Additionally, you gain immunity to radiant damage.
As part of the same bonus action you use to restore the light of your aura, you can spend 5 ki points to empower it for 1 minute. While empowered, any hostile creature of your choice within the bright light of the aura is coated with light until it leaves the bright light. While coated, it take 1d10 radiant damage at the start of it's turns and any attack against it has advantage.
Way of the Ascendant Dragon
The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.
Draconic Disciple
At 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:
- Draconic Presence. You gain proficiency in intimidation, and whenever you make a Charisma check, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).
- Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
- Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon
At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature of your choice in that area must make a Dexterity saving throw against your ki save DC, 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, the damage of this feature increases to four rolls of your Martial Arts die.
Wings Unfurled
At 6th level, as a bonus action, you can unfurl spectral draconic wings from your back that vanish at the end of your next turn. While the wings exist, you have a flying speed equal to twice your walking speed. Once you have used this feature a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest or spend a ki point to use it again.
Aspect of the Wyrm
At 11th level 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 15 feet from you for 1 minute. For the duration, you gain the following benefits:
- Frightful Presence. When you create this 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 against your ki save DC 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.
- Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
- Empowered Elements You may add your wisdom modifier (minimum of +1) to the damage of your breath weapon or to the elemental damage of an unarmed strike once per turn.
Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.
Ascendant Aspect
At 17th level, your draconic spirit reaches its peak. You gain the following benefits:
- Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to five rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
- Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 5d10 acid, cold, fire, lightning, or poison damage (your choice).