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## 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. As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons through your ki. The Ascendant Dragon Origin table offers some possibilities. | d6 | Origin | |:---:|:-----------:| | 1 | You honed your abilities by observing a dragon and aligning your ki with their world altering power. | | 2 | A dragon personally took an active role in shaping your inner energy. | | 3 | You studied at a monastery that traces its teachings back centuries or more to a single dragon’s instruction. | | 4 | You spent long stretches meditating in the region of influence of an ancient dragon’s lair, absorbing its ambient magic. | | 5 | You found a scroll written in Draconic that contained inspiring new techniques. | | 6 | After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons. | #### Draconic Disciple **Draconic Presence.** Whenever you make a Charisma (Intimidation) or Charisma (Persuasion) 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 in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two 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 three rolls of your Martial Arts die. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki points to use this feature again. #### Wings Unfurled At 6th level when you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish after a minute. While the wings exist, you gain one of these benefits: When you take the dash option, your speed is increased twice than normal and you have advantage on any Dexterity (Acrobatics) checks. When you take the disengage option, create a gust of wind that pushes away your opponent. The target must succeed on a dexterity saving throw against you ki save DC, taking damage equal to one roll of your Martial Arts die on a failed save and being knocked prone, or half as much damage on a succesful one. At 11th level, you gain a flying speed equal to your walking speed for the duration of the trait. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### 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 one of the following effects of your choice: **Frightful Presence.** You gain temporary hit points equal to 1d8 + your monk level. Once during each of your turns, when you hit a creature with an attack roll from a monk weapon, you try to disuade it from the fight by paralyzing it with fear. The target must succeed on a Wisdom saving throw equal to your ki save DC or be frightened from you until the end of your next turn. **Elemental Resilience.** 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. Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 2 ki points to create it again. At 17th level, the range of this aura increases to 30 feet. #### Ascendant Aspect At 17th level, your draconic spirit reaches its peak as the essence of the previous Wyrms and Dragonsigns flows within you. You gain the following benefits: **Augment Breath.** When you use your Breath of the Dragon, creature in the area take damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. Furthermore, 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). **Blindsight.** You gain blindsight out to 30 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 4 rolls of your Martial Arts die as acid, cold, fire, lightning, or poison damage (your choice). **Debilitating Energy.** When you damage a creature with your Breath of the Dragon, the energy clings to the target. At the start of each of the creature's turns, it can repeat the save against your Breath of the Dragon or take damage of the type your breath dealt equal to two rolls of your Martial Arts die. On a succesful save, the target ends the effect on itself.