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1st Attempt at an Archetype Monk - Way of the Dragon
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<blockquote data-quote="Greenmtn" data-source="post: 7318496" data-attributes="member: 6855102"><p>See comments in bold.</p><p></p><p>As for the Dragons Fury I see both arguments as valid here. I think linking the Monk weapon damage to the breath weapon is nice and clean and am not opposed to it, but I think being able to put all you've got into an attack when you need it is really appealing. It struck me today that some versatility with the breath weapon might be flavorful also. Just going to spitball here:</p><p></p><p>11th</p><p>Dragons Fury</p><p>Your breath weapon damage dice becomes the same as your monk weapon dice. When using your breath weapon you may spend Ki points to control your breath weapon in amazing ways spending no more than the Max Ki per turn listed below on the alterations that follow:</p><p></p><p>Levels 11-15: 2 Ki (damage dice is d8)</p><p>Levels 17-20: 3 Ki (Damage dice is d10)</p><p></p><p>1 Ki - Add 10 ft to the range of </p><p>1 Ki - Add 1 dice of damage to your breath weapon</p><p>1 Ki - Use your Monk Ability DC as the Breath weapon saving throw</p><p></p><p>This would give you some options and will, I suspect keep the Max damage in check while increasing the average damage. I know in looking at the character I made I suspect by 11th level using the Monk WIS based DC instead of the Dragonborn CON based one will increase the likely hood of full damage by probably 15% </p><p></p><p>If we decide that the options are unneeded I think the compromise of lowering the Ki limit for upper levels by 1 will balance with the larger damage dice if all Ki are spent you are looking at 11th lvl (6d8) 16th lvl (8d8), 17th+ lvl (8d10) </p><p></p><p>[sblock=V4.0]</p><p>3rd</p><p>Dragon’s Breath (Ki 1)</p><p>You may channel your Ki to recharge your breath weapon. You may not spend more than 1 Ki in this way per turn.</p><p></p><p>6th</p><p>Dragon Hide</p><p>Your training has hardened your scales to resist even the worst of blows. Beginning at 6th level, while you are wearing no armor and not wielding a shield, your AC equals 12 + your Dexterity modifier + your Wisdom modifier.</p><p></p><p>11th</p><p>Dragons Fury</p><p>Your breath weapon damage increases to 1d8. When using your breath weapon you may spend Ki points to increase the power of your breath weapon attack by 1d8 per Ki point for this round. Limits on Ki spent are as follows.</p><p></p><p>Levels 11-15: 2 Ki</p><p>Levels 17-20: 4 Ki</p><p><strong>Still working this whole ability out</strong></p><p></p><p>14th</p><p>Dragon Wings</p><p>At 14th level, you grow a pair of dragon wings from your back, gaining a flying speed equal to your current speed.</p><p></p><p>17th</p><p>Draconic Presence (Ki 5)</p><p>Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, You draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. [/sblock]</p><p></p><p><strong>Note:</strong> Looks like in Xanathars Guide there is a Dragon Hide feat:</p><p><em>You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:</em></p><p><em>• Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.</em></p><p><em>• Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 +your Dexterity modifier. You can use a shield and still gain this benefit.</em></p><p><em>• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 +your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.</em></p><p><em></em></p><p>This brings up a couple questions for me. Should this ability stay AC 12 or change to AC 13 like the feat? Should one of the features allow you to choose between Piercing (Bite), slashing (Claws) or bludgeoning (punch, kick, elbow, etc.) damage when using unarmed attacks? This would largely be fluff since I don't think there is a lot of resistance to just one at this point. Feel free to simply say no stupid you are overthinking and over complicating it.</p></blockquote><p></p>
[QUOTE="Greenmtn, post: 7318496, member: 6855102"] See comments in bold. As for the Dragons Fury I see both arguments as valid here. I think linking the Monk weapon damage to the breath weapon is nice and clean and am not opposed to it, but I think being able to put all you've got into an attack when you need it is really appealing. It struck me today that some versatility with the breath weapon might be flavorful also. Just going to spitball here: 11th Dragons Fury Your breath weapon damage dice becomes the same as your monk weapon dice. When using your breath weapon you may spend Ki points to control your breath weapon in amazing ways spending no more than the Max Ki per turn listed below on the alterations that follow: Levels 11-15: 2 Ki (damage dice is d8) Levels 17-20: 3 Ki (Damage dice is d10) 1 Ki - Add 10 ft to the range of 1 Ki - Add 1 dice of damage to your breath weapon 1 Ki - Use your Monk Ability DC as the Breath weapon saving throw This would give you some options and will, I suspect keep the Max damage in check while increasing the average damage. I know in looking at the character I made I suspect by 11th level using the Monk WIS based DC instead of the Dragonborn CON based one will increase the likely hood of full damage by probably 15% If we decide that the options are unneeded I think the compromise of lowering the Ki limit for upper levels by 1 will balance with the larger damage dice if all Ki are spent you are looking at 11th lvl (6d8) 16th lvl (8d8), 17th+ lvl (8d10) [sblock=V4.0] 3rd Dragon’s Breath (Ki 1) You may channel your Ki to recharge your breath weapon. You may not spend more than 1 Ki in this way per turn. 6th Dragon Hide Your training has hardened your scales to resist even the worst of blows. Beginning at 6th level, while you are wearing no armor and not wielding a shield, your AC equals 12 + your Dexterity modifier + your Wisdom modifier. 11th Dragons Fury Your breath weapon damage increases to 1d8. When using your breath weapon you may spend Ki points to increase the power of your breath weapon attack by 1d8 per Ki point for this round. Limits on Ki spent are as follows. Levels 11-15: 2 Ki Levels 17-20: 4 Ki [B]Still working this whole ability out[/B] 14th Dragon Wings At 14th level, you grow a pair of dragon wings from your back, gaining a flying speed equal to your current speed. 17th Draconic Presence (Ki 5) Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, You draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. [/sblock] [B]Note:[/B] Looks like in Xanathars Guide there is a Dragon Hide feat: [I]You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:[/I] [I]• Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. • Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 +your Dexterity modifier. You can use a shield and still gain this benefit. • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 +your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. [/I] This brings up a couple questions for me. Should this ability stay AC 12 or change to AC 13 like the feat? Should one of the features allow you to choose between Piercing (Bite), slashing (Claws) or bludgeoning (punch, kick, elbow, etc.) damage when using unarmed attacks? This would largely be fluff since I don't think there is a lot of resistance to just one at this point. Feel free to simply say no stupid you are overthinking and over complicating it. [/QUOTE]
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