• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E Way of the Dragon Monk tradition?

Headbomb

First Post
One of my players really wants to play a Dragonic-type monk. I initially offered him a varient of the Way of the Elements tradition, but he says he wants something more physical, so we (tentatively) came up with this.

----
Monastic traditions.


3rd Level - Draconic Resilience
* Gain resistance to < dragon type damage >
* As a bonus action, spend 2 ki points to grow scales and gain +2 AC for one hour
* You can dismiss the scales prematurely with a bonus action on your turn


6th Level - Draconic Claws
* As a bonus action, you are able to manifest dragon claws on your hands/feet that enhance your unarmed strikes. Unarmed strikes can now deal slashing damage, instead of bludgeoning damage. The martial arts dice increases by 1 size for unarmed strikes (1d4 > 1d6, 1d6 > 1d8, 1d8 > 1d0, 1d10 > 1d12)
* Once per round, you can expend 2 ki points to add 1d6 < dragon type damage > with your unarmed strikes.
* The claws remain until you dismiss them with a bonus action on your turn.


11th Level - Draconic Wings
* Same as the Sorcerer ability


17th Level - Draconic Breath
* Same as the Dragonborn ability, using Wisdom modifier, rather than constitution.
* 5 ki points


or



17th Level - Draconic Presence
* Same as the Sorcerer ability (and this one is still Charisma-based)

----

What's the feeling on this? Overpowered? Underpowered? Does this violates some core design rule/philosophy? Too boring? Too fantastical?
 

log in or register to remove this ad

Xeviat

Hero
This looks pretty good. But your draconic breath is weak. Look at the sun soul monk's burning hands for a balance point.


Sent from my iPhone using Tapatalk
 


Saeviomagy

Adventurer
I'd put the dragon breath way earlier in the list too. Thematically thats one of the first things the term "dragon" brings to mind, so it should be part of the flavour for most of the character's playtime, which means most of their levels.

As for how good it is? 4 element monk gets 3d10 damage for 2 ki, plus 1d10 per extra ki on a single target with a rider and the ability to pump ki after the target fails their save. I would say that if you were to cut those down to d4s, then that would be fine with the dragonborn ranges and shapes.
 

Xeviat

Hero
I'd put the dragon breath way earlier in the list too. Thematically thats one of the first things the term "dragon" brings to mind, so it should be part of the flavour for most of the character's playtime, which means most of their levels.

As for how good it is? 4 element monk gets 3d10 damage for 2 ki, plus 1d10 per extra ki on a single target with a rider and the ability to pump ki after the target fails their save. I would say that if you were to cut those down to d4s, then that would be fine with the dragonborn ranges and shapes.

Sun Soul gets the same damage and scaling, but they get it as a bonus action.


Sent from my iPhone using Tapatalk
 

Saeviomagy

Adventurer
Sun Soul gets the same damage and scaling, but they get it as a bonus action.


Sent from my iPhone using Tapatalk

True. On the gripping hand, it is restricted to fire damage, cannot be gained in line form, is a spell and has V and S components.

However, I think you're right: d4s is probably too low, given the comparison. d6s sounds like it would be better balanced.

Incidentally, looking more closely:
Put the dragon breath at level 3. Remove the bonus action, ki-expending dragon skin: I think it's probably too good. +2 to AC means the AC potential for this is extremely high.

I also feel like the basic dice-enhancement for draconic claws isn't a great idea. Remove the bonus action cost and just allow them to choose slashing or bludgeoning whenever they attack. Keep the smite, but reword it to "when you make the attack action you may expend 2 chi to empower your attacks for 1 round..."

Put draconic presence as the 17th level ability.
 

ruy343

Explorer
Yeast don't spheroplast any faster

Well, I have an hour to kill while my yeast spheroplast so...

My opinion on your proposed revision: it's underpowered. That's right: underpowered. Good job! Most people who create new subclasses and such go way, way overboard with their level of power, so kudos to you for not falling into that trap.

However, one thing to be wary of is inclusion of abilities that grant a fixed bonus to damage. While abilities like this are mechanically simple to implement, they lack the flavor that one expects from subclass options (and you'll notice that it's rare for a subclass choice to increase damage output directly - usually it's a class feature instead). Also, the timing of the improvements you suggest, as well as the language involved in defining their usage/duration need a bit more clarity.

If you'll allow me (and you will, because it's the internet), I'd like to offer a look into how I go about designing subclasses, and then provide you with an example of how I'd make a dragon monk.

First things first: let's look at how the game designers made the Monk subclasses, and what kinds of abilities are granted at each appropriate level [note: 4 Elements monks get to choose whatever they wish at each level, which may be why the developers were conservative with its design - they get to break these conventions!]

  • The 3rd level ability should be broadly applicable in combat
  • The 6th level ability gives a powerful healing and/or utility ability (note: healing is ALWAYS powerful in 5e)
  • The 11th level ability protects the user, but doesn't do too much to boost combat prowess (in fact, it's more of a passive ability for both Open Hand and Shadow)
  • The 17th level ability should be a cool capstone that boost combat prowess again (some notes about Quivering Palm are below)


Were I in your shoes, I would take a path similar to "The Path of the Totem Warrior" for the Barbarian, but using The Way of Open Hand and Way of Shadow as a measuring stick to compare what level of power should be available at each level. The Totem Warrior concept is particularly fitting because there are so many species of dragon in existence. I'll try to provide some possibilities for each improvement here (I'm just spitballing) and I'm away from my MMs, so I might get some dragon characteristics wrong (like which element to assign a given dragon, or the character attributes/lifestyles of each dragon type). Please correct me or suggest improvements when I'm wrong.

Note: I'm avoiding including a breath weapon attack because that gets a bit messy with dragonborn monks. My idea is that the dragon disciple monks should instead weave dragon-like magic into their combat, not physically transform into dragon-like beings, but that's just my interpretation.

The Way of the Dragon Disciple:

As a disciple of the Way of the Dragon you have spent years studying the draconic magics, and how to weave their powers into your martial arts. At each indicated level below, you may choose one of the following dragon options, which may differ from previous dragons you have chosen. These simply represent the draconic styles you have chosen. As you progress along the Way of the Dragon Disciple, your features and appearance may change to match the dragons whose power you emulate.

As part of this discipline, you may learn to use a number of spells which you can cast with ki. You use your wisdom modifier as your casting stat for these spells per the description given in the PHB.

Level 3: Draconic Initiation
  • Brass Dragon: Whenever you attack with your unarmed strike or a monk weapon, you may choose to inflict fire damage instead of the damage type the attack would normally inflict. Additionally, you may cast Burning Hands as a bonus action for 2 ki points.
  • Bronze Dragon: Whenever you attack with your unarmed strike or a monk weapon, you may choose to inflict lightning damage instead of the damage type the attack would normally inflict. Additionally, you may cast Thunderwave as a bonus action for 2 ki points.
  • Copper Dragon: Whenever you attack with your unarmed strike or a monk weapon, you may choose to inflict acid damage instead of the damage type the attack would normally inflict. Additionally, you may cast Fog Cloud as a bonus action for 2 ki points.
  • Silver Dragon: Whenever you attack with your unarmed strike or a monk weapon, you may choose to inflict cold damage instead of the damage type the attack would normally inflict. Additionally, when you hit with a melee weapon attack or unarmed strike, you may reduce your target's speed by 10 feet until the beginning of your next turn. This slow effect may not stack multiple times on the same creature, but may apply to multiple creatures that you hit. [note: I used Ray of Frost as inspiration here; doesn't seem overly powerful...]

In addition to the abilities you choose at this level, you also become fluent in Draconic, if you aren't already.

Level 6: Draconic Attunement
  • Brass Dragon: You gain resistance to fire damage. Additionally, you gain the ability to protect your allies against fire, granting friendly creatures within 5 feet of you resistance to fire damage as well.
  • Bronze Dragon:You gain resistance to lightning damage. You also gain the ability to redirect lightning: whenever you are targeted by any attack which inflicts lightning damage, you may choose a target within 60 feet, and that target (and other creatures in the line) must make a dexterity saving throw or suffer the same amount of damage that you did (half on a successful save). Additionally, if the lightning-based effect were to continue past you (as with the Lightning Bolt spell), the effect ends in your square.
  • Copper Dragon: You gain resistance to acid damage. Additionally, you may spend a ki point as a bonus action to quadruple your speed for one round. While this effect is active, attacks of opportunity against you are made at a disadvantage. You may only use this ability once per short or long rest. [note: this builds on the cleverness theme; and yes, this could theoretically allow a monk to move 8x their speed (if they action-dash), which is pretty on par with the Way of Shadow]
  • Silver Dragon: You gain resistance to cold damage. Additionally, as a bonus action, you may shroud your body in icy power for 3 ki points, granting yourself 10 temporary hit points for up to one minute. While you have these hit points, creatures that hit you with a melee attack suffer 10 points of cold damage. [note: basically, this is a 2nd level casting of Armor of Agathys]

Level 11: Stoic Dragon Stance

You may add 3 to your armor class as long as you have not expended any ki points.

[note: I ran out of time here, but I feel content with this ability as it stands - it matches the benefit of the open-hand monk well.]

Level 17: Touch of the Dragon
  • Brass Dragon: Once per round, when you hit a creature with a melee attack, you may spend 5 ki points to force your target to make a dexterity saving throw. On a failure, the creature suffers 10d6 of fire damage [note: quivering palm requires the monk to spend an action on the next round to inflict the 10d10; having it occur in the same round is its own brand of powerful, so less damage and higher cost is appropriate]
  • Bronze Dragon: Once per round, when you hit a creature with a melee attack, you may spend 3 ki points to create a linkage of lightning between yourself and your target until your next turn. While this link exists, you have resistance to all damage, and your target takes the same amount of damage that you do, as though it had suffered the attacks itself.
  • Copper Dragon: As an action you may spend 4 ki points to cast Disintegrate with a range of touch. This effect can apply to both living creatures as well as inanimate objects, just like the spell
  • Silver Dragon: Whenever you hit a creature with a melee attack, you may spend 4 ki points to force the target to make a strength saving throw. If the creature fails, on your next turn, you may spend your action to channel icy winds that buffet the target, causing them to suffer 10d6 cold damage, and launching them into the air as though they had suffered the effects of the Reverse Gravity spell. You must concentrate to maintain the effects of Reverse Gravity. On a success, the creature simply takes 10d6 cold damage.

[note: here are the themes I referred to in making these abilities; feel free to contest my choices
Brass/Gold: Fire; protection
Bronze: Lightning;
Copper: Acid, cleverness
Silver: Cold, slowing
/note]
 

Headbomb

First Post
Thanks for the feedback. I agree that it was a bit underpowered, with this... here is my revision

3rd Level - Draconic Resilience
* Gain resistance to < dragon type damage >
* As a bonus action, spend 2 ki points to grow scales and gain +2 AC for one hour
* You can dismiss the scales prematurely with a bonus action on your turn


6th Level - Draconic Claws
* As a bonus action, you are able to manifest dragon claws on your hands/feet that enhance your unarmed strikes. Unarmed strikes can now deal slashing damage, instead of bludgeoning damage. The martial arts dice increases by 1 size for unarmed strikes (1d4 > 1d6, 1d6 > 1d8, 1d8 > 1d0, 1d10 > 1d12)
* Once per round, you can expend 2 ki points to add 1d6 < dragon type damage > with your unarmed strikes.
* The claws remain until you dismiss them with a bonus action on your turn.


11th Level - Draconic Wings/Tail
* Wings as the Sorcerer ability
* Also grows a 10 ft tail, which can be used to make reach attacks as a bonus action.

17th Level - Draconic Breath
* 5 ki points
* Basic damage/shape as the Dragonborn ability, using Wisdom modifier, rather than constitution.
* With the following additional effect based on damage type, on a failed save
** Acid - 5d4 acid damage on the following round
** Cold - Slowed (as the spell) for 1 round
** Fire - Area remains on fire for 1 minute, dealing the same damage if enemies remain in the area affected.
** Lightning - Lightning arcs from each target in the line, hitting a target within 30 feet of the original target with the same damage. Lightning cannot arc to a target already hit.
** Poison - Gain the poisoned condition (save every round)

What about now?
 


Yunru

Banned
Banned
Thank you for encouraging me to return to work on my Book of Dragons! I'm afraid I can't say much more on topic because I don't want to cross-contaminate.
 

Remove ads

Top