Way of the Dragon Champions
Defenders of all that is good, the monks of the Dragon Champion school of thought serve the forces of good through their every action. Taking the metallic dragons as their metric, every one of them is a powerful protector of the innocent and fearsome master of the elements.
Rather than isolating themselves, Dragon Champions usually travel in groups, each member enhancing the strengths and reducing the weaknesses of their partners. They use these groups, as close as family, to confide in each other their troubles. When focused on a singular cause, there are very few that can stand in the way of a Dragon Champion team.
Draconic Affinity:
When you choose this tradition at 3rd level, you learn to use your chi to replicate some of the natural abilities dragons possess, their elemental control. Choose one type of dragon to emulate. The damage type associated with each dragon is used by your features. You gain the following benefits.
Dragon’s Fist:
You learn to attack and defend as a dragon might. When you hit a creature with an unarmed attack, you may expend a ki point to deal an additional 2d4 damage of your dragon’s type. This damage is magical. Furthermore,when you would normally grant half cover to an ally, you can choose to grant them three-quarters cover instead, and when you would normally grant three-quarters cover to an ally, you can choose to grant them full cover instead.
Dragon’s Heart:
By planting your feet, you learn how to resist the effects of your enemies’ attacks in order to better protect others. As a reaction to an attack or spell damage, you can spend 2 ki points to gain 10 temporary hit points. The temporary hit points vanish at the beginning of your next turn. Each additional ki point you spend increases these temporary hitpoints by 5. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
Dragon’s Breath:
At 11th level, you use the ki running through your body to reproduce the famous draconic breath, in a motion designed to eliminate your opponents in a final blow.You can use your reaction after using your Flurry of Blows to exhale destructive energy in a 15-foot cone of the same kind associated with your dragon type.Each creature in the area must make a Constitution save against your Ki save DC, taking 6d6 damage on a failed save and half as much damage on a successful one. Creatures that have been hit with one of your Flurry of Blows attack during this turn have disadvantage on this save. Once you use this technique, you can’t use it again until you complete a short or long rest.
Dragon’s Soul:
Your emulation becomes complete. At 17th level, you learn to channel the dread presence of the dragon you emulate, causing those around you to become awestruck or frightened. As an action, you can spend 3 ki points to solemnly declare your presence and intentions to your enemies. Each hostile creature that can see or hear you must succeed on a Wisdom saving throw against your Ki save DC or be Charmed (if you chose awe) or Frightened (if you chose fear). This effect lasts until the end of your next turn.
UPDATES:
Fixed errors in table and information passed over.
Defenders of all that is good, the monks of the Dragon Champion school of thought serve the forces of good through their every action. Taking the metallic dragons as their metric, every one of them is a powerful protector of the innocent and fearsome master of the elements.
Rather than isolating themselves, Dragon Champions usually travel in groups, each member enhancing the strengths and reducing the weaknesses of their partners. They use these groups, as close as family, to confide in each other their troubles. When focused on a singular cause, there are very few that can stand in the way of a Dragon Champion team.
Draconic Affinity:
When you choose this tradition at 3rd level, you learn to use your chi to replicate some of the natural abilities dragons possess, their elemental control. Choose one type of dragon to emulate. The damage type associated with each dragon is used by your features. You gain the following benefits.
Dragon’s Fist:
You learn to attack and defend as a dragon might. When you hit a creature with an unarmed attack, you may expend a ki point to deal an additional 2d4 damage of your dragon’s type. This damage is magical. Furthermore,when you would normally grant half cover to an ally, you can choose to grant them three-quarters cover instead, and when you would normally grant three-quarters cover to an ally, you can choose to grant them full cover instead.
Dragon’s Heart:
By planting your feet, you learn how to resist the effects of your enemies’ attacks in order to better protect others. As a reaction to an attack or spell damage, you can spend 2 ki points to gain 10 temporary hit points. The temporary hit points vanish at the beginning of your next turn. Each additional ki point you spend increases these temporary hitpoints by 5. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
Dragon’s Breath:
At 11th level, you use the ki running through your body to reproduce the famous draconic breath, in a motion designed to eliminate your opponents in a final blow.You can use your reaction after using your Flurry of Blows to exhale destructive energy in a 15-foot cone of the same kind associated with your dragon type.Each creature in the area must make a Constitution save against your Ki save DC, taking 6d6 damage on a failed save and half as much damage on a successful one. Creatures that have been hit with one of your Flurry of Blows attack during this turn have disadvantage on this save. Once you use this technique, you can’t use it again until you complete a short or long rest.
Dragon’s Soul:
Your emulation becomes complete. At 17th level, you learn to channel the dread presence of the dragon you emulate, causing those around you to become awestruck or frightened. As an action, you can spend 3 ki points to solemnly declare your presence and intentions to your enemies. Each hostile creature that can see or hear you must succeed on a Wisdom saving throw against your Ki save DC or be Charmed (if you chose awe) or Frightened (if you chose fear). This effect lasts until the end of your next turn.
UPDATES:
Fixed errors in table and information passed over.