Monastic Tradition - Way of the Eastern Dragon

Not all monks seek wisdom through meditation. Some decide to implore the wisest creatures to find the knowledge stores in the beings who have guarded the world for ages. These inquiries have brought some monks to study the enlightened serpentine dragons who once harnessed the elements. By training in the way of these dragons, these monks have mastered elemental disciplines, gained spiritual knowledge, and practiced martial arts which had been considered lost for generations.

Ancient Wisdom

When you choose this monastic tradition at level 3, you are imparted with the wisdom of the eastern dragons. Your Ki Saving Throw DCs can now use your Wisdom Modifier or your Dexterity Modifier, whichever of the two is higher.

Elements of the Dragons

Starting when this tradition is chosen at the 3rd level, the player chooses to enter the disciplines of the dragons and selects an element to train under. The player will automatically learn the cantrip associated with the given element, and using 1 Ki point will cause all martial arts attacks to change the damage type of your martial arts attacks to the given damage type for the rest of that turn. You also gain resistance to the damage type of the dragon element you choose to train under.

Lightning - Shocking Grasp

Fire - Fire Bolt

Poison - Poison Spray

Cold - Ray of Frost

Sense of the Enlightened Ones

At the 6th level, intensive training and spiritual contact with the ancient dragons has given you the ability to sense the ki flowing through your opponent. You will be able to find exploitable vital spots on an enemy by sensing the movement of Ki inside their bodies.

By using a bonus action you can sense the flow of any enemy from up to 60 feet away. Their Ki flow will become visible to you for 10 minutes. Any martial arts attacks on that enemy will strike their vital points, which can make one of the following occur, as dictated by the player. Each of the following strikes costs 1 Ki, can only affect a given area once every minute, and you cannot use Flurry of Blows after attacking a vital point.

Head - A strike to the head will cause the target to make a Constitution Saving Throw. If the creature succeeds, they will be deafened. If the creature fails, they will become silenced until the end of their next turn.

Shoulder - A quick jab to the shoulder will cause the target to drop one item they are holding in their hands of your choosing. The target must make a Constitution Saving Throw. If it succeeds, nothing happens. If it fails, they will have disadvantage on melee attacks until the end of their turn.

Chest - A forcing palm blow to the chest will make the target make a Constitution Saving Throw. If the creature succeeds, they are knocked back up to 5 feet. If they fail, they are knocked back up to 10 feet. The target takes 1d6 damage if they are shoved into a structure.

Legs - With a sharp strike to the legs, the target risks losing balance. The target must make a Constitution Saving Throw. It the target succeeds, their movement speed is slowed by half until the end of their next turn. If it fails, the target is knocked prone. If there is a ledge within 5 feet, you may choose to sabotage their balance and send them falling over the ledge.

Flow of the Serpent

At the 11th level, you gain the ability to move like the ancient cloud serpents around the battlefield, gaining movement as you wind through your enemies. Walking by an enemy will not allow them to make an opportunity attack, and disengaging becomes a bonus action at no cost.

Artisan of the Elements

At the 11th level, the disciplines of the dragon have brought you to mastery over the elements they once wielded so powerfully. You delve further into the element of your choosing, gaining the following ability based on the element you choose when you selected this tradition:

Lightning - Like electricity, you move around the battlefield in the blink of an eye. Your movement speed is permanently increased by 10. You can expend 1 Ki as a bonus action to appear in a bolt of lightning next to any creature within 40 feet without expending any movement speed.

Fire - The eternal blaze in your heart roars to life as you train, making your strikes more punishing than ever. By spending 1 Ki, all martial arts strikes against creatures will have an additional range of 5 feet and will deal an additional 1d6 (increased to 2d6 at level 15) extra damage until the end of your turn.

Poison - The venom that courses through your body becomes a lethal weapon with your strikes. All martial arts strikes will inflict 1d6 poison damage on the target on the start of their turn for 1 minute. This effect may stack up to 3 times on one target at a time. By spending 1 Ki, you can empower your strikes until the end of your turn to additionally poison any creature you strike until the end of their next turn.