The Way of the Dragon

Some temples teach of the ethos of the metallic dragons, following their example in all things. There are also those who venerate the mighty powers of chromatic dragons, worshipping them as if they were gods. Regardless, these monks learn how to manipulate the forces and energy around them in the same way that dragons do.

These monks can often have this power shown to them by dragons, who impart a certain amount of power into these individuals. Others have power granted to them through various traditions and rituals, secrets which are closely guarded by the temples who impart this knowledge.

Awakening

At 3rd level, you choose one type of dragon to be associated with the power within you. The damage type associated with each dragon is used by features you gain later.

Draconic Patron

Dragon Damage Type Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold

You can speak, read and write Draconic. Additionally, you can choose to deal slashing damage with your unarmed strikes.

Draconic Fury

At 3rd level, the way you fight is influenced and enhanced by the power within you. You gain one of the following features associated with your chosen damage type.

Acid. When you hit a target with your Flurry of Blows feature, if the target is wearing non magical metal armour, its armour is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10.

Cold. When you hit a target with your Flurry of Blows feature, their speed is reduced by 10 feet per unarmed strike that hits them.

Fire. When you hit a taget with your Flurry of Blows feature, targets take extra fire damage equal to your Wisdom modifier.

Lightning. Targets hit by your Flurry of Blows feature cannot take reactions until the start of their next turn.

Poison. When you hit a target, you can spend 1 Ki point to attempt to poison that target. They must make a Constitution saving throw or be poisoned for a minute.

Elemental Bastion

Starting at 6th level, you gain resistance to your associated damage type and you can choose to change the damage type of your unarmed strikes to your associated damage type whenever you take the Attack action.

Draconian Essence

At 11th level, you can spend 3 Ki points to cast Dragon’s Breath. The damage this chooses must be the same type as your chosen damage type. You can increase the spell level by spending additional Ki points, increasing the level by number of additional Ki points added. You cannot spend more additional points than your proficiency bonus.

As well as this, you gain one of the following features associated with your chosen dragon.

Black – Proud Warrior. When you make an attack roll, you may spend 2 Ki points to gain advantage for your attack rolls for this turn.

Blue – Vain Being. You can spend 1 Ki point to gain advantage on Charisma (Persuasion) checks for the next hour.

Brass – Garnered Knowledge. You can spend 1 Ki point to gain advantage on Intelligence (History) checks for the next hour.

Bronze – Slay the Tyrant. You can spend 2 Ki points to reroll your damage die on all your damage rolls for this turn.

Copper – Subtle Trickster. You can spend 1 Ki points to gain advantage on Dexterity (Stealth) checks for the next hour.

Gold – Sage Watcher. You can spend 1 Ki points to gain advantage on Wisdom (Perception) checks for the next hour.

Green – Foul Schemer. You can spend 1 Ki points to gain advantage on your initiative rolls as a reaction.

Red – Flaming Blows. Whenever you hit a creature with your unarmed strikes, you can spend 1 Ki point to deal additional fire damage with each strike. This damage is equal to your martial arts die.

Silver – Virtuous Ward. As a reaction, you can spend 2 Ki points to cause an enemy you can see within 30 feet to have disadvantage on attack rolls until the start of its next turn.

White – Primal Hunter. You can spend 1 Ki point to gain advantage on Wisdom (Survival) checks for the next hour.

Draconic Herald

Starting from 17th level, when you use the Step of the Wind feature on your turn, you gain flying speed equal to your walking speed until the end of the turn.

This flying speed works as a short burst; you fall when you end your turn airborne and nothing else holds you aloft.