Way of the Dragon Soul (5e)

An archetype heavily based off of the vanilla Way of the Elements casting monk with modifications added to make it a more practical, less ki-expensive archetype without directly adding spell slots.

A monastic tradition drawing inspiration from a fear, respect, and reverence for dragons. Focusing your ki allows you to affect the world around you as if you yourself had the spirit of one of the great serpents themselves.

Aspect of the Dragon
Starting when you choose this tradition at 3rd level, as an action, you may invoke the effect of the following cantrips: Control Flames, Gust, Mold Earth, or Shape Water. When using this feature, you may have two effects from any of the spells listed active at once.

Dragon Soul
Starting at level 3, when you take the attack action, instead of attacking normally, you may use a dragon soul manifestation. Unless otherwise stated, you may only use manifestations as a part of the attack action, and during that turn, attacks from other sources, (Bonus action, Flurry of Blows) must be used to perform unarmed attacks. If you don’t have the ki points required to use a manifestation, you can’t select that manifestation.

You may choose 2 dragon soul manifestation and may replace a manifestation with another from the manifestations list after a long rest during which you are able to meditate. Your amount of manifestations increases by one at the 6th, 11th, and 17th levels

Manifestations use your martial arts die when dealing damage. You are proficient with these abilities, and if they have an attack roll, add your wisdom modifier to the damage and attack rolls. Manifestations which require a save use your ki save  (DC = 8 + your proficiency bonus + your Wisdom modifier)

If a manifestation allows you to increase its damage by spending additional ki points, the maximum amount of ki you can spend is equal to your monk level divided by two.

Chromatic Affinity
At level 6, when you make an attack using a monk weapon or your martial arts die, instead of dealing the damage type given, you may deal magical acid, cold, fire, lightning, poison, or thunder damage.

In addition, when you are able to see an elemental effect of any of the types listed above, you are automatically capable of telling if it is magic.

Step of the Dragon
At level 11, after a deep period of meditation, your body understands what it is to be truly dragon-like. After a long rest, you may choose one of the following features. You may use your selected feature after spending 3 ki points.

Wings of the Dragon: You gain a flying speed equal to your move speed for 10 minutes If you are in the air after the duration ends, you fall out of the air at normal speed unless you have some means of stopping the fall.

Gills of the Dragon: You gain a swim speed equal to your move speed for 10 minutes. For this duration, you can breathe normally underwater, and have 30 feet of darkvision while underwater.

Claws of the Dragon: You gain a burrow speed equal to your move speed for 10 minutes. For this duration, you have 30 feet of blindsight. (When using this burrow speed, you can only dig through dirt, you can not dash, and you do not leave tunnels behind you.)

Flawless Aspect of the Dragon
At level 17, your body is overflowing with the spirit of a dragon. When you reach level 17, select one of the following features (After making this selection you may not swap aspects.)

Dragon’s Fist: You learn to channel your overwhelming ki into a creature or object, completely obliterating them and anything in their wake. When making an attack action you may make a single unarmed strike, you may spend 5 ki points, dealing additional 6 martial arts dice of damage. After this damage is dealt, the ki from the strike bursts out from behind the target, forcing all creatures within a 30ft cone to make a dex save or take the damage dealt by the initial strike. If the initial target of the attack is a creature and dies to the Dragon’s Fist, their body explodes in a burst of ki, doubling the damage dealt to the creatures caught in the burst.

Form of the Dragon: Your body releases its stored ki in a display of elemental fury. After spending 5 ki points, your body radiates an aura of raw ki for up to 10 minutes. When activating this ability, choose a damage type from acid, cold, fire, lightning, poison, or thunder.
 * You are immune to (your chosen damage type)
 * Any creature takes (your chosen damage type) equal to you Wisdom modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
 * When attacking with of (your chosen element type), you deal 2 extra martial arts dice of damage.

Dragon Soul Manifestations
The following is a list of Dragon Soul Manifestations.

Dragon Soul Pulse: Focusing intently, you fling a sphere of ki at your target. Roll an attack with 30ft range that deals bludgeoning damage. Using a bonus action, you may spend 1 ki point to fling two additional soul pulses.

Dragon Force Blast: Conjuring a small orb of ki in front of you, you plunge your fist through it, causing a small explosion outward. Each creature in a 15-foot line must make a Dexterity saving throw. A creature that fails this save takes one martial arts die of bludgeoning damage.

When using this manifestation, you may spend ki points to add an additional martial arts die of damage to your damage per ki point spent. If a ki point is spent, a creature who passes the saving throw takes half damage.

Dragon’s Reach: You create a whip of force that lashes out at creatures. Roll an unarmed strike with 15ft range and deals slashing damage.

If this attack is a hit, the creature roll must roll a strength save. If failed, the creature takes an addition two martial arts dice of damage, and you may choose to pull the creature 10 feet closer to you or knock it prone.

You may spend additional ki points to add a martial arts die of damage to your damage per ki point spent. If a ki point is spent, a creature who passes the saving throw takes half damage.

Imposing Aura: Channeling your ki, you create exert pressure in the immediate area around you. Each creature in a 5-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes a martial arts die of bludgeoning damage.

You may spend 1 ki point to have the target take an additional martial arts die of damage and have them be pushed back 10ft and knocked prone. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the effect.

You may spend additional ki points to add a martial arts die of damage to your damage per ki point spent. If a ki point is spent, a creature who passes the saving throw takes half damage.

Dragon’s Presence: Your ki-imbued strikes are mighty enough to move the air itself! You make an unarmed strike, spending 1 ki point to increase the reach of your unarmed strike to 30 feet. A creature hit with such an attack must succeed on a Strength saving throw or it is pushed 10 feet away from you and knocked prone.

You may spend additional ki points to add a martial arts die of damage to your damage per ki point spent. If a ki point is spent, a creature who passes the saving throw takes half damage.

Fangs of the Dragon: You create a blade of ki and fling it at one creature within 15 feet. Make an attack against the target. On a hit, the target takes a martial arts die of piercing damage.

You may spend 1 ki point to detonate the blade. The target and each creature within 5 feet of the point where the blade exploded must succeed on a Dexterity saving throw or take a martial arts die of piercing damage. On a successful save, the creature takes half as much damage.

You may spend additional ki points to add a martial arts die of damage to your damage per ki point spent.

Dragon’s Tongue: You cry out, letting your ki run wild around you. You spend 2 ki points to create a strong force (20 miles per hour wind) surrounding you in a 10-foot radius. This area of effect moves with you, remaining centered on you. This effect remains for up to ten minutes, and you must concentrate as if it is were a spell. You have the following effects. Dragon’s Descent: You push back against gravity itself using your ki. As a reaction after expending 1 ki point, you may reduce a creature of your choice within 30 feet's falling speed to 60 feet per round for a minute. If the creature lands before the effect ends, it takes no falling damage and can land on its feet, and the effect ends for that creature.
 * You and other creatures in the area are deafened by your cries.
 * Unprotected flames in its area that are torch-sized or smaller are extinguished.
 * The area is difficult terrain for creatures other than you.
 * The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
 * It hedges out vapor, gas, and fog that can be dispersed by strong wind.

You may spend an additional ki point to target an additional creature that is within 30 feet of you.

Dragon’s Vengeance: When a creature that you can see targets you with an attack, whether the attack hits or misses, as a reaction you may spend 2 ki points to teleport your walk speed towards the creature. If you are within 5 feet of the attacker after moving, you may make an unarmed attack against them.

Dragon’s Scale: Using your ki, you redirect energy from an incoming attack, lessening its effect on you and storing it for your next attack. After spending 2 ki points, during one reaction, where you take when you take acid, cold, fire, lightning, poison, or thunder damage, you have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with an attack on your next turn, the target takes an extra martial arts die of damage of the triggering type, and the effect ends.

Chromatic Form: Your ki envelopes your body and you merge with it, taking the form of raw energy. You can spend 3 ki points to enter a state of semi-corporeality. While in this form, your only movement is 10 feet of flying. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, and have advantage on Strength, Dexterity, and Constitution saves. You can pass through small openings, though liquids are treated as a solid barrier. You can't fall and remain hovering even when incapacitated. You can't attack, use spells, or interact with objects while in this state. Your objects also can't be interacted with. This state remains for up to 5 minutes, and can be ended at will.

Dragon on the Wind: Using your ki, you manipulate the air around you to anchor yourself in the air. On your turn, after spending 2 ki points, you may use an action to float vertically, up to 20 feet, and remain suspended there for up to 10 minutes. While this effect is active, you may carry an object of up to 500 pounds with you.

You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. Otherwise, you can move 20 feet in any direction on your turn using an action.

When the effect ends, you float gently to the ground.

Wrath of the Dragon: Streaks of energy erupt from a point you choose within a range of 15 feet. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes a martial arts die of slashing on a failed save.

When using this manifestation, you may spend ki points to add an additional martial arts die of damage to your damage per ki point spent. If a ki point is spent, a creature who passes the saving throw takes half damage.

Maw of the Dragon: You strike the earth beneath you, shaping it into a shape capable of ensnaring your foes. Spending 2 ki points, you choose a 5-foot-square unoccupied space on the ground that you can see within 30 feet range. A jaw made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the jaw clamps down on the creature, dealing two martial arts dice of piercing damage, and it is restrained for a minute or until you stop concentrating on the ability. On a successful save, the creature takes half as much damage and is not restrained.

As an action, you can cause the jaw to to crush the restrained target, who must make a Strength saving throw. It takes two martial arts dice of piercing piercing damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your ki save DC. On a success, the target escapes and is no longer restrained by the jaw.

Soul Flare: Focusing your ki in front of you, you produce an explosion of dazzling light. Spending 2 ki points, you choose an cube with a 5-foot radius directly in front of you. Each creature within the cube must succeed on a Constitution saving throw against your or become blinded until the end of your next turn.

Dragon’s Dance: After raising your hands and channeling energy, you toss a 5-foot-diameter sphere of wild ki on an unoccupied space of your choice within 30 feet, lasting for a duration of a minute. After spending 3 ki points. Choose one of the following effects: Will of the Wyrm: Focusing on a point within 30 feet, you project your ki, creating a barrier that prevents movement past a certain point. After spending 3 ki points, you can make the barrier up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts a minute.
 * Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes two martial arts dice of of bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
 * You may spend additional ki points to add a martial arts die of damage to your damage per ki point spent.
 * Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by it. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes three martial arts dice of bludgeoning damage on a failed save, or half as much damage on a successful one.

The barrier keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or Objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at Targets behind the wall are deflected upward and automatically miss. (Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected.) Creatures in Gaseous Form can't pass through it.

Overwhelming Ki: You strike your foe, transferring raw, destructive ki into their body. When you hit a creature with an unarmed strike, you may spend 5 ki points to have them make a Constitution save. On a failed save, the target takes four martial arts dice of force damage, or half as much on a successful one. On each of the target's turns, it re-rolls this saving throw, taking an additional martial arts die of damage on that turn. This effect ends on a successful roll or after one minute.

Dragon Meteor: Letting your ki run wild, you summon forth a hail of solid ki. After spending 5 ki points, select a 20-foot-radius, 40-foot-high Cylinder centered on a point within 20 feet. Each creature in the Cylinder must make a Dexterity saving throw. A creature takes four martial arts dice of force damage on a failed save, or half as much damage on a successful one.

When using this manifestation, you may spend ki points to add an additional martial arts die of damage to your damage per ki point spent.