[[],[],[],[],[],[],[],[{"id":10503,"name":"Monk - Way of the Ascendant Dragon","type":"archetype","hit_die":"","alignment":"Any","full_text":"
The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.<\/p>
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Source: Fizban's Treasury of Dragons<\/p>
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As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons through your ki. The Ascendant Dragon Origin table offers some possibilities.<\/p>
Ascendant Dragon Origin d6<\/p>
1-You honed your abilities by observing a dragon and aligning your ki with their world altering power.<\/p>
2-A dragon personally took an active role in shaping your inner energy.<\/p>
3-You studied at a monastery that traces its teachings back centuries or more to a single dragon’s instruction.<\/p>
4-You spent long stretches meditating in the region of influence of an ancient dragon’s lair, absorbing its ambient magic.<\/p>
5-You found a scroll written in Draconic that contained inspiring new techniques.<\/p>
6-After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons.<\/p>
<\/p>
Draconic<\/strong> Disciple<\/strong><\/span><\/p> At 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:<\/p> Draconic Presence<\/em>. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.<\/p> Draconic Strike<\/em>. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.<\/p> Tongue of Dragons<\/em>. You learn to speak, read, and write Draconic or one other language of your choice.<\/p> <\/p> Breath of the Dragon<\/strong><\/span><\/p> At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.<\/p> At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.<\/p> You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.<\/p> <\/p> Wings Unfurled<\/strong><\/span><\/p> At 6th level when you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.<\/p> You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<\/p> <\/p> Aspect of the Wyrm<\/strong><\/span><\/p> At 11th level the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:<\/p> <\/p> Frightful Presence<\/em>. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.<\/p> Resistance<\/em>. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.<\/p> Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.<\/p> <\/p> Ascendant Aspect<\/strong><\/span><\/p> At 17th level, your draconic spirit reaches its peak. You gain the following benefits:<\/p> Augment Breath<\/em>. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.<\/p> Blindsight<\/em>. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<\/p> Explosive Fury<\/em>. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice). Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.<\/p> Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.<\/p> <\/p> Source: Fizban's Treasury of Dragons<\/p> <\/p> Drakewarden Origin d6<\/p> 1-You studied a dragon’s scale or claw, or a trinket from a dragon’s hoard, creating your bond through that token’s lingering draconic magic.<\/p> 2-A secret order of rangers who collect and guard draconic lore taught you their ways.<\/p> 3-A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.<\/p> 4-You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.<\/p> 5-An ancient Draconic inscription on a standing stone empowered you when you read it aloud.<\/p> 6-You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.<\/p> <\/p> Draconic Gift<\/strong><\/span><\/p> At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence.<\/p> You gain the following benefits:<\/p> Thaumaturgy<\/em>. You learn the Thaumaturgy cantrip, which is a ranger spell for you.<\/p> Tongue of Dragons<\/em>. You learn to speak, read, and write Draconic or one other language of your choice.<\/p> <\/p> Drake Companion<\/strong><\/span><\/p> At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.<\/p> The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.<\/p> In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.<\/p> The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.<\/p> Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.<\/p> Drake Companion<\/strong><\/p> Small dragon<\/p> Armor Class: 14 + PB (natural armor)<\/p> Hit Points: 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)<\/p> Speed: 40 ft.<\/p> STR. DEX. CON. INT. WIS. CHA<\/p> 16 (+3)12 (+1)15 (+2)8 (−1)14 (+2)8 (−1)<\/p> Saving Throws: Dex +1 plus PB, Wis +2 plus PB<\/p> Damage Immunities: determined by the drake’s Draconic Essence trait<\/p> Senses: darkvision 60 ft., passive Perception 12<\/p> Languages: Draconic<\/p> Challenge: Proficiency Bonus (PB) equals your bonus<\/p> Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.<\/p> Actions<\/p> Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.<\/p> Reactions<\/p> Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.<\/p> <\/p> Bond of Fang and Scale<\/strong><\/span><\/p> At 7th level the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.<\/p> In addition, while your drake is summoned, you and the drake gain the following benefits:<\/p> Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.<\/p> Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.<\/p> Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.<\/p> <\/p> Drake’s Breath<\/span><\/strong><\/p> At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.<\/p> This damage increases to 10d6 when you reach 15th level in this class.<\/p> Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.<\/p> <\/p> Perfected Bond<\/strong><\/span><\/p> At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:<\/p> Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).<\/p> Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.<\/p> Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<\/p> <\/p> <\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":10544,"name":"Bard - College of Spirits","type":"archetype","hit_die":"","alignment":"Any","full_text":" Bards of the College of Spirits seek tales with inherent power-be they legends, histories, or fictions-and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.<\/em><\/strong><\/p> Source: Van Richten's Guide to Ravenloft<\/p> At 3rd level, you can reach out to spirits to guide you and others. You learn the Guidance<\/a> cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast i<\/span>t.<\/p> At 3rd level, you employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.<\/p> Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.<\/p> At 3rd level, you reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.<\/p> You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.<\/p> You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.<\/p> If the tale requires a saving throw, the DC equals your spell save DC.<\/p>
<\/p>","reference":"Usergen","class_skills":"Draconic Deciple, Breath of the Dragon, Wings Unfurled, Aspect of the Wyrm, Ascendant Aspect","proficiencies":""},{"id":10504,"name":"Ranger - Drakewarden","type":"archetype","hit_die":"","alignment":"Any","full_text":"Ranger - Drakewarden<\/h2>
Bard - College of Spirits<\/h2>
Guiding Whispers<\/h3>
Spiritual Focus<\/h3>
Tales from Beyond<\/h3>