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# Sealed Dragon: Monk
| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features | |:----:|:---:|:----:|:---:|:------:|:---| | 1st | +2 | 1d4 | — | — | Scales, Martial Arts | | 2nd | +2 | 1d4 | 2 | +10 ft. | Ki, Unarmoured Movement | | 3rd | +2 | 1d4 | 3 | +10 ft. | Deflect Missiles, The Seals Start to Fracture | | 4th | +2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall | | 5th | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike | | 6th | +3 | 1d6 | 6 | +15 ft. | Breath Weapon, Ki Empowered Strikes| | 7th | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind | | 8th | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement | | 9th | +4 | 1d6 | 9 | +15 ft. | — | | 10th | +4 | 1d6 | 10 | +20 ft. | Purity of Body | | 11th | +4 | 1d8 | 11 | +20 ft. | Claws | | 12th | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement | | 13th | +5 | 1d8 | 13 | +20 ft. | Tongue of Sun and Moon | | 14th | +5 | 1d8 | 14 | +25 ft. | Wings, Diamond Soul | | 15th | +5 | 1d8 | 15 | +25 ft. | Timeless Body | | 16th | +5 | 1d8 | 16 | +25 ft. | Ability Score Improvement | | 17th | +6 | 1d10 | 17 | +25 ft. | Scales Improvement | | 18th | +6 | 1d10 | 18 | +30 ft. | Empty Body | | 19th | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement | | 20th | +6 | 1d10 | 20 | +30 ft. | The Seals Break: Perfection of Self |
___ ## Class Features With this Sealed Dragon class, you gain the following features. ___ ### Hit Points * **Hit Dice:** 1d8 per level. * **Hit Points at 1st Level:** 8 + your Constitution modifier * **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per level after 1st ___ ### Proficiencies * **Armor:** None * **Weapons:** Simple Weapons, Shortswords * **Tools:** Choose one type of Artisan's Tools or one Musical Instrument * **Saving Throws:** Strength, Dexterity * **Skills:** Choose two skills from Acrobatics, Athletics, History, Insight, Religion, and Stealth ___ ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a Shortsword, or (b) any Simple Weapon * (a) 10 Darts * Explorer's Pack ___ ### Scales Your monastic practices and inner meditation enables you to manifest your scales even at this stage. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. ___ At 18th level, you gain damage resistance to elemental damage aligned with your ancestry and from non-magical melee damage. ___ \pagebreak ### Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. ___ You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield: * You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. * You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the table. * When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section. ___ ### Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the table. ___ You can spend these points to fuel various ki features. You start knowing three such features: *Flurry of Blows*, *Patient Defense*, and *Step of the Wind*. You learn more ki features as you gain levels in this class. ___ When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. ___ Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: * **Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier ___ **Flurry of Blows:** Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. ___ **Patient Defense:** You can spend 1 ki point to take the Dodge action as a bonus action on your turn. ___ **Step of the Wind:** You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. ___ ### Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the table. ___ At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. ___ ### Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. ___ If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. ___ ### The Seals Start to Fracture At 3rd level, the tiniest cracks have begun to form in your Seals. ___ You can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: * It must succeed on a Dexterity saving throw or be knocked prone. * It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. * It can’t take reactions until the end of your next turn. ___ ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ___ Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ___ \pagebreak ### Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. ___ ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ___ ### Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. ___ ### Breath Weapon The Seals on you start breaking. At 6th level, you can finally access your fundamentum and exhale destruction that defines a Dragon. Once per short or long rest you exhale a breath aligned with your ancestry as shown in the Dragon racial table. The damage die is d6, the number of dice is half your level (rounded down), and the save DC is your spell save DC. On a successful save, targets take half damage. ___ At 9th level, this breath can also recharge on a 20 on a d20, at 14th level, it recharges on 18 or above on a d20, and at 19th level, it recharges on 15 or above on a d20. ___ ### Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ___ ### Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ___ ### Stillness of Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. ___ ### Purity of Body At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. ___ \columnbreak ### Claws At 11th level, the Seals deteriorate further and you are now able to manifest your claws. They are considered Finesse weapons, and deal 2d6 damage on hit. They are not considered magical weapons for the sake of overcoming immunity or resistance. ___ ### Tongue of the Sun and Moon Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. ___ ### Diamond Soul Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. ___ Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. ___ ### Wings The Seals deteriorate further and allow you to unfurl your wings again. At 14th level, once per long rest, you are able to manifest your wings as a bonus action. These wings last 5 hours or till you dismiss them as a bonus action. To do so, you must be wearing light armour, or no armour. If you don any other armour while your wings are present, you take 5d6 bludgeoning damage every 12 seconds. If you are reduced to 0 HP by this damage, you cannot use your wings to fly till they are healed by a Heal spell or a Regeneration spell. ___ With your wings, you have a flying speed of 30 feet. ___ At 18th level, your flying speed increases to 60 feet. ___ ### Timeless Body At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age (as long as that will take), however. In addition, you no longer need food or water. ___ ### Empty Body Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. ___ Additionally, you can spend 8 ki points to cast the *Astral Projection* Spell, without needing material components. When you do so, you can’t take any other creatures with you. ___ \pagebreak ### The Seals Break: Perfection of Self Broken and destroyed, your seals are finally gone but you have not lost the experience and power you have gained as a mortal, adding to your already supreme true form. But despite this, there are lingering embers that burn from your seals and you cannot maintain your true form permanently ..... yet. Maybe one day, you will find the ability to permanently remove your seal. ___ At level 20, you can finally assume your true form. You shapeshift into an ancient Dragon equivalent of your draconic species as an action. You can’t use this ability again until you finish a long rest. You can stay in your Dragon form for 1d4 + 1 hours. You cannot extend or increase your time as your true form in any way. ___ While in your true form, the following limitations apply: * When you transform, you assume half the Dragon’s hit points and Hit Dice. When you revert to your sealed form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your sealed form. For example, if you take 10 damage in your true form and have only 1 hit point left, you revert and take 9 damage in your sealed form. As long as the excess damage doesn't reduce your sealed form to 0 hit points, you are not knocked unconscious. * Your breath weapon does 15d10 damage, instead of the damage indicated on the stat block. * If possible, your equipment drops to the floor. Worn items that are not magical (mundane armour, clothes) are destroyed during the transformation process. Any magical items on you (including worn) drops safely. ___ Your sealed form statistics are replaced by the statistics of the Dragon if they are higher (capped to 16) but you retain your alignment, personality, Intelligence, Wisdom, Charisma scores, and your HP while in sealed form. You also retain all of your skills and saving throw proficiencies. In addition, you become proficient in Strength, Dexterity, and Constitution saving throws if the Dragon is. If the Dragon has any legendary or lair actions, you cannot use them. You also do not gain legendary resistances. ___ Further, when you roll for initiative and have no ki points remaining, you regain 4 ki points. ___