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As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. | As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. | ||
'''Draconic Disciple.''' At | '''Draconic Disciple.''' 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: | ||
*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. | |||
*When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison. | |||
Additionally, you learn to speak, read, and write Draikyaan or one other language of your choice. | |||
'''Breath of the Dragon.''' Also 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. At 11th level, the damage of this feature increases to three rolls of your Martial Arts die. | '''Breath of the Dragon.''' Also 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. At 11th level, the damage of this feature increases to three rolls of your Martial Arts die. |