Ascendant Dragon v1.3.0 #
Breath of the Dragon (2) #
- taking damage of the chosen type equal to three rolls of your Martial Arts die + your Wisdom or Dexterity Modifier on a failed save, or half as much damage on a successful one.
- At 11th Level in this class, the damage of this feature increases to four rolls of your Martial Arts die + your Wisdom or Dexterity Modifier.
Wings Unfurled (6) #
- When you use your Step of the Wind, you can unfurl spectral draconic wings from your back which last for 10 minutes or until you dismiss them at will. While the wings exist, you have a flying speed equal to your walking speed.
- When you complete a Long Rest you can choose a damage type offered in your Breath of the Dragon feature, until your next Long Rest anytime you deal damage of that type you deal additional damage equal to your Proficiency Bonus.
Aspect of the Wyrm (11) #
- When you roll for Initiative, or at the start of your turn you can create an aura of draconic power that radiates 30 feet from you for 10 minutes.
- You can create this aura a number of times equal to your Proficiency Bonus, and you regain your usages on a Long Rest, unless you expend 2 Ki Points to create it again.
Frightful Presence #
- When you create this aura and on subsequent turns, your Attacks against Creatures within your aura can instill fear into their hearts. when you hit a Creature with an Attack Roll, you can force it to make a Wisdom Saving Throw, and if the Saving Throw fails, the target is frightened of you for 1 minute. A Creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.
Resistance #
- You and your allies have resistance to that damage, and when forced to make Saving Throws for half damage from spells or other effects that cause that type of damage, on a successful save you take no damage instead.
Ascendant Aspect (17) #
Augment Breath #
- and each Creature in that area takes damage equal to eight rolls of your Martial Arts die + your Wisdom or Dexterity Modifier on a failed save, or half as much on a successful one.
Blindsight #
- You gain blindsight out to 40 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.
Explosive Fury #
- Each of those Creatures must make a Dexterity Saving Throw against your Ki Save DC or take Acid, Cold, Fire Lightning, or Poison Damage (your choice) equal to four rolls of your Martial Arts die.