Monk Subclass: Way of the Dragon Turtle
Monk Subclass: Way of the Dragon Turtle
Hit Points
Hit Dice: d8 per Monk Subclass: Way of the Dragon Turtle level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Way of the Dragon Turtle
Monks who favor tenacious stances and heavy strikes more
than nimble evasion and rapid blows are often trained in
the Way of the Dragon Turtle. Recognized for their
impressive physiques and unmatched endurance; these
martial artists are well known for being kind hearted and
eager to help others. These monks believe that every jar of
water delivered, and every tree trunk carried, is time spent
training. Their fighting style involves keeping foes away
from their allies, facing blows with steely resolve, and
locking down their opponents with powerful grapples.
Variant: Stability over Agility
Some monks favor stability over agility. To reflect this, you
can choose this variant when creating your character. When
using this variant, all mentions of your character's Dexterity
score or modifier in the Unarmored Defense and Deflect
Missiles class features are replaced with Strength.
Subclass Options
Turtle Stance
Beginning at 3rd level, you learn to defend yourself as a
turtle would, facing blows directly with a hardened body of
iron. When an attacker hits you with a melee weapon
attack, you can use your reaction to reduce the damage of
the attack by an amount equal to one roll of your Martial
Arts die + your Strength modifier (minimum of 1).
When you make an opportunity attack, you can replace
the melee attack with a grapple check.
Creatures other than you gain advantage on attack rolls
against creatures you are grappling. If a creature you are
grappling is restrained, it can only use its actions to escape.
Totem of Dragon Strength
At 3rd level you gain proficiency in the Athletics skill. If you
have proficiency in this skill from another source, then your
proficiency bonus is doubled for any ability check you make
that uses Athletics.
As an action, you can touch any blunt object larger than 1
cubic foot and smaller than yourself and imbue it with your
ki. After imbuing it so, the object acquires artistic marks
showing prayers to the dragon turtle. It is now your Totem
of Dragon Strength and counts as a monk weapon for you
for which you have proficiency. Your totem gains the
weapon traits from the Totem of Dragon Strength table.
Attack and damage rolls using your totem must be done
with your Strength Modifier. Your totem is weightless for
you, and sticks to your hand if you want it to. Your totem
gains the magical attributes of one magic melee monk
weapon that you are attuned to, unless it already is a
magical weapon. You decide which weapon after finishing a
short or long rest. You can only have a single totem at a
time, and ending the link with the object is instantaneous.
While holding your totem, you can't be disarmed of it, and
you gain advantage on all saving throws instead of only
Dexterity when you take the Dodge action.
Totem of Dragon Strength
Level Damage Properties
- 3 1d6 (bludgeoning) Versatile (1d8)
- 5 1d8 (bludgeoning) Versatile (1d10)
- 11 1d10 (bludgeoning) Versatile (1d12)
- 17 1d12 (bludgeoning) Versatile (2d6)
Snap Dragon
At 6th level, you can react with clasping strength on your
foes. Once per round, when a creature misses you with a
melee attack, you can make a grapple check against them.
In addition, immediately after you have successfully
grappled a creature, or as a bonus action on your turn, you
can throw a creature you are grappling. The target must
make a Strength saving throw against your ki save DC. On
a failure, you can throw the creature up to 15 feet in a
direction of your choice after which it takes damage equal
to one roll of your Martial Arts die, it has its speed reduced
to 0 until the start of its next turn, and it is knocked prone.
Any extra damage the creature takes from colliding with an
environmental hazard (for example a pit, trap, or weapon's
rack) is doubled. On a successful save, the creature resists
your attempt but remains grappled by you. You can use this
feature to (try to) throw a creature 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 1 ki point to use this feature again.
Ki of the Tidebringer
At 11th level, provided your totem is at least half your size
or larger, you gain half cover while holding your Totem of
Dragon Strength.
As a bonus action, you can spend 1 ki point and roll a
Martial Arts die. You regain a number of hit points equal to
the number rolled plus your proficiency bonus.
Whenever you spend any ki points, you build up energy in
your body which you can unleash as a blast of steam. Until
the end of your next turn, the first time you hit a creature
with an unarmed strike you can choose to roll two Martial
Arts dice and deal fire damage equal the amount rolled to
each creature other than you within 10 feet of the target,
blasting them all with boiling hot steam. You can only
unleash steam this way once per round.
Defiance of The Dragon Turtle
At 17th level, you have perfected your connection with the
essence of the dragon turtle, allowing its being to become
truly one with yours in mind and body. As an action, you can
spend 10 ki points to manifest the dragon turtle, creating a
huge translucent form of a dragon turtle around you. If you
do, then for 1 minute you gain the game statistics of the
dragon turtle spirit (see page 42).
Your game statistics aside from your mental ability scores
are replaced by the statistics of the dragon turtle spirit, but
you retain your alignment and personality. You assume the
hit points of your new form. You can revert to your normal
form at any point as a bonus action, and you automatically
revert to your normal form if your hit points are reduced to
0. When you revert to your normal form, you return to the
number of hit points you had before you transformed. If you
revert as a result of dropping to 0 hit points, any excess
damage carries over to your normal form. As long as the
excess damage doesn't reduce your normal form to 0 hit
points, you aren't knocked unconscious. While in your
dragon turtle form, you can't wield weapons, nor can you
use your other class features. If you have spells, you can't
cast them while in this form, but you can maintain
concentration on existing spells. If there isn't enough room
for this form in a space available, then this form instead
attains the maximum possible size.
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