Disciple of the Dragon
Calm. Serene. Lethal. Your training keeps you sharp, discipline honing your fists like strongest steel, and while threats abound your body is a weapon above all others.
Saving Throws & Ability Checks
Saving Throws
- Strength (STR)
- Dexterity (DEX)
- Constitution (CON)
- Intelligence (INT)
- Wisdom (WIS)
- Charisma (CHA)
Ability Checks
- Acrobatics
- Animal Handling
- Arcana
- Athletics
- Deception
- History
- Insight
- Intimidation
- Investigation
- Medicine
- Nature
- Perception
- Performance
- Persuasion
- Religion
- Sleight of Hand
- Stealth
- Survival
Actions
Attacks
Features & Traits
- Open Hand Technique
When hitting with Flurry of Blows, impose Prone (DEX DC 12), Push 15 ft. (STR DC 12), or No reactions until end of next turn (STR DC 12).
- Draconic Resistance (Red)
Resistance to fire damage.
- Deflect Missiles
Reaction to reduce ranged weapon damage by 1d10+6; spend 1 ki to throw it back (range 20/60).
Bonus Actions
- Ki (3 points/short rest)
Fuel Flurry of Blows, Patient Defense, or Step of the Wind.
- Flurry of Blows
Spend 1 ki to make two unarmed strikes as a bonus action after Attack action.
- Patient Defense
Spend 1 ki to take the Dodge action as a bonus action.
- Step of the Wind
Spend 1 ki to Disengage or Dash as a bonus action; jump distance doubled.
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