There are many ways to hone one's mind and body in 168澳洲幸运5开奖网:Dungeons & Dragons. While most monk traditions follow a path to spiritual enlightenment that looks within, the Way of the Ascendant Dragon looks without. Followers of this path believe that worship and emulation of dragons allow them to achieve a wholeness with the Material Plane that only dragons can attain, and this aspiration can unlock g🌸reat powers.

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Followers of the Way of the Ascendant Dragon take on the fierce aspects of dragons, giving themselves and their party elemental damage resistance, or even letting them unfurl spectral wings to take flight. If you're looking for a monk class that can achieve great heights, read on to begin following the Way of the Ascendant Dragon.

Way Of The Ascendent Dragon Monk Features

Dragon Whisperer by Chris Rallis
Dragon Whisperer by Chris Rallis

You may begin to follow the Way of the Ascendant Dragon starting at level three. At this level, you gain the Draconic Disciple and Breath of the Dragon features.

Draconic Disciple provides you with three benefits. First is Draconic Presence, which lets you re-roll a failed Intimidation or Persuasion roll once per long rest by using your reaction. Second is Draconic Strike, which lets you change the damage type of your unarmed strikes to be acid, cold, fire, lightning, or poison. Third is Tongue of the Dragons, which let you read, write, and speak Draconic as💜 well as one other language of your choice.

Breath of the Dragon lets you replace one of your attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line (that's five feet wide). Each creature in this area must make a Dexterity saving throw against your ki save DC or take damage equal to two rolls of your Martial Arts die. Those that make their save take half as much damage. The damage can be either acid, cold, fire, lightning, or poison.

This ability increases in damage after reaching level 11 and gets even better with the Ascenꦰdant Aspect featur🦋e at level 17.

Wings Unfurled at level six🔯 improves your Step of the Wind feature to include spectral dragon wings that grant a flying speed equal to your walking speed.

Aspect of the Wyrm at level 11 lets you use your bonus action to create a 10-foot aura for one minute. Either allies within the aura gain resistance to your choice of acid, cold, fire, lightning, or poison damage, or enemies within the aura must make a Wisdom saving throw or become frighte♋ned for one minute.

Finally, Ascendant Aspect at level 17 provides several benefits. Augment Breath lets you improve your Breath of the Dragon feature by spending one ki point. This increases the AOE to either a 60-foot cone or a 90-foot line and increases the number of Martial Arts die rolled to four. You also gain 10 feet of Blindsight, and Explosive Fury improves your Aspect of the Wyrm ability by forcing creatures within the aura's radius to take a Dexterity saving throw or take 3d10 acid, cold, fire, lightning, or poison damage.

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Best Species For A Way Of The Ascendant Dragon Monk

Dragon's Eye Sentry by Anastasia Ovchinnikova-1
Dragon's Eye Sentry by Anastasia Ovchinnikova

Followers of the Way of the Ascendant Dragon are similar to most other monks, so any species that works as a monk will do great here. Below are a few species that make excellent monks.

Bugbear

Your breath attack might reach out to 30 feet, but you're still going to deal more damage using Flurry of Blows, so five extra feet of reach is still helpful. High Dexterity means you're more likely to go earlier in the turn order, making Surprise Attack more effective. Stealth proficiency, charm resistance, and Darkvision are all great perks.

Duergar

The poison resistance isn't too useful since monks eventually gain immunity, but advantage against being charmed and stunned is still good. Enlarge/Reduce is a great spell for a monk to know as it can increase your damage, and Invisibility provides interesting sneaking options.

Goblin

Fury of the Small can really help your damage output. Darkvision, charm resistance, and hiding as a bonus action are also🦄 nice to have, although your bonus action will typically be used up spe🔥nding ki points.

Goliath

Monks don't get nearly as many hit points as their melee-focused combat requires. Stone's Endurance helps with that. Cold resistance and Athletics proficiency are also good perks.

Hadozee

Dextrous Feet aren't likely to be terribly useful since your bonus action is spoken for, but being able to Glide means raining death from above in certain situations. However, the real draw here is Hadozee Dodge, which lets you use your react𓆉ion to reduce the damage you take.

Half-Orc

Monks make a lot of attacks, and that means they're making critical hits more often than most classes. Savage Attacks make those crits deal more damage, while Relentless Endurance keeps a monk fighting when their hit points hit zero. Darkvision is also nice too.

Half-Elf

Monks in general want a lot of stats to be effective. Half-elves get three stat boosts, Darkvision, and even more skills to add to your burgeoning repertoire.

Human

If it's stats you want, humans got it. You can also go variant human to get a feat off the jump.

Owlin

Monks struggle against flying things. Owlin can fly, making it easy to hit other flying things. Neither monks nor owlin like wearing armor, which also works in this species' favor. Darkvision and stealth proficiency are nice to have.

Plasmoid

Using Amorphous is hard to do while wearing armor or wielding weapons, but monks don't like either of those, making them the perfect plasmoid class. Darkvision, resistance to acid and poison damage, and advantage on grapple checks are also great pairings for any monk subclass.

Shifter

Shifters help with a monk's poor HP pool by providing a bunch of temporary hitpoints whenever they shift. Extra armor, movement speed, a skill proficiency, and Darkvision are all good to have.

Tabaxi

Monks don't use claws, but Feline Agility means you never have to worry about being too far away to get into combat. Climbing speed helps with those pesky flying critters a bit, and Darkvision is always a boon.

Best Ability Scores For A Way Of The Ascendant Dragon Monk

Taigam's Strike by David Gaillet
Taigam's Strike by David Gaillet

Like other monks, followers of the Way of the Sun Soul want Dexterity, Wisdom, and Constitution to be effective. Dexterity empowers your strikes, Wisdom helps with your armor class and your saves fওor Searing Arc Strike and Searing Sunburst, and Constitution provides all-important hit points.

Strength, Intelligence, and Charisma can be mostly ignored. You're going to want your core three attributes boosted as high as you can, and these just don't provide much benefit.

Being able to re-roll Intimidation and Persuasion rolls gives Way of the Ascendant Dragon monks some potential as the party's face, but you definitely don't want to compromise your Dexterity or Wisdom for a slightly higher Charisma score.

If you're using D&D's point buy system, a good starting ability score spread might look something like this:

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

10(0)

16(+3)

14(+2)

8(-1)

16(+3)

10(0)

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Best Starting Equipment For A Way Of The Ascendant Dragon Monk

Dragon-style Twins by Wesley Burt
Dragon-style Twins by Wesley Burt

A monk's body is their weapon, which means you're not likely to require much in terms of equipment. You can choose either a shortsword or another simple weapon, but most of your abilities require unarmed strikes to use, so don't expect to use either weapon much.

Your unarmed attacks will eventually surpass a short sword's damage starting at level 11.

A dungeoneer's pack is a little more useful than an explorer's pack, and 10 darts can help you engage flying targets.

Since your armor class is based on both your Dexterity and Wisdom modifiers while you're not wearing armor, you don't get any armor to start, and you're not likely to ever need it.

Best Feats For A Way Of The Ascendant Dragon Monk

Mistfire Adept by Clint Cearley
Mistfire Adept by Clint Cearley

Most monks want to maximize both their Dexterity and Wisdom before reaching level 20. This doesn't leave much room for taking feats, so you're not likely to need this section at all.

That said, if you somehow stumble across a free feat over the course of your campaign, here are a few good ones to consider.

Alert

Never get ambushed again. Alert prevents you from being surprised, can't gain advantage against you if they attack while hidden, and you get an additional five to your initiative score. If you can combine this with the bugbear's Surprise Attack, you've got a potent combo.

Athlete

Climbing speed equal to your movement speed can be very helpful if you don't already fly or are a tabaxi. Getting up from prone without using half your movement can also be good too. Take the Dexterity score increase here.

Healer

If you want to lean even further into your role as a healer, the Healer feat gives you another option to heal your friends. It's generally not as good as your Hand of Healing ability, but more healing is certainly useful for longer dungeon dives.

Lucky

Nobody likes to fail their rolls. Lucky provides you with extra d20s to spend on your most important moments. You can also use Luckyꦺ d20s to prevent dꩲamage to your squishy monk.

Mobile

Mobility matters for melee classes. An extra 10 feet of movement helps get you into combat faster, while dash actions that ignore difficult terrain keep you free of crowd control effects. Avoiding attacks of opportunity is also nice.

Skill Expert

Complement your skills by having more of them. You can also gain expertise in a skill you already have.

Tough

Monks are squishy. Tough makes things less squishy by giving them two extra hitpoints per level.

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