Dragon Worshipper:
You can cast the cause fear spell as a 1st-level spell once with this trait, and regain the ability to do so when you finish a long rest. When you reach 3rd level ,you can cast the calm emotions spell as a 2nd-level spell once with this trait, and regain the ability to do so when you finish a long rest. Charisma is your spell casting ability for these spells.
Deflection:
You can spend 1 ki point as a reaction to deflect or dissipate an elemental strike, form attack, or spell attack that would deal damage to you. When you do so, the damage you take from the attack is reduced by 1d10 + your ki ability modifier + your lacer level.
Power Blow:
When you hit an enemy with an elemental strike, you can spend 1 ki point to force the enemy to make a Strength saving throw. On a failed save, the enemy is pushed 10 feet away from you.
Surprising Angle:
When you make an attack against a creature with an elemental strike, you can spend 1 ki point to hit the target from any angle, not simply in a straight line. This allows you to ignore the effects of any amount of cover except for total cover.
Prana Burst:
Starting at 2nd level, when you hit a creature with an elemental strike, you can expend 1 ki point to deal an additional 1d8 damage to the target.
You can spend 1 additional ki point on this ability at 5th, 11th, and 17th level. For each ki point you spend, you deal an additional 1d8 damage on the attack.
Matter Skanda:
When you successfully attack an enemy, you can spend 2 ki points to force the enemy to make a Dexterity saving throw. On a failed save, the enemy is knocked prone. Whenever a target is knocked prone in this way, the target has disadvantage on the first attack it makes before the end of its next turn.
Dancing Dragon:
Eastern Shaolin fire lacers study the forms of mighty dragons. Beginning when you choose this style at 3rd level, you learn a new ability called the Dancing Dragon. The Dancing Dragon is composed of three kinds of stances. You can enter a stance as a bonus action on your turn, which lasts until the beginning of your next turn. You cannot enter the same stance on consecutive turns. Each stance empowers you in different ways.
Low Stance:
In low stance, you have advantage on attack rolls against targets which are prone.
High Stance:
In high stance, you make Dexterity saving throws with advantage.
Power Stance:
In power stance, any time you attempt to shove or push a target, you make your check with advantage.
Positive Jing:
When you roll a 1 on the d20 for an attack roll, you can re-roll the die and must use the new roll.
Savage Elements:
When you score a critical hit with an elemental attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Wanderer:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Features & Traits
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