Irontail Ascetic (5e Class)
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Prestige Class: the Irontail Ascetic
Tiny, iridescent golden scales cover this tall, well muscled elf from head to toe. His long, black hair is tied back in an ornate ponytail. His hands end in long, graceful claws, and sharp fangs protrude from his mouth. As he steps forward into a fighting stance, the air around him vibrates, as a powerful force - unlike any Ki his students has seen before - emanates from his very core, and shakes the ground beneath him as a ball of light envelopes his position on the training grounds.
Masters of Martial and Magical
As some of the most ancient, powerful, and capricious creatures in existence, dragons occasionally enter into trysts with unsuspecting mortals or sire offspring with exceptional individuals. Likewise, the great power wielded by these creatures has long intrigued wizards and alchemists who have sought various magical methods to infuse their bodies with draconic power. As a result, the blood of dragons runs through the veins of many races. For some, this heritage manifests as a sorcerous bloodline and a predilection for magic; for others, however, the power of their draconic ancestors becomes an obsession, a way of life, a path to martial enlightenment. Some of these powerful catalysts for power can awaken a person's soul into that of the Irontail Ascetic, an artist without equal in ways of arcana and mysticism.
To qualify for multiclassing into the Irontail Ascetic class, you must meet these prerequisites:
- ) Must have access to Ki Points and Sorcery Points.
- ) Must know the Stunning Strike class feature.
- ) Must know at least two Metamagic options.
- ) WIS and CHA must be 13 or higher.
As a Irontail Ascetic you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Irontail Ascetic level
Hit Points per Level: 1d6 (or 4) + Constitution modifier per Irontail Ascetic level
Saving Throws: Choose One from either Strength, Dexterity, Constitution, or Charisma.
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, History, Insight, Intimidation, Persuasion,Religion, and Stealth
|Features||Expanded Pool||—Spell Slots per Spell Level—|
|1st||Draconic Heritage, Dragon Ki||—||—||—||—||—|
|2nd||Expanded Sorcery, Expanded Body, Spellcasting||2||2||—||—||—||—|
|3rd||Draconic Sorcery, Draconic Metamagic||3||3||—||—||—||—|
|4th||Draconic Heritage Improvement, Ability Score Improvement||4||3||—||—||—||—|
|5th||Dragon Ki Improvement||5||4||2||—||—||—|
|6th||Ability Score Improvement||6||4||2||—||—||—|
|7th||Draconic Heritage Improvement, Draconic Sorcery Improvement||7||4||3||—||—||—|
|8th||Ability Score Improvement||8||4||3||—||—||—|
|9th||Dragon Ki Improvement||9||4||3||2||—||—|
|10th||Draconic Heritage Improvement, Ability Boost||10||4||3||2||—||—|
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The Irontail Ascetic chooses a dragon variety at 1st level to represent the draconic blood that flows within. Once this choice is made, it cannot be changed. An Irontail Ascetic's abilites are then derived from that of his draconic ancestors. At 1st level, he gains the resistances shared by the chosen dragon variety and his AC now becomes 11 + his Dexterity Modifier + his Wisdom or Charisma modifier, whichever is higher. At 4th level, and every 3 levels after, the Irontail Ascetic gains a +1 bonus to his AC. At 10th level, he Irontail Ascetic's damage resistance becomes an immunity instead.
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An Irontail Ascetic learns how to harness his own draconic blood in his martial arts, creating innovatice and intimidating displays of physical prowess. Eventually, the Irontail Ascetic's own body metamporphs to accommodate his newfound "Dragon Ki", and starts to become more regal and draconic in visage. His fingertips begin to sprout reptilian claws, his face becomes more grizzled and menacing, and his very posture assumes a more commanding and overbearing presence.
An Irontail Ascetic may combine levels in this prestige class with his Monk Level to determine his martial arts damage dice and unarmored movement score. In addition, his unarmed strikes become charged with his own ki: his unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 5th level, a Irontail Ascetic may make an additional attack on his turn whenever he uses Flurry of Blows, and may make an unarmed strike against a target within range whenever he uses Patient Defense or at the end of his Step of the Wind, without the need to take any actions. At 9th level, An Irontail Ascetic's unarmed strikes deal an additional 1d6 points of damage of his draconic ancestor's energy type.
An Irontail Ascetic also learns new ways of harnessing his ki for greater effect. He learns the following techniques, each requiring 2 Ki points to activate.
- ) Irontail Breath: As a standard action, An Irontail Ascetic may breathe a gout of energy, filling a 30ft cone with charged ki. Creatures within the affected cone must immediately make a Dexterity saving throw. They take 4d6 points of damage matching the Irontail Ascetic's energy type on a failed save, or half as much on a successful one. At 5th level, the damage becomes 5d8. At 9th level, the damage becomes 6d10.
- ) Dragon Kick: The Irontail Ascetic may immediately move up to his normal movement without taking an action. At the end of the move, he may immediately make a single attack against a target creature. On a successful hit, the target takes 4 dice of damage from the Irontail Ascetic's martial arts plus 1.5x his Strength or Dexterity modifier.
- ) Stance of Ancients: When using the Patient Defense technique, the Irontail Ascetic also gains advantage on saving throws against breath weapons and gas/cloud-based attacks.
Expanded Sorcery and Expanded Body
An Irontail Ascetic may harness his draconic blood to fuel his own innate powers. He gains additional Ki Points and Sorcery Points as noted on the Irontail Ascetic table.
Levels in Irontail Ascetic stack with levels in Sorcerer to determine spells known and spells per day. At each level after gaining this additional feature, an Irontail Ascetic may add and/or chenge his spells known to reflect his new arcane abilities.
Starting at 3rd level, an Irontail Ascetic learns how to control the magical forces within himself to further amplify his sorcerous power. Whenever he casts a damaging spell that matches his energy type, the damage dealt is increased by an amount equal to his Character Level. In addition, he may spend 2 Sorcery points to increase the amount of damage 1/2 the original value (rounded down). At 7th level, all of an Irontail Ascetic's spells that benefit from this feature are also cast as if affected by Empower Spell, without the need to spend Sorcery Points. He may also spend 2 Ki Points or 2 Sorcery points to use the following ability:
- ) Flurry of Magic: As a bonus action, the Irontail Ascetic may cast 2 cantrips against opponents within range. You may spend 2 Additional Sorcery points to use a third spell as if affected by Quickened Spell, if you know that Metamagic Option.
Also at 3rd level, you gain the ability to further twist your spells to suit your needs. You gain an additional Metamagic option from the Sorcerer's Metamagic Options. At 6th level and 9th level, you may select additional metamagic options or choose from the below list:
- ) Energy Substitution: By spending 2 Sorcery Points, you may change the energy type of a damaging spell into that of your dragon variety.
- ) Maximized Spell: By spending either 3 Sorcery Points or 3 Ki Points, you may maximize an number of the damage dice for a damaging spell equal to your spellcasting ability modifier. You can use Maximized Spell even if you have already used a different Metamagic option during the casting of the spell.
- ) Delaycast: You may spend 3 Sorcery Points to hold the casting of a spell, charging it into a nonmagical item. As a bonus action, you may activate the item to instantly cast the affected spell. If the spell requires a choice of effects, such as with enhance ability, that choice is made by you when the spell is initially cast. You may have a number of un-triggered spells in an item equal to your proficiency modifier.
Ability Score Increase
When you reach 4th level, and again at 6th, and 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 10th level, you embody your draconic power, bestowing the following benefits:
- ) Your Strength score increases by 4. Your maximum for Strength is now 24.
- ) Your Wisdom and Charisma Scores increase by 2. Your maximum for those scores is now 22.
- ) Your Martial Arts damage dice is now a 2d6.
- ) You ignore Resistance to the energy type of your dragon variety.
- ) Your hit point maximum increases by 40. Whenever you roll your Hit Dice to recover HP, the amount of healing received is increased by your Proficiency Bonus.