U72 Early Look: Dragon Disciple Monk Archetype

SteelStar

Senior Systems Designer
Hello, everyone!

Here's your first look at the upcoming Dragon Disciple (Monk) Archetype! The core conceit of Dragon Disciple is A Monk who has studied the Way of the Dragon, opening them up to powerful magic.
  • To fully understand this design, take a look at the accompanying Monk Revamp Thread (see thread here!). The changes there are also present here (with the exception of Henshin Mystic).
  • Otherwise, if something isn't mentioned, assume it is the same as the Monk class.
Changes from the Base Monk Class:
  • Your Enhancement Trees are Dragon Disciple, the revamped Shintao, and the revamped Ninja Spy.
  • Magical Training is granted at level 1.
  • Abundant Step (lv. 12) is replaced with a Feat version of Flight of Kings: Memories of flight lie within you. You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventure balk. Cooldown: 15 seconds. When you use Flight of Kings, you have a +20% Action Boost bonus to movement speed for 6 seconds.
    • (This is likely, to some degree, not as strong as the base Monk version. This is intended.)
  • Class Bonus Feats:
    • Instead of the normal Martial Arts list, Dragon Disciples choose from the Dragon Arts list. BOLD are feats that are not on the Monk's Martial Arts list.
      • Deflect Arrows
      • Diehard
      • Dodge
      • Lightning Reflexes
      • Mobility
      • Power Attack
      • Precision
      • Single Weapon Fighting
      • Spring Attack
      • Stunning Fist
      • Swords to Plowshares
      • Toughness
      • Two Handed Fighting
      • Two Weapon Fighting
      • Weapon Finesse
      • Whirling Steel Strike
      • Spell Focus: Evocation
      • Spell Focus: Conjuration
      • Spell Focus: Transmutation
      • Empower Spell
      • Maximize Spell
      • Quicken Spell
    • (Feats not on the Dragon Arts list that are on the Monk's list are: Combat Expertise, Discipline, Great Fortitude, Improved Sunder, Improved Trip, Iron Will, Resilience, Shuriken Expertise, Ten Thousand Stars, and Zen Archery. Since Dragon Disciples are Monks, you should be able to pick these up with regular feat slots, if you're so inclined.)
Spellbook: Dragon Disciple does not have an innate spellbook, leaning on their SLAs.

Skills: Spellcraft is a Dragon Disciple class skill. In exchange, they do not gain Spot as a class skill.

Dragon Disciple Enhancement Tree
The main focus of the Dragon Disciple tree is Draconic elements and Elemental damage. Unlike Henshin Mystic, it has a stronger focus on AOE spells and uses Spell Power for scaling. With the Ninja Spy and Shintao trees as support, this should allow you to function as a hybrid weapon/spellcaster build, and open up some multiclass avenues to help support it.
  • Why have this tree replace Henshin Mystic instead of Shintao or Ninja Spy?
    • The revamped Henshin Mystic fills a similar role on core Monk, but has less powerful spells and primarily relies on your weapon attacks. It would be relatively redundant to have both. That said, if they aren't different enough to make Dragon Disciple feel like its own thing, that's something we can look at.
Core 1: Draconic Studies: While you are centered, you can use your Wisdom modifier to hit. You are centered with one-handed Clubs and Sceptres. Each core ability in this tree grants you +3 Melee Power, +3 Universal Spell Power, and +3 MRR.

Core 3: Way of the Mighty Dragon I: Like a Dragon, your power is undeniable. You gain +2 to your Spellcraft skill and +2 to Attack. At Dragon Disciple levels 9 and 15 these bonuses increase by +1. While you are Centered, you can use your Wisdom modifier to damage.

Core 6: Way of the Mighty Dragon II:
Your Way of the Mighty Dragon now includes +2% Doublestrike. At Dragon Disciple levels 9 and 15 this bonus increases by +1. You gain True Seeing.

Core 12: Fist of the Dragon: Centered Melee Attack: Channel Draconic strength and the power of your weapons into your fist, hitting a single target+50% Damage. If you have a Power in Practice Imbue enabled, you deal 1d4 damage per Character Level of that imbue's element that scales with 100% Spell Power. (Uses Rune Arm Slam animation). Cooldown: 12 seconds.

Core 18: Way of the Mighty Dragon III: Your Way of the Mighty Dragon now includes +3 Critical Confirmation and Critical Damage and +3 Imbue Dice. +5 Maximum Caster Level with Lesser Draconic Burst.

Core 20: Draconic Apotheosis: Active: For 20 seconds, you take 50% less damage from Fire, Cold, Electric, Acid, and Poison, gain +2 to all Ability Scores, gain immunity to Sleep and Paralysis, +1 Critical Threat Range with all weapons, +5% Spell Critical Damage, and Acolyte's Breath and Devastation both deal double damage. Cost: 100 Ki. 2 minute cooldown. Passive: +2 Wisdom, +2 Dexterity, +12 Melee Power, and +12 Universal Spell Power. +5 Maximum Caster Level with Lesser Draconic Burst.

Tier 1:​

  • Lesser Draconic Burst: You gain five SLAs, each in one of the Draconic elements (Fire, Cold, Electric, Acid, and Poison), which all share a single cooldown. You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. Deals 1d6+1 [element] damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half, DC 10 + WIS mod + Evocation bonuses (Acid uses Conjuration) + Breath Weapon bonuses. 4 second cooldown, costs 5 ki, must be Centered to use.
    • This is more or less a clone of Alchemist's Vial Smash.
  • Power in Practice: You gain five Imbue Toggles, each in one of the Draconic elements, which all share a single cooldown. Imbue Toggle: While you are Centered, your Draconic Studies embolden your weapon strikes, which deal 1d6 [fire, cold, electric, acid, or poison] damage on each hit. This damage scales with 100% of the relevant Spell Power.
  • Study of Scales: +1/2/3 Fortitude Saving Throws.
  • Draconic Devotion I: While Centered,+8 Universal Spell Power.
  • Skills: +1/2/3 Spellcraft, Heal, and Listen. Rank 3: +3 MRR.

Tier 2:​

  • Acolyte's Breath: You gain five SLAs, each in one of the Draconic elements, which all share a single cooldown. Active Breath Attack SLA: Cone that deals 1d6 + 3 [fire, cold, electric, acid, or poison] damage per caster level (reflex save for half). Counts as Evocation spell, except Acid is Conjuration; gets full Metamagic feats, No SR, DC 10 + WIS mod + Evocation bonuses (Acid uses Conjuration) + Breath Weapon bonuses. Scales with 100% of spell power. Activation Cost: 10 ki, must be Centered. Cooldown: 25 seconds
  • Power Begets Power: Your melee strikes with weapons generate +2 Ki.
  • Discipleship I: +1 Imbue Dice.
  • Innate Arcana: Your studies have increased your maximium Spell Points by 30/60/90.
  • Action Boost: Doublestrike

Tier 3:​

  • Draconic Burst: You gain five SLAs, each in one of the Draconic elements, which all share a single cooldown. You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies close to you. Deals 1d6+2 [element] damage per caster level (max 10d6+10 at caster level 20). A successful reflex save reduces damage by half, DC 10 + WIS mod + Evocation bonuses (Acid uses Conjuration) + Breath Weapon bonuses. 4 second cooldown, costs 5 ki, must be Centered to use.
    • This is a clone of Alchemist's Vial Smash, but more damage.
  • Way of the Dragon: Multiselector:
    • Light Path: Channel the Enlightened Dragon: Activate: You and nearby allies become immune to daze, stun, and sleep for 60 seconds. (90 second cooldown, costs 10 ki)
    • Dark Path: Channel the Raging Dragon: Activate: Nearby allies gain a +2 untyped bonus to attack, saves, and skills for 60 seconds. (90 second cooldown, costs 10 ki)
  • Clear Your Mind: Battle Trance: While Centered, you gain an Insight bonus to Attack, Damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds. Cooldown: 20 seconds. Activation Cost: 30 Ki. The effects of this Trance are dispelled if you are no longer Centered. Antirequisite: This ability can not be trained if you have any other Battle Trance ability (e.g. Know the Angles).
  • Draconic Devotion II: While Centered, +8 Universal Spell Power and +1% Universal Spell Critical Chance. Your Breath Attacks apply Shaken to affected enemies for 6 seconds.
  • Ability Score: +1 Str / Dex / Con / Int / Wis / Cha

Tier 4:​

  • Secret Power: Your Lesser Draconic Bursts now apply 2 stacks of Vulnerability to affected targets. Your Draconic Bursts now apply a stack of Weakened Will, Feeble Fortitude, and Reduced Reflexes to affected targets.
  • Tranquility in Strife:Pick a weapon set to become Centered with.
    • Dragon's Tooth: You are now Centered with Light and Heavy Pick
    • Dragon's Tail: You are now Centered with Light Hammer and Warhammer
    • Dragon's Claw: You are now Centered with Handaxe, Battle Axe, and Sickle.
    • Dragon's Divinity:You are now Centered with any Melee Weapon that is a Favored Weapon for you.
      • (Note: Still working on the tech for this one. May be cut if it doesn't pan out.)
  • Discipleship II: +2 Imbue Die and +3 to Breath Weapon DCs.
  • Draconic Devotion III: While Centered, +8 Universal Spell Power and +2% Universal Spell Critical Chance.
  • Ability Score: +1 Str / Dex / Con / Int / Wis / Cha

Tier 5:​

  • Draconic Devastation: You gain five SLAs, each in one of the Draconic elements, which all share a single cooldown. Active Breath Attack SLA: Cone that deals 1d6+6 [element] damage per caster level (reflex save for half). Affected enemies who are Shaken become Afraid and have their movement speed reduced by 90% for 6 seconds. Counts as Evocation spell except Acid is Conjuration; gets full Metamagic feats, No SR, DC 10 + WIS mod + Evocation bonuses (Acid uses Conjuration) + Breath Weapon bonuses. Scales with 100% of spell power. Activation Cost: 15 ki, must be Centered. Cooldown: 25 seconds.
  • Peace in Destruction: While Centered, you gain +1 Competence Bonus to Critical Multiplier. Passive: You gain a +25% Competence bonus to maximum hit points.
  • Perfect Disciple: +2 Breath Weapon DCs and +2 Evocation DCs.
  • Shining Scales: You gain +30 MRR cap.
  • Perfect Breathing: +4% Universal Spell Critical Chance. Your Acolyte's Breath and Devastation have their cooldown reduced by 33%.
 
Last edited:

mikarddo

Well-known member
Just nitpicking

Core 6: Way of the Mighty Dragon II: Your Way of the Mighty Dragon now includes +2% Doublestrike. At Dragon Disciple levels 9 and 15 this bonus increases by +1. You gain True Seeing.

+1 should be +1%. +1 would be +100% :)
 

Melkizadek

Well-known member
This looks like it is going to be a blast to level, but I am curious to see what role this plays at end game...especially raids. I am concerned it will be a little squishy/weak to go toe to toe with bosses and not really have anything else to contribute. Meaning...it would be much better to have a monk or a sorc in that slot in a raid.
 

Vox

Well-known member
This appears a bit toned down compared to dragonlord.

I was expecting the trees to be DD/elemental savant (ki for sla's)/heshin - you say that heshin is too similar to DD, but it reads to be quite diffferent.
 

Triaxx2

Well-known member
The only thing that I'm not big on is that the stats are the full selection. Dex/Wis/Con probably make more sense since that narrows in on the stats it's using.
 

Xgya

Well-known member
The T2 breath doesn't specify a MCL.
The T3 vial smash clone says MCL 20, but scales up to 10d6 - which is wrong? Half caster level in damage, or typo on the max damage?

Because Acid is based off Conjuration DCs, shouldn't you give the places you increase Evoc (like T5) either also give Conjuration, or at least give a multiselector to pick between them?
 

Dandonk

Beater of Dead Horses
Mighty Dragon? So, we're getting kobold now? :)

Is this supposed to be playable as a pure caster type? Because if so, it seems low on SLAs to use, I think. Two point blank AOEs that don't do too much damage on 4 second cooldown, and two cones (I guess?) on a long 25 (16 at tier 5, I guess) sec cooldown.
You'll have to attack with weapons to gain ki for the spells, so pure caster seems unlikely.

If it's supposed to be more of a hybrid... I mean, that could work for levelling, but how is that going to work gear wise at end game/higher difficulties? You don't have room for both caster and weapon specific stuff in a gear layout.
Many spell enhancing items are weapons, so you might have to end up swapping gear to caster sticks for the SLAs, then back to some other weapons after.... which seems cumbersome, and with the gear-swap-hitching, likely to cause frustration.

The theme is cool, but I really wish it could work better as a pure caster somehow.
 

J1NG

I can do things others can't...
This seems amazing!
Although it is weird to me how it uses metamagics, but none of the SLAs note that they cost SP.
While also the tier 2 innate something granting you SP feels weird because of that exact reason.
Are the SLAs gonna be SP-free? Even with metamagics?
If history is any indication, enabling the Metamgics will require actual Spell Points. Will see how this is handled.

J1NG
 

Vox

Well-known member
Why does the capstone have critical threat range locked behind a 20 second buff with a 2 minute cooldown?
 

I dont Like gimps

Well-known member
Will there be an Epic feat that raises MCL/CL by 10?

Looks pretty interesting but I kinda feel Like its just gonna be How people imagined an EK to be instead of what it became?
 

droid327

Well-known member
I worry about the utility of the core concept - a Monk who uses Spellpower and has true SLAs, but no actual spells - when there are only 3 such SLAs, with two of them on prohibitive CDs (even with the 33% reduction), and the one short-CD one caps scaling at a very low level, where it probably wont be used past mid-Heroic (even for the 2 Vuln stacks, its a waste of an attack cycle).

For a pure DD, I think there needs to be more SLAs available, maybe in Cores 4/5/6 to keep them away from splashers. It needs something akin to L7/8/9 spells for pure caster classes

For multiclassing, if you want to make it an option for turning a pure caster into a caster/melee hybrid, I think you need to copy the Wildmage "caster level is character level" ability...otherwise the tradeoff is too great
 

Ociosto

Active member
Why picks? Chinese Shaolin monks didn't and don't train with picks.

The four major weapons of Shaolin Kung Fu are the axe, cudgel, spear and sword. Please replace the picks with swords!
 

Knowbody important

Well-known member
  • Clear Your Mind: Battle Trance: While Centered, you gain an Insight bonus to Attack, Damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds. Cooldown: 20 seconds. Activation Cost: 30 Ki. The effects of this Trance are dispelled if you are no longer Centered. Antirequisite: This ability can not be trained if you have any other Battle Trance ability (e.g. Know the Angles).


Nothing about this archetype screams: Tactical feats. Including dropping the improved Versions of tactics feats. Therefore. Switching Attack for Universal Spell Power, Tactical feats for Spell dc's seems the most logical. Keeping Damage as it is. TBH, even if it was Attack, Damage and Evocation/Conjuration DCs would make more sense (what am I missing, what's Transmutation here? Why is Spell Focus Transmutation an option?)

I see gearing issues for end game with it in its current form, as its nearly impossible to cover most defensive modifiers, damage modifiers, Spell DC's AND Spell powers in a single build. So you would pick two of those and go with it...making the 3rd category much weaker...HOWEVER, If the Trance boosted Spell DC's then Trying to get: Equipment, Insightful, Profane, Sacred and/or Exceptional would be less of a burdened gear wise (and lets be honest, we are talking about DC's for just a few attacks, so otherwise would be kicked to the wayside)
 

SteelStar

Senior Systems Designer
Why picks? Chinese Shaolin monks didn't and don't train with picks.

The four major weapons of Shaolin Kung Fu are the axe, cudgel, spear and sword. Please replace the picks with swords!
These aren't Chinese Shaolin Monks.

And this Archetype can pick up Short and Long sword in the first and second core of Ninja Spy already! They don't need it again here.
 

Vox

Well-known member
Being centered with an orb (and runearm) should be standard for this archetype

Orb would make sense, could be a t4+ enhancement.

Add a elemental bypass based off doing something with an orb in t5 - all the 'while centered' specified weapons are single handed.

Add to capstone 'while blocking with an orb you summon the pure element of [selector] giving you 10% stacking elemental shield for every second you block up to 50%. When you release block you unleash an elemental blast doing 1d6+6/cl (mcl20) with +20% spell power scaling per stack'
 
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