U72 Preview 1: Dragon Disciple Monk Archetype

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SteelStar

Senior Systems Designer
Hello, everyone!

Preview 1 of Update 72 is here, and with it is your first hands-on look at the new Dragon Disciple Archetype! Things have changed a bit since the early look, so let's dive right in. Some guidelines for what to expect:
  • If something isn't mentioned specifically below, it is identical to the base Monk class.
  • Check out the page about changes to the base Monk class in this Preview - Those changes also apply here (with the exception of Henshin Mystic).
Dragon Disciple Monk
Dragon Disciples are Monks who have devoted themselves to the Way of the Mighty Dragon. While Centered, they can tap into Draconic magic.

Changes from the Base Monk Class:
  • Dragon Disciple's Enhancement Trees are Shintao, Ninja Spy, and Dragon Disciple. (They do not get Henshin Mystic).
  • Dragon Disciples gain the Magical Training feat at level 1.
  • Dragon Disciples do not gain the Abundant Step feat at level 12. Instead, they gain the Flight of Kings feat: 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.
  • Dragon Disciples do not get Spot as a Class Skill, but gain Spellcraft instead.
  • Dragon Disciples do not gain the following autogranted Monk feats:
    • Quivering Palm
    • Empty Body
    • Perfect Self
    • Diamond Body
    • Diamond Soul
  • Dragon Disciples have a Spellbook (see below).
  • Dragon Disciples have the following options for Monk Bonus Feats (level 1, 2, and 6, Dragon Disciple exclusive feats in bold)
    • 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
    • Combat Casting
    • Mobile Spellcasting
      • (Feats not on the Dragon Disciple 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, they can pick these up with regular feat slots, if they're so inclined.)
Past Life Feat:
You were a Dragon Disciple in a past life. Others find you strangely compelling when you speak or take to the battlefield. Each time you acquire this feat you gain +1 Attack and -1 to the Spell Point cost of the Maximize Metamagic. This feat can be stacked up to three times.

Spellcasting
Dragon Disciples have their own spellbook and spell progression.
  • Dragon Disciples use Wisdom as their casting stat.
  • Casting spells from the Dragon Disciple Spellbook requires you to be Centered.
  • Dragon Disciple spells cost Spell Points. They do not cost Ki (though some SLAs in their trees do).
  • Dragon Disciples have four levels of spells.
  • Dragon Disciples gain all of their spells at a level when they gain the first slot of that level, similar to Rangers.
  • Dragon Disciple spells that use Material Components use Ranger components.
Spell Slots and Points

Dragon Disciple LevelSpell Points1st2nd3rd4th
1st201---
2nd351---
3rd502---
4th652---
5th802---
6th9521--
7th11022--
8th12522--
9th14022--
10th155221-
11th170221-
12th185221-
13th200221-
14th215222-
15th2302221
16th2452221
17th2602221
18th2752222
19th2902222
20th3502222


Dragon Disciple Spells
The new Bursts and Breaths are generally similar, the primary differences in each suite being their element. New Poison spells on this list are Transmutation, while new Acid spells on this list are Conjuration. New Fire, Cold, and Electric spells use Evocation.
  • Level 1
    • Lesser Draconic Burst: Fire: Centered Ki Breath Attack: You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. Deals 1d6+1 Fire damage per caster level (max 10d6+5 at caster level 10). A successful reflex save reduces damage by half. 2 SP, 5 second cooldown.
    • Lesser Draconic Burst: Cold
    • Lesser Draconic Burst: Electric
    • Lesser Draconic Burst: Acid
    • Lesser Draconic Burst: Poison
    • Shield
    • Obscuring Mist
    • Jump
    • Longstrider
    • Pass Without Trace
    • Resist Energy
    • Cause Fear
  • Level 2
    • Acolyte's Breath: Red: Centered Ki Breath Attack: You channel ki to bring forth Draconic power in a small burst, hitting all enemies very close to you. Deals 1d6+3 Fire damage per caster level (max 30d6+90 at caster level 30). A successful reflex save reduces damage by half. 10 SP, 12 second cooldown.
    • Acolyte's Breath: White
    • Acolyte's Breath: Blue
    • Acolyte's Breath: Black
    • Acolyte's Breath: Green
    • Elemental Weapons
    • Protection from Energy
    • Water Breathing
    • Gust of Wind
    • Blur
  • Level 3
    • Draconic Burst: Fire: Centered Ki Breath Attack: You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies close to you. Deals 1d6+3 Fire damage per caster level (max 20d6+60 at caster level 20). A successful reflex save reduces damage by half. 20 SP, 5 second cooldown.
      • (Known Issue: Text for this spell currently lists it at MCL 30. It's functionally 20, and is intended to be 20.)
    • Draconic Burst: Cold
    • Draconic Burst: Electric
    • Draconic Burst: Acid
    • Draconic Burst: Poison
    • Greater Elemental Weapons
    • Protection from Elements
    • Haste
    • Displacement
    • Fear
    • Cyclonic Blast
  • Level 4
    • Draconic Devastation: Red: Centered Ki Breath Attack: Cone that deals 1d6+6 Fire damage per caster level (max 30d6+180 at level 30). A successful reflex save reduces damage by half. Affected enemies who are Shaken become Afraid and have their movement speed reduced by 90% for 6 seconds. 25 SP, 12 second cooldown.
    • Draconic Devastation: White
    • Draconic Devastation: Blue
    • Draconic Devastation: Black
    • Draconic Devastation: Green
    • Protection from Elements, Mass
    • Freedom of Movement
    • Death Ward
    • True Seeing
    • Howl of Terror
    • Chain Lightning
    • Cone of Cold
    • Delayed Blast Fireball
    • Black Dragon Bolt
    • Poison Breath

Dragon Disciple Enhancement Tree
  • 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. +10 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 Multiplier on a 19-20, +5% Spell Critical Damage, and Acolyte's Breath and Devastation both deal double damage. Cost: 100 Ki. 2 minute cooldown. Passive: +4 Wisdom, +3 Imbue Dice, +12 Melee Power, and +12 Universal Spell Power. +10 Maximum Caster Level with Lesser Draconic Burst and Draconic Burst.

Tier 1:

  • Lesser 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 very close to you. (See spell above.) 4 second cooldown, costs 5 ki, must be Centered to use.
  • 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. (See spell above). 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. (See spell above). 4 second cooldown, costs 5 ki, must be Centered to use.
  • 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) (Prereq: Light Philosophy)
    • 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) (Prereq: Dark Philosophy)
  • 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. Every six seconds you spend Meditating using the Meditation feat restores 1 charge of this ability. 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.
  • 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. 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 Threat Range and Critical Multiplier. Passive: You gain a +25% Competence bonus to maximum hit points.
  • Perfect Disciple: +2 Breath Weapon DCs, +2 Evocation DCs, +2 Conjuration DCs, and +2 Transmutation DCs.
  • Shining Scales: You gain +30 MRR cap.
  • Perfect Breathing: +4% Universal Spell Critical Chance. Your Acolyte's Breath and Draconic Devastation SLAs have their cooldown reduced by 33%.

Frequently Asked Questions:
  • Why does Dragon Disciple get Flight of Kings instead of the clearly-better Abundant Step?
    • Dragon Disciple has quite a few other features going for it (like AOE spellcasting) that reduce its need to close the gap between the player and the enemy before initiating combat. Flight of Kings is thematic, still helps with traversal, but helps provide a counterbalance to the greater AOE potential here.
  • Why did Dragon Disciple drop several Monk feats (Quivering Palm, etc) between the First Look and Preview 1?
    • Because they gained a spellbook and a lot of power with it, there needed to be more counterbalancing vs. core Monk.
  • Why did Dragon Disciple drop Metamagics from the Monk Feat List between the First Look and Preview 1?
    • They were there in the first preview to help juice up your SLAs and make them more worth casting at early levels. However, with the addition of the spellbook, having them in the Feat List led them to be relatively overpowered compared to other low-level casters. The overall balance is still something we're working on.
  • Why only two spell slots per level / four spell levels?
    • While there's likely enough tools in the Dragon Disciple's toolbox to rely heavily on casting, given all the other Monk abilities and access we didn't want to put them on par with core Spellcasters that don't have those tools. Additionally, they gain quite a bit of power out of the SLA grants in the trees. Yes, they're going to have trouble dealing with Liches using their spells - Thankfully, they have access to their fists. And other ki weapons.
  • Can we add (insert existing spell here) to the spell list?
    • Potentially. In looking for spells for this list, we're primarily considering:
      • Spells that have Draconic themes (fear, claws, wind, breath)
      • Spells that can support the hybrid nature of Dragon Disciple
  • Can we add (insert Druid Animal Form spell here) to the spell list?
    • No, it doesn't work and wouldn't without significant retooling or recreating the spell from scratch.
  • Can we add (insert brand-new spell that doesn't currently exist here) to the spell list?
    • Probably not. We've got balance and polish to do on this, the core Monk changes, the raid loot, and the Raid itself.
  • What happened to Dragon's Divinity from the First Look?
    • It just didn't work on a tech level, and we decided the balance implications would have taken Dragon Disciple in a different direction than we'd ultimately intended it for.
 
Last edited:

Dom

Well-known member
Draconic Devastation: Red: Centered Ki Breath Attack: Cone that deals 1d6+6 Fire damage per caster level (max 30d6+180 at level 30). A successful reflex save reduces damage by half. Affected enemies who are Shaken become Afraid and have their movement speed reduced by 90% for 6 seconds. 25 SP, 12 second cooldown.
I love that the attacks DD gets scale to mcl30 right after the players were told that was too OP for epic strikes and you guys capped those at MCL 20.
 

Lotoc

Well-known member
I love that the attacks DD gets scale to mcl30 right after the players were told that was too OP for epic strikes and you guys capped those at MCL 20.
Oh it really won't get to outside of items granting caster level bonuses, you're still restricted to 20 caster levels from heroic character levels for class based spells and then the 1 cl/mcl every 2 levels in epics, just like every other spell
 

Sholekar

Well-known member
Will DD be able to take Epic Spell focus feats? Rangers and Paladins have the same spell progression and cannot. The difference is that DD actually has spells with a meaningful DC.
 

Sholekar

Well-known member
Also, as a hybrid, some sort of healing spell would be nice in the spell list. Getting CLW/CMW/CSW/CCW would be cool.
 

h46av8r

Well-known member
Sorry to see Dragon's Divinity get cut - I already built a Bladeforged Greatsword centered pure DD (using +1 heart) in Maetrim's builder... Oh well - back to the drawing board...
 

Lotoc

Well-known member
Seeing base max caster level 30 listed on these spells... Can I start hoping that will become the new standard for ACTUAL spell caster classes that rely on spells entirely for damage? Kinda feels like casters are actually getting spat in the face with this..
again, a class derived spell can have an MCL of 500 and it won't mean anything, inflict critical wounds mass is mcl 45 and still you only get to use 3 levels of that extra space to grow

because class derived spells have their caster level progression capped at level 20 and then half your epic/legendary levels, only ED spells, universal enhancements and racial enhancements got around that.

the main reason arcane spells wind up capped at 20 is the sorc savant trees have more CL bonuses than MCL bonuses which are mostly there to cap out their spell scaling sooner, having MCL above 20 doesn't really matter unless you have caster level bonuses which this class entirely lacks
 
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doctorjazz

R20 Tavern Brawl Advocator
again, a class derived spell can have an MCL of 500 and it won't mean anything, inflict critical wounds mass is mcl 45 and still you only get to use 3 levels of that extra space to grow

because class derived spells have their caster level progression capped at level 20 and then half your epic/legendary levels, only ED spells, universal enhancements and racial enhancements got around that.
Valid point. I am typing slightly emotionally because I think its a bit ridiculous that base MCL30 appears on a melee/hybrid before a raw spellcaster. It's not a super hard fix for the devs to make, the feat in epics is already there to take with every single "master of <insert element/archetype>" feat that should just apply to everything that falls into that category. Tons of room to scale up casters since melee and ranged builds are comfortably touching 8 digit damage in 2 minutes.
 

rabidfox

The People's Champion
again, a class derived spell can have an MCL of 500 and it won't mean anything, inflict critical wounds mass is mcl 45 and still you only get to use 3 levels of that extra space to grow

because class derived spells have their caster level progression capped at level 20 and then half your epic/legendary levels, only ED spells, universal enhancements and racial enhancements got around that.
Casters generally can't use spell augmentation items because we're hardcap on MCL relative to CL; so for caster (20 + 7) vs DD (20 + 7 + 3) is a 10% difference in damage potential (10% is pretty big to me). Well that's if they make DD play nice with augmentation items (as Steel said it doesn't currently do anything); but if they don't play nice with augmentation then what's the reason to make them MCL30 and not just MCL20, it's a number that does nothing but give the false view they scale better on a quick glance.
 
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