Monastic Tradition: Way of the Dragon
Warriors of all creeds envy and revere dragons; their power, speed, and energy are nearly unmatched amongst even the most magical of creatures. Monks of the Way of the Dragon seek to externalize their Ki, emulating the great dragons, turning it into fuel which stokes the roaring flame inside them.

Spoiler: Monk of the Way of the Dragon

Dragon Arts
At 3rd level, You learn a number of fighting techniques unique to the Way of the S
- Dragon Claw Strike: As a bonus action, you can spend 2 ki points to wrap your hands and feet in fire. Your unarmed strikes deal an additional 1d6 fire damage for one minute.
- Dragon Tail Whip: When sriking with a Flurry of Blows attack, you can force a target to succeed on a Dex saving throw or be knocked Prone.
- Dragon Wing buffet: You force a great blast of wind from your flapping arms. As an action, you can spend two ki points to make all adjacent opponents make strength checks or be pushed 15 ft. away from you.

Soaring Dragon Leap
At 6th level, You learn techniques that allows you to ascend into the heavens like the great winged beasts. You double your distance jumped on any jump check; this may be combined with Step of the Wind, multiplying your total jump distance by 4. Additionally, your Slow Fall ability now reduces damage from falling by 10 times your monk level.

Dragon Fire Blast
At 11th level, You learn how to burn your ki and belch flame onto your foes. As an action, you may spend two ki points to breathe fire in a 30 ft. cone. All targets inside the cone make a reflex save or take 3d6 fire damage, or half damage on a successful save. You may spend additional ki points on this ability: each additional point spent adds 1d6 to the total damage, to a maximum of 11d6.

Shining Dragon Strike
At 17th level, you learn the ultimate technique of the Way of the Dragon. You gather your Ki into a devistating Kick or punch, striking your opponent with the full fury of a raging dragon. When you hit a creature with an unarmed strike, you can spend 3 ki points. The target makes a dexterity saving throw: on a failed save, the target takes 10d8 Fire and 10d8 radiant damage, and if it is large size or smaller, it is flung into the air. For every 10 points of damage it takes, it is moved 10 ft. upward. if it has no way to prevent falling from that height, it takes falling damage as normal. A successful save Halves the damage taken, and the creature is not flung into the air.