Monk
Base Class: Monk

You use your speed and technique to dance around the battlefield. What seems like just a dance to others, hides very powerful attacks. Consider why you have learned these techniques. Perhaps you were a slave; forbidden from practicing martial arts, and had to disguise training as dance. Perhaps you were raised in their monastery and had a calling to learn these techniques. As someone who dances weapons weigh you down. You have disadvantage with any weapon attack that doesn't have both the finesse and thrown property.

Dance Mastery

Starting when you choose this tradition at 3rd level, you elect to use unarmed strikes instead of weapons. You may not use features granted by Way of the Lethal Dancer while armed. If a bard is not in the party you also gain a magical berimbau that floats and plays to keep your rhythm.

  • Your dancing increases the force of your blows, adding half your monk level, rounded up, to your damage rolls for one round. You gain this feature back after a short or long rest.
  • In lieu of dealing damage during an attack, you may make a feint attack. This must be declared before the roll. If the attack hits the creature takes no damage, but all following attacks on your turn have advantage.
  • During a Flurry of Blows you may attempt to knock them back 5ft. They make a STR saving throw, on a fail they are knocked prone into a sideways or backwards adjacent unoccupied square.

Agile Dancing

At 6th level, your graceful dancing allows for you to be more reactive. You have as many additional attacks of opportunities per round as your DEX modifier. You become double proficient in DEX Saves.

  • Using 1 ki point you may use one of your attacks of opportunities to make a counter attack after an opponent attempts to attack you.
  • When you're hit you may spend 2 ki points to make a Dex save. If it surpasses the attack roll, you may reduce the incoming damage by your DEX modifier + half your monk level.
  • When an attack roll is made, you can spend 2 ki points to perform a Vingativa, you may roll a d6 to reduce the attack roll.

Elegant Blows

At 11th level, you can channel your ki into powerful acrobatic attacks, dealing amazing, debilitating blows to your foes. These attacks must be declared before the roll. These attacks are listed below.

  • Benção: 1 ki, a powerful front kick that deals 2d6+DEX modifier bludgeoning damage. Target makes a STR save or is knocked back 15 feet.
  • Queda de rins: 1 ki, a kick from a hand stand position that deals 2d8+DEX modifier bludgeoning damage. Target makes a con save or is stunned until the end of your next turn.
  • Escorpião: 2 ki, a downward kick that comes from behind the monk to the target in front of him. It deals 3d10+DEX modifier bludgeoning damage. Target makes a DEX save to halve the damage, a fail knocks the target prone.

Martelo de Negativa

At 17th level, you perfect the Martelo de Negativa technique. A kick where you place your hands on the ground and pivot your body into a powerful kick that channels your ki and weight to do massive damage.

During an unarmed attack, you may spend 3 ki to perform this technique that deals 10d10+DEX modifier bludgeoning damage. Target makes a CON save to half the damage. On a failed save the target suffers an additional 1d6 bleed damage on the first attack from each ally until the start of your next turn.

Previous Versions

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