Base Class: Monk
The practitioners of the Twirling Strike have crafted an exotic form of combat by incorporating the graceful movements of dance into their attacks, transforming the chaos of battle into a beautiful performance with themselves at the center stage. With whirls of colorful ribbons and bedazzling footwork, their fights are as beautiful to behold as they are deadly to be caught up in.
Performance proficiency
see the above descrition
ribbonwork
As an action, you can magically create colorful ribbons in a free hand a number of times equal to your wisdom modifier per short rest. the ribbons last 2 minutes, have the reach, light and finesse properties, and while holding one you may make an attack with them in place of your unarmed strikes dealing slashing damage equal to your dexterity modifier.
Ribbons have an AC=your spell save dc and hp=your spell attack mod+ 1 roll of your discipline die.
you may bind a large or smaller creature you've hit, leaving it unable to move away without a contested strength save, and only at half speed on a success (carrying you with it). Only one creature may be bound this way at a time, and you may release a bound creature at any time. While bound, allies within 5 ft of the target may obtain a flanking bonus to their attack rolls
you may also forgo the damage dealt by the ribbon to attempt a grapple with it, using dexterity instead of strength for your check.
Bewildering flourish
At Eleventh Level, you can spend three ki points to create a 10-foot sphere of whirling color centered on yourself. All area inside the sphere is difficult terrain, lightly obscured, and 1/2 cover. Attacks targeted inside the sphere have disadvantage, and the sphere ends if you make a ribbon attack, are restrained, knocked prone, or incapacitated, or if your ribbons disappear or break. Maintaining the sphere requires Concentration.
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Posted Aug 19, 2023There's a glitch that's deleting half the subclass whenever I post it, so here's the complete version:
Level 3
you gain proficiency in the performance skill
Ribbonwork: As an action, you can spend a ki point to magically create two colorful ribbons in any free hands. The ribbons disappear after 2 minutes or if they leave your hands, have the reach, light and finesse properties, and count as monk weapons. Ribbons have an AC=your ki save dc and hp=your ki mod+ 1 roll of your martial arts die. you may bind a target you've hit, leaving it unable to move away further than ten feet if it cannot drag you (meaning your weight is more than 30 times its Strength score.) If it can, it must beat you at a contested athletics check, moving half speed on a success (knocking you prone and carrying you with it). Bound creatures take a –2 penalty to attacks and Dex saves. Creatures more than one size category above your own take no penalties from being bound, and move their full speed on a successful drag check. If two creatures are bound, and one is attempting to move, it must be able to drag the other creature as well if it moves more than 20 ft away, making a check against you when it moves 10ft, and a check against both of you at 20. If it drags you but not the other at 20, drop one of the ribbons. If it drags the other but not you, the other is knocked prone. you may also attempt a grapple with the ribbons, using dexterity or strength for your check. Grappling a creature occupies two ribbons, and may not be attempted if the target is huge or larger. The ribbons may support a weight of 500 lbs. They break if they attempt to carry an object heavier than that. If you cannot carry the weight of the object but they can, drop a ribbon or be automatically pulled down with the object you are attempting to support. You may recall a ribbon that is binding or grappling as a reaction on any turn.
Evasive Dance: when you use Step of the Wind, you gain the benefits of the dodge action
Level 6
Perfect Footwork: when a hostile creature ends its turn within 5 feet of you, you may take the Step of the Wind feature as a reaction (spending 2 ki points instead of one). You may also add your charisma modifier to athletics and acrobatics checks.
Reflexive Ribbonwork: you may now use your ribbons for Deflect Missiles, provided one is available. If a missile passes within 10 feet of you, you may use Deflect Missile, though cannot throw the missile back if it is caught this way. An attack that deals double the ribbon's hp (before reductions) breaks it, though its damage is still reduced. Your ribbons now deal magical slashing damage on a hit equal to 1d4+your wisdom modifier.
Level 11
Bewildering Flourish: If you have two unoccupied ribbons, you can spend three ki points to create a 10-foot sphere of whirling color centered on yourself. All area inside the sphere is difficult terrain, lightly obscured, and 1/2 cover. Creatures that enter the sphere for the first time or begin their turn there take 2d4 slashing damage and may be bound. Attacks targeted inside the sphere have disadvantage, and the sphere ends if you bind a creature, are restrained, knocked prone, or incapacitated, or if your ribbons disappear or break. Maintaining the sphere requires Concentration.
Superior Reflexes: You can spend a ki point to take an extra reaction. You may do this once per long rest, after that you gain a level of exhaustion every time you use it
Level 17
Master of Threads: your ribbons can be summoned from your body, leaving your hands free, last indefinitely, and you may have 6 of them out at a time. The range for all related abilities extends to 15 feet, and you may grapple or bind a creature 2 sizes larger than you