Monk
Base Class: Monk

You have always seen dance as a medium through which you convey your personal story to higher powers. A Faithful Dancer seems to sway, bop, or waltz around the battlefield, placing jabs and slashes just as their patron dictates. Complete faith in the performance which was written for them is what will bring a monk to victory.

Bonus Proficiency

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it.

In addition, when you make a Charisma (Performance) check, add your Wisdom modifier to the result.

Bound Performance

At 3rd level, you gain the favor of a powerful being which allows you to empower your strikes and movement, as long as you maintain blind faith in their instructions. As a bonus action, you can initiate the Bound Performance. Roll 8d4, and put them in a random order. Alternatively, the DM may choose to craft a specific dance for you. This is the order of Steps in which you must complete the Bound Performance. The next Step you must complete is referred to as your active Step. Refer to the table below for determining your Steps, as well as the bonuses and requirements they incur.

Result

Requirement

Benefit

1 - Movement

Minimum of 15 feet.

Movement called for by Bound Performance feels like you are gliding just over the ground. While Movement is your active Step, your walking speed is doubled.

2 - Unarmed Attack

Must hit.

Unarmed attacks called for by the Bound Performance land more reliably. While Unarmed Attack is your active Step, once per turn, you may roll a martial arts die and add the result to an unarmed attack roll. Additionally, you may stow a monk weapon as a free action.

3 - Weapon Attack

Must hit.

Weapon attacks called for by the Bound Performance hit with uncanny force. While Weapon Attack is your active Step, you may add your Wisdom modifier to your weapon attacks’ damage rolls (minimum of 1 damage). Additionally, you may draw up to two monk weapons as a free action.

4 - Expend Ki Point

Minimum of 1.

Using ki points at the behest of the Bound Performance opens an opportunity for you to reclaim the spent energy. While Expend Ki Point is your active Step, if you have already completed a Step this turn, ki features cost 1 fewer ki point.


Even when you complete an active Step, you continue to reap the listed benefit until the end of your turn.

If you cannot or will not perform at least one Step on each of your turns, Bound Performance ends and you suffer one level of exhaustion.

If you complete the dance successfully, you may start a new Bound Performance immediately without using a bonus action.

Bestow Grace

At 6th level, you gain the ability to temporarily instill the tempo of your dance into your allies. While your Bound Performance is active, as a bonus action, you can spend 1 ki point to touch a creature. The creature gains a bonus to its AC and Dexterity saving throws equal to the number of steps you have completed during this Bound Performance until the end of its next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the bonus.

Perpetual Performance

At 11th level, your body has become accustomed to the tempo of your Bound Performance. You can use Bestow Grace even when your Bound Performance is not active. When you use the feature in this way, the bonus is equal to a roll of your Martial Arts die.

In addition, when you fail to complete your dance, you can spend 1 ki point to make a Dexterity saving throw. The saving throw DC equals 10 + the number of creatures within 30 feet. On a success, you do not suffer any exhaustion. You may start a new Bound Performance immediately without using a bonus action.

The Grand Finale

At 17th level, your body is a wellspring of energy, allowing supernatural recovery. As an action, you can spend 3 ki points to end one level of exhaustion on yourself. Each time you use this action, its ki point cost triples, resetting to a cost of 3 ki points when you finish a long rest.

In addition, whenever you successfully complete the last Step of a Bound Performance, you may roll a Charisma (Performance) check. All hostile creatures within 30 feet must make a Wisdom saving throw, the DC of which is equal to the result of your check. A target automatically succeeds on this saving throw if it can't be charmed. On a failure, the creature is compelled to clap and cheer, becoming incapacitated until the end of its next turn. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

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