Monk
Base Class: Monk

Monks of the Way of the Juggler are agile entertainers who weave performance and combat into a single breathtaking artform. Whether dazzling onlookers with impossible feats of coordination or striking with weaponized yo-yos and spinning rings, these monks use misdirection, acrobatics, and charm to control the battlefield like a ringmaster controls a stage.

Level 3: Circus Arsenal

You've trained to turn juggling props into deadly tools. When you choose this tradition at 3rd level, you gain proficiency with improvised weapons and can treat the following as monk weapons for you: juggling balls, clubs, hoops, and yo-yos. These count as monk weapons and deal 1d6 bludgeoning damage. A yo-yo can be used as a monk weapon with the finesse and reach properties.

Additionally, you can draw or stow any number of light weapons as part of the same object interaction on your turn, as long as you are drawing them from your person (such as juggling pins from a bandolier or balls from a pouch).

Level 6: Tumbling Flourish

You've learned to flow through combat like a dancer across the tightrope. When you use Step of the Wind, you can spend a ki point to add one of the following effects:

  • Tumbling Pass: You can move through the space of hostile creatures without provoking opportunity attacks this turn.

  • Aerial Entry: You can leap vertically up to 10 feet without a running start, and do not fall prone if you land in an enemy's space.

  • Spotlight Spin: Until the start of your next turn, ranged attacks made against you are made with disadvantage.

In addition, whenever you fall, you can use your reaction to reduce any fall damage to 0, provided you're within 10 feet of a wall, rope, or another surface you can bounce off.

 

Level 3: Dazzling Display

When you take the Attack action on your turn, you can spend 1 ki point to initiate a display of mesmerizing performance. Choose one creature within 30 feet who can see you. That creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, it has disadvantage on attack rolls against creatures other than you until the start of your next turn.

If the creature is charmed by you, you can instead cause it to be incapacitated until the end of your turn as it stares entranced at your performance.

You can also use Dazzling Display outside of combat to draw crowds, distract guards, or sway audiences with a Performance check. You gain advantage on Charisma (Performance) checks when incorporating your monk weapons into the act.

 

Level 11: Master of Misdirection

Your mastery of sleight and spectacle lets you confuse and redirect enemies. When a creature misses you with a melee attack, you can spend 1 ki point as a reaction to redirect the blow toward another creature within 5 feet of you. The attacker must reroll the attack against that creature.

You also gain advantage on Dexterity (Sleight of Hand) and Charisma (Performance) checks, and you can make either check as a bonus action by spending 1 ki point.

Level 17: Grand Finale

Your performance becomes a force of awe and psychic disruption. As an action, you can spend 3 ki points to begin a Grand Finale—a flourish of movement and combat so dazzling that it borders on the supernatural.

Each creature of your choice within 30 feet who can see you must succeed on a Wisdom saving throw or become charmed and blinded until the end of your next turn. While charmed in this way, creatures cannot willingly move closer to you, and their speed is halved.

Creatures that fail by 5 or more are also stunned until the start of your next turn, overwhelmed by your artistry.

Once you use this feature, you must finish a long rest before you can use it again, unless you spend 6 ki points to use it again.

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