Base Class: Monk
You have learned to tie your powers as a monk into your skills as a dancer. You move fluidly between enemies dodging attacks with grace. Entranced by your beauty they begin to see illusions of dance. They see an angel of the gods dancing with the grace of unearthly beauty. They forget their will to fight or resist, as the dancer strikes them down.
Becoming a dancer is hard due to high entry requirements. This subclass has requirements that must be met in order to take it:
- You must have proficiency in performance, persuasion, athletics and acrobatics
- Your Str, Dex and Con modifiers must add to 9 or higher
- Your Cha modifier must be 3 or higher
Level 3: Costumes and Props
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits.
Prop Weapons. Choose two types of weapons to be your prop weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this style's features work only with your prop weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a prop weapon for you, following the criteria above.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a prop weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Prop Shot. You can use a bonus action on your turn to make your ranged attacks with a prop weapon more deadly. When you do so, any target you hit with a ranged attack using a prop weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
Dancer's Dress. You gain proficiency with the disguise kit and the leather worker's tools due to training to make dresses and outfits for your performances.
Level 3: Illusive Movements
Your movements can now create after images. Opportunity attacks against you have disadvantage if you move at least 15 ft on your turn.
Level 6: Ki Prop Infusion
At 6th level, you extend your ki into your prop weapons, granting you the following benefits.
Magic Prop Weapons. Your attacks with your prop weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Prop Strike. When you hit a target with a prop weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Level 6: Additional Prop Weapon
When you reach 6th level in this class, you can choose another type of weapon — either melee or ranged — to be a prop weapon for you, following the criteria above.
Level 11: Illusion Movements
Your movements create illusions that distract the enemy.
As a bonus action, when you have moved at least 30 ft on your turn, you can spend up to 3 ki points to create after images using the rules of the mirror image spell. Each ki point spent creates 1 mirror image. You can only do this once per short rest.
Level 11: Additional Prop Weapon
When you reach 11th level in this class, you can choose another type of weapon — either melee or ranged — to be a prop weapon for you, following the criteria above.
Level 17: Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a prop weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Level 17: Additional Prop Weapon
When you reach 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a prop weapon for you, following the criteria above.
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