Base Class: Monk
you work with the flow and the beat of dubstep, allowing you to move through combat with the beat and get in sync with your friends while blasting some good tunes
Hostile Rhythm And Bonus Proficiency
whenever someone is playing dubstep, it affects you, f the music is hostile to you, you gain disadvantage to hit on your first attack, and your activated abilities deal one less damage die, if its friendly to you, your activated abilities deal an additional damage die, and you gain advantage to hit on your first attack.
and you gain proficiency with everything you need to DJ and play things like dubstep.
disrupting rhythm
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a wisdom save or dance as it moves, losing half its movement speed and losing it's ability to do opportunity attacks until the end of your next turn
- It must make a Wisdom saving throw or have disadvantage on its next attack, and it's next dex save as you throw them off rhythm
- they take an extra d4+prof of psychic damage as you force them to listen to what seems to be loud music of some sort
- this option costs an additional 1 ki point to use: Mental Disruption-they have disadvantage on their next wisdom save, and have disadvantage on a concentration save, and lose the ability to make opportunity attacks
Drop the beat
At 6th level, you gain the ability to drop the beat on your enemies, only those you see as your enemies are affected by this.as an action. a number of times equal to your wisdom modifier(replenishing on a long rest) you slam down on the ground as your rhythm matches the heartbeat of the earth(floor in general) a violent wave of energy pulses through the area as the ground begins to lash violently against your enemies and the sound crushes the surrounding winds, like waves of a crashing tide in a 30ft radius of where you hit the ground, each enemy creature must make a dex save, being knocked prone, falling to the ground and taking 4d6 thunder damage if flying above the ground, 4d6 bludgeoning if on the ground when they fail, or half the damage and not being knocked prone on success. this uses your save dc
In Sync
Beginning at 11th level, you can enter a special rhythm with an ally, for 3 ki points you can fuse your turn with an ally's, this takes an action, you go on the same turn as the target ally, and when you both target the same enemy, you both gain advantage on all to hits against that target, if you use all your attacks on this one target and they all hit, the target gains disadvantage on all to hits until the end of your next turn, and disadvantage on saving throws for the same period of time, they also lose half their movement speed and their reaction if they haven't used it yet. this lasts for 1 minute, instead of using an action you can just pay the cost to extend it another minute if it ends you reroll initiative and are placed on your own turn. if you do not use initiative then the same effects apply, these two are just working at the same time to get these benefits, and lose them once the affect ends.
Mesmerizing Beat
At 17th level, you gain the ability to set up a hypnotic beat. for an extra 3 ki points you assault someone with your mesmerizing beat after you use flurry of blows, forcing them to make a wisdom save against your dc, if they fail, they are charmed by you for a number of minutes equal to your wisdom modifier, they can repeat this saving throw whenever they take damage, this effect ends if you or your companions harm them, creatures immune to being charmed are not affected by this, while charmed this creature will attack those you deem as enemies, and help you in anyway they can seeing you as their leader, you cannot make them put themselves in a situation that is clearly going to kill them, you can tell them what to do otherwise, if they are hit by another dubstep monk or dubstep style of any class, they have advantage on the saving throw, you can have this effect on up to your wisdom modifier number of creatures at once.
Lair Effect variation: if you are in a place with good speakers, a good setup for you to dj, you can expend 9 ki points to force the effects mentioned above on everyone in the area.
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