Monk
Base Class: Monk

Monks who follow the Way of the Rhythm combine dance and combat in a way never seen before.  They use Rhythm and Beat to time their attacks and float around the battlefield with grace and brutality.

 

These Monks move around a battle precisely and alter their ki to channel power into their kicks and spins.

Precise Balance

You are not able to use any of your special attacks if you have a weapon or any armor above light equipped.

Spirit of Rhythm

Starting when you choose this tradition at 3rd level, you can use your ki to perform certain moves. As an action, you can spend 1 ki point to use Aú Batido, Aú de Frente, or Aú Giro Sem Mao. Alternatively, you can spend 2 ki points to use Armada Pulada, Martelo de Chão if prone, or Meia Lua de Compasso. 

[For Reference]Aú- The capoeira term for what is more generally known as a cartwheel. It differs a bit from the traditional cartwheel because of their different intentions. An aú, in its base form, is performed very slowly, with arms and legs bent in order to keep a low target profile. Players sometimes pause midway during an aú holding it for a handstand position, from which they can execute a wide variety of moves.

1 ki

  •  Aú Batido- The aú batido is an aú variation where a practitioner does a handstand, followed by a twist with the hips and a split, performing a downward martelo. During the kick, one arm is protecting the face while the other one is obviously supporting the body. This movement is a defensive move, used when attempting to perform a cartwheel and the opponent attacks. When this is used, roll an unarmed strike with +1d4 of damage.
  • Aú de Frente- Starts much like a regular Aú, but once the legs are off the floor, the hips are turned and the move ends in a front walkoverWhen this is used, you are able to move out of enemies' attack radius without giving them an opportunity of attack. You move 5-10ft.
  • Aú Giro Sem Mao- The au giro sem mâo combines the motions of an au de frente with those of an aerial. The au giro sem mâo starts just like Au sem mâo, but once the player jumps off with their leg, the opposite arm is driven around and towards the chest to create enough torque for the rotation. The advanced variation is the Au sem mao de frente which is literally a front walkover without hands. When this is used, you are able to move 5 feet in any direction. Non-Magical projectiles cannot hit you until your next move. Can be used as a reaction for 2 ki points.

 

[For Reference]Armada- An armada is a reverse roundhouse kick, also described as a spinning inside to outside crescent kick. It can be either a Rabo-de-Arraia without the hands supporting on the floor (the head falls below the waist and the kick is executed with the heel), or a Meia lua de Costas (halfmoon from the back), a spinning kick with the body upright. The striking surface is usually the outside blade of the kicking foot. A queixada and armada are executed in exactly the same way with the exception of the armada beginning with a step to the right or left before releasing the kick. The power of the armada actually comes from the torque placed on the hips from the spin.

Martelo- The martelo, which literally means "hammer", is generally defined as a strike with the instep, or lower part of the shin against the opponent's body; the most common target is temple of the head.

 2 ki

  • Armada Pulada- An Armada that is released after a jump. The armada pulada begins the same way as the regular armada with the capoeirista turning to the left or right. Once the head, neck and shoulders rotate towards the front, he/she jumps during the release of the armada making it a spinning aerial kick. When this is used, roll and unarmed strike and add +1d6 of damage and gain +1 to hit.
  • Martelo de Chão- It is a martelo that starts from the ground. The Martelo do Chão is delivered from a lower position usually right before a rolé while in esquiva baixa or downward going into a queda de rins. You must be prone before using this. Roll and unarmed strike, if the hit is a 17 or above, the enemy is knocked prone.
  • Meia Lua de Compasso- Combines an evasive maneuver with a spinning kick. The transfer of power begins with the hand slamming into the ground and ending with the spin of the kicking heel. The power of the kick derives its energy from the similar centripetal force of a golf club swing. Roll an unarmed strike, if it were to hit, the enemy must pass a 14 dexterity saving throw, or else this attack will critically strike. If they do pass, it does regular damage. If you were to critically strike beforehand, the enemy is knocked unconscious.

 

Flow With The Beat

After using at least: one 1 ki point move and one 2 ki point move without being attacked, you are able to perform one of the following: Feint, Martelo Rotado, or S-Dobrado.

FeintFake an enemy out with a full-force kick that stops just before hitting them. The enemy must pass a Wisdom Saving Throw or they flinch. The next attack against the enemy is guaranteed to hit, no matter what.

Martelo Rotado- The martelo rotado combines the 540 or parafuso with a martelo. Whereas the parafuso is a spinning outside to inside crescent, the martelo rotado impacts with the instep. Control is sacrificed for power as the leg does not stop, but follows through with a full rotation of the hips. When this is used, roll an unarmed strike. Double its damage. If the enemy hits you with a reaction, you are knocked prone and stunned.

S-Dobrado- The S-Dobrado is the generic name for a series of motions that takes a capoeirista from a low position to whip one leg across the floor in a half circle, then kick up his legs and invert onto his hands and then land back on his feet and stand. The S refers to shape traced by the motion of the leg which leads the move. When this is used, roll 1 unarmed strike plus 1d8 of damage, enemies hit by this must pass a Dexterity Saving Throw of 18 or be knocked prone.

No Wasted Movements

Starting at level 11: All ki requiring attacks become bonus actions and all ki requiring non-attacks become no actions.

Beat of Life

At 17th level, you gain the ability to spend 5 ki points and a turn to attune to the area around you. You can sense all enemies within a 50-foot radius, even if you cannot see them. The only exception is if the enemy is Silenced. Additionally, you can learn the beats of an enemy's attack patterns. If an enemy attacks anything except you, they have disadvantage on all attacks against you for the next 3 turns.

Previous Versions

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2/6/2021 7:17:48 PM
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