Monk Sub-class: The Capoeirista a mod of the Drunken Master Archetype
This sub-class represents a niche of monk that is almost theatrical, learning their abilities in a secretive school that, on the surface, focuses on amusement, dance and showy acrobatics. Originating in Chult, the Way of the Capoerista began as a method of practicing skills necessary to dealing with the harsh realities of slavement. Escaped former slave colonies created a method of hand-to-hand combat that would not be easily noticeable to slave masters through the disguise of dance. However, this apparent frivolity - developed as a means of evading the harsh punishment meted out by slave owners for any signs of resistance - hides a highly disciplined regiment of practice in a martial art that combines fluidity of movement, attunement to the rhythms of life, and synergistic cooperation to achieve victory against seemingly impossible odds.
As a Capoeira Monk (or Capoeirista), you are proficient in Performance and two other skills. If you choose dance as your Performance skill, you can replace CHA with DEX for the purposes of checks. At level 1, in addition to those skills listed in the PHB, you may pick Survival as one of your starting skills.
3 level
Side-Slip. When using Flurry of Blows, you can Disengage as a free action and move up to 10’.
Pick-up. You can leap to your feet from the prone position for 5’ of movement (instead of needing to expend 1/2 of your movement).
6 level
Price of the Ticket. When a melee attacker tries and fails to hit you, you may use your reaction and 1 Ki point to reduce that attacker’s movement by half and create advantage for the next creature to attack it.
In the Zone. While you are engaged in combat or in performing, you become resistant to attempts to read your mind as well as charm effects and spells from your enemies.
At high levels, Capoeiristas attain the ability to employ their understanding of Ki flow between creatures to influence their own and others’ actions while in the heat of battle.
11 level
Concussive Progression. When your monk uses Flurry of Blows, you can make up to 3 additional attacks with it as long as they are different targets.
In Tune. If not in the first round of combat, you may multiply by 1.5 (rounded up) the result of any die given to you by another of your party members when making a saving throw, an attack roll or a damage roll. You may immediately use that extra bonus yourself or save it for a later round (per duration of the spell or ability). Some examples of a die given to you: a bard’s inspiration die or a cleric’s Bless spell. You may only use this ability if you are not frightened, charmed, or incapacitated. You may only use one type of die per combat and only one per round. For instance, if a cleric has cast Bless on you, you may boost one of the beneficial die during round 2 while fighting the orc horde of Voorsh the Bold in their lair. On subsequent rounds of said combat with Voorsh, you cannot boost a Bless-spell-sourced die. However, you may boost a die from a bard’s inspiration ability during that same combat if you do so on round 3 against these orcs. You can use this ability a number of times equal to your DEX modifier per long rest. This ability cannot be used to boost inspiration dice provided by the DM.
17 level.
Cross-Rhythm. Your years of training allow you to leverage your opponent’s own body and/or weaponry to towards your own mobility. When you hit or manage to avoid a hit by a creature of up to Large size in melee range, you can use your reaction to move through that creature’s space to any space within 5’ of that creature without provoking an attack of opportunity. You can do this even if you have no movement left for the round. You can employ this ability even if the creation attacking you missed using a reach weapon or long appendage.
DiatonicTaunt. After using an action to perform for one round, make a Performance check. If successful, all enemies that you damaged in the previous round are compelled to target you on their next round and will continue to do so for up to 1 minute until they make a successful WIS check at the beginning of each of the following rounds or until they have directly injured you or you are reduced to 0 hit points. Creatures have an advantage on their WIS check if they can neither see nor hear you. This effect ends if you are ever at a distance more than twice their movement speed away from them or on a different plane. Rhythmic Taunt has no effect on creatures that cannot be charmed.
Monk Sub-class: The Capoeirista
a mod of the Drunken Master Archetype
This sub-class represents a niche of monk that is almost theatrical, learning their abilities in a secretive school that, on the surface, focuses on amusement, dance and showy acrobatics. Originating in Chult, the Way of the Capoerista began as a method of practicing skills necessary to dealing with the harsh realities of slavement. Escaped former slave colonies created a method of hand-to-hand combat that would not be easily noticeable to slave masters through the disguise of dance. However, this apparent frivolity - developed as a means of evading the harsh punishment meted out by slave owners for any signs of resistance - hides a highly disciplined regiment of practice in a martial art that combines fluidity of movement, attunement to the rhythms of life, and synergistic cooperation to achieve victory against seemingly impossible odds.
As a Capoeira Monk (or Capoeirista), you are proficient in Performance and two other skills. If you choose dance as your Performance skill, you can replace CHA with DEX for the purposes of checks. At level 1, in addition to those skills listed in the PHB, you may pick Survival as one of your starting skills.
3 level
Side-Slip. When using Flurry of Blows, you can Disengage as a free action and move up to 10’.
Pick-up. You can leap to your feet from the prone position for 5’ of movement (instead of needing to expend 1/2 of your movement).
6 level
Price of the Ticket. When a melee attacker tries and fails to hit you, you may use your reaction and 1 Ki point to reduce that attacker’s movement by half and create advantage for the next creature to attack it.
In the Zone. While you are engaged in combat or in performing, you become resistant to attempts to read your mind as well as charm effects and spells from your enemies.
At high levels, Capoeiristas attain the ability to employ their understanding of Ki flow between creatures to influence their own and others’ actions while in the heat of battle.
11 level
Concussive Progression. When your monk uses Flurry of Blows, you can make up to 3 additional attacks with it as long as they are different targets.
In Tune. If not in the first round of combat, you may multiply by 1.5 (rounded up) the result of any die given to you by another of your party members when making a saving throw, an attack roll or a damage roll. You may immediately use that extra bonus yourself or save it for a later round (per duration of the spell or ability). Some examples of a die given to you: a bard’s inspiration die or a cleric’s Bless spell. You may only use this ability if you are not frightened, charmed, or incapacitated. You may only use one type of die per combat and only one per round. For instance, if a cleric has cast Bless on you, you may boost one of the beneficial die during round 2 while fighting the orc horde of Voorsh the Bold in their lair. On subsequent rounds of said combat with Voorsh, you cannot boost a Bless-spell-sourced die. However, you may boost a die from a bard’s inspiration ability during that same combat if you do so on round 3 against these orcs. You can use this ability a number of times equal to your DEX modifier per long rest. This ability cannot be used to boost inspiration dice provided by the DM.
17 level.
Cross-Rhythm. Your years of training allow you to leverage your opponent’s own body and/or weaponry to towards your own mobility. When you hit or manage to avoid a hit by a creature of up to Large size in melee range, you can use your reaction to move through that creature’s space to any space within 5’ of that creature without provoking an attack of opportunity. You can do this even if you have no movement left for the round. You can employ this ability even if the creation attacking you missed using a reach weapon or long appendage.
Diatonic Taunt. After using an action to perform for one round, make a Performance check. If successful, all enemies that you damaged in the previous round are compelled to target you on their next round and will continue to do so for up to 1 minute until they make a successful WIS check at the beginning of each of the following rounds or until they have directly injured you or you are reduced to 0 hit points. Creatures have an advantage on their WIS check if they can neither see nor hear you. This effect ends if you are ever at a distance more than twice their movement speed away from them or on a different plane. Rhythmic Taunt has no effect on creatures that cannot be charmed.