Base Class: Monk
Monks of the Way of the Dancing Fist learn to incorporate dancing with martial arts creating a hybrid between the two which is then by infusing their ki to power their teachings even further. They are few and far between as it is a younger form of martial art. However, those lucky enough to master these techniques grow to be some of the best unarmed fighters in the Sword Coast.
Those who follow the Way of the Dancing Fist might be members of a circus, performing in front of an audience. Some might be personal dancers for nobles with enough coin to afford their talents. And some have even been rumored to be undercover spies and assassins, waiting for the perfect moment to strike their targets.
The walkers of this way usually don colorful clothings that best fits their dance routines, and they often carry themselves with elegance, presenting themselves as living a through their art.
Aspiring Performance
3rd-level Way of the Dancing Fist feature
You can inspire others through the grace and rhythm of your dancing. To do so, as an action on your turn, you can spend 1 ki point to choose one creature other than yourself within 60 feet of you who can see you. That creature gains one Aspiring Performance die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Aspiring Performance die, but must decide before the DM says whether the roll succeeds or fails. Once the Aspiring Performance die is rolled, it is lost. A creature can have only one Aspiring Performance die at a time.
You can use this feature a number of times equal to your ki point maximum (a minimum of once). You regain any expended uses when you finish a short or long rest.
Your Aspiring Performance die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Beguiling Performance
3rd-level Way of the Dancing Fist feature
Your graceful and alluring dance moves tends to ease tension and put you under the spotlight both in and out of the battlefield. As an action, you can spend 2 ki points to perform a Charming Performance imbued with your ki to Charm a number of creatures equal to your Wisdom Modifier. Creatures that are charmed in battle have disadvantage on attack rolls on anyone but yourself for 1 minute.
Convincing Performance
3rd-level Way of the Dancing Fist feature
If you fail a Charisma (Performance) or Charisma (Sleight of Hand) check, you can use your reaction to spend 2 ki points to reroll the check, as you incorporate any mistakes as part of your performance . Once this feature turns a failure into a success, you can’t use it again until you finish a short rest.
Dance of Shadows
6th-level Way of the Dancing Fist feature
Your mastery of your ki allows you to imbue your dance moves with it and summon your shadow as a dancing partner. As an action, you can spend 2 ki points to summon your shadow as an ally. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take psychic damage equal to two rolls of your Martial Arts die.
For 1 minute, your shadow imitates your every movement. While your shadow is present, you gain the following benefits:
- As a bonus action can command your shadow to attack any creature within a range of 30 ft.
- The shadow has an AC of 13 and has half your total hit points.
- Any creature that attacks the shadow must first succeed a Wisdom saving throw or be frightened by it.
Rhythmic Imbalance
11th-level Way of the Dancing Fist feature
You gain the ability to make an overwhelming number of attacks against a group of enemies creating a rhythmic imbalance within their core. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn. Each creature hit by an attack using this ability must make a Constitution saving throw. On a fail the target falls prone, additionally if a creature dies from one of these attacks you absorb any ki left in their system and gain 1 ki point per fallen enemy (up to a total of 3 ki points).
Cypher of the Forgotten
17th-level Way of Dancing Fist feature
Your mastery of dance has opened your mind, and you have seen a forbidden dance that has been lost to time. You can spend 5 ki points to summon 3 shadows that serve as your dancing partners for this routine. Any creature within a 30 ft radius must succeed a Dexterity saving throw or take 12d8 bludgeoning damage as you and your shadows simultaneously activate Flurry of Blows across that area at blinding speeds, half as much on a success. Additionally any creature that survives but fails the save against the barrage of attacks has their speed reduced to 0 and they are considered stunned until the start of their next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/16/2021 7:43:45 AM
|
1
|
0
|
--
|
Coming Soon
|
|
|
4/6/2022 2:44:44 AM
|
6
|
1
|
--
|
Coming Soon
|







Comments