Monk
Base Class: Monk

The people of Merrishan are all about freedom, carnal desires, chaos, and merriment. It is a known fact though that many enemies are easily made through this life style, so it is best to be able to protect one's self, or to strike someone else early before they get the chance to strike first. But the Merrymen also hold a lot of value in maintaining their identity, thus they've worked to combine the practicality of martial training with the excitement and joy of dance, becoming a spinning whirlwind of death when need be. Many who study the way of the Dancer find themselves working as assassins or showmen for hire. One major faction in Merrishan that trains and utilizes the way of the Dancer is House Von. 

Path of the Blade Dancer

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the art of the energetic dances of Merrishan. You gain the following benefits.

Dancer Weapons. Choose two types of weapons to be your Dancer weapons. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. 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 tradition’s features work only with your dancer weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be a dancer weapon for you, following the criteria above.

Spinning Flourish. If you make an unarmed strike as part of the Attack action on your turn and are holding a dancer weapon, you can use it to disarm your opponent if it is a melee weapon. Your opponent must succeed on a strength saving through of 10+you dexterity modifer+your proficiency bonus. You can do this a number of times equal to your proficiency bonus and they reset on a short rest.

 Showman's throw. You can use a bonus action on your turn to perform a spectacular dancing flip or spin and throw a melee weapon at your desired target. If the melee weapon is one of your dancer weapons and does not possess the thrown property, it gains a thrown range of 20/60 feet. When you move to recover your thrown weapon, equipping it is a free action. 

You can perform this action a number of times equal to your proficiency bonus and they recharge after a short rest. 

Way of the quick step. You gain proficiency with your choice of the acrobatics or performance skills if you didn't have them already.

Part of the show

At 6th level, you extend your ki into your dancer weapons, granting you the following benefits.

Magic Dancer Weapons. Your weapons have now been runed and designed intricately to become a beautiful part of your display. Your attacks with your dancer weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Spectacular Parry. When you hit a target with a dancer weapon, you can spend 1 ki point to dance around with the weapon in a way that makes you more difficult to hit, boosting your AC by 2 until the start of your next turn. You can use this feature only once on each of your turns.

Dancer Weapon

When you reach 6th level in this class, you can choose another type of weapon  to be a dancer weapon for you, following the criteria above.

Juggling Strike

At 11th level, you gain the ability to augment your speed and energy with your ki. As a bonus action, you can expend up to 3 ki points to grant yourself additional unarmed attacks against your opponent. These attacks equal 1d4 bludgeoning damage each. The number of attacks equals the number of ki points you spent. 

Upon reaching 15th level, the damage die raises to a d6. 

Unnerving Moves

At 17th level, your mastery of weapons and dance grants you the unnatural ability to confuse and befuddle your opponents. The first time you hit an enemy with one of your dancer weapons or a ki empowered strike, they proceed to have disadvantage on all attack rolls made against you from that point on until the end of the encounter. 

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