Monk
Base Class: Monk

With moves as graceful as a waltz to as forceful as breakdancing, some monks learned to move to a beat of their own melody. They incorporate dance into their movements and fighting so fluidly, onlookers have trouble telling if this is a performance or a beatdown. These monks are at home in a theater, festivals, or as part of a entertainment troupe, and will always end the battle with style.

Beguiling Dance

When you choose this tradition at 3rd level, you gain proficiency in Persuasion and Performance. If you already have either proficiency, you may select any other charisma based skills.

As an action, you may perform a dance that lasts for one minute. You may choose a number of creatures, up to your proficiency bonus, within 30 ft and attempt to charm them with your dance. Creatures must make Wisdom save or be charmed by you for the duration. The spell save DC is the same as your Ki save DC. This charm breaks if the creature takes any damage, if you stop dancing, if you fall unconscious, or you become restrained in any way. 

You may utilize this dance a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. While you have no uses available, you can spend 1 ki point to use this feature again.

Enchanting Performance

You choose two Cantrips from the bard spell list. Additionally, you are able to cast Calm Emotions, Enthrall, and Suggestion at 2nd level once per short or long rest.

At 13th level you can cast Mass Suggestion once per long rest. You may choose to cast it again by spending 6 ki points.

Wisdom is your Spellcasting ability for these spells, you cast them somatically through dance, and ignore any material components needed.

Adaptive Footwork

At 6th level, when you start your Beguiling Dance, you can choose to increase or decrease the tempo and add some extra effects that remain active while you maintain the Beguiling Dance.

While Beguiling Dance is active, and you choose to increase the tempo, Step of the Wind does not require Ki points to use. If you choose to decrease the tempo, Patient Defense does not require Ki points to use.

 Additionally, as part of your movement you may swap tempos. Your tempo may only be swapped once a turn.

 You may choose:

 Whirling Dervish. When you increase your tempo, you add your Wisdom modifier (minimum of 1) to the damage rolls of Martial Arts attacks. In addition, when you use Flurry of Blows you can make a third strike with your Flurry of Blows.

 Supportive Step. When you decrease your tempo, your natural grace radiates out and empowers yourself and your allies around you. This aura has a radius of 10 ft. Friendly creatures that are within your aura can add your Martial Arts die to their saving throws. In addition, when a creature within your aura makes an attack roll, you can use your reaction to impose disadvantage on their roll. You can do this once per turn.

Step of the Blinking Blossom

At 11th level, when you use your Step of the Wind feature to dash, you gain the ability to blink into the ethereal plane in a gust of flower petals, and reappear elsewhere on the battlefield at the end of your turn. While in the ethereal you gain a flying speed equal to your walking speed and as you travel, you can use your reaction to reappear briefly in a combative dance pose and attack a creature before disappearing again in a burst of petals, this does not provoke opportunity attacks. If you attack a creature this way you may use your Flurry of Blows as part of the attack action. If you end your turn in the same space as another creature, you are shunted into the nearest empty space and take 1d10 force damage. Additionally, if you reappear in the air after blinking you levitate in the air until the end of your next turn and then safely descend 30 ft per turn. You can blink a number of times equal to twice your proficiency modifier and as long as you have movement remaining, you regain all uses after a long rest. 

Thousand Petal Dance

At level 17, your mastery of dance resembles that of a cloud of flower petals among graceful winds. Your movements are a blur and your strikes cut like the wind.

 Your Whirling Dervish and Supportive Step stances are enhanced and gain additional benefits.  

 Whirling Dervish: Whenever you activate your Flurry of Blows while Beguiling Dance is at an increased tempo you may use Step of the Wind as part of the same bonus action. In addition your Flurry of Blows strikes are made at advantage. If all three strikes of your Flurry of Blows hits one creature, that creature takes an additional 3d12 damage.

 Supportive Step: The radius of your aura is increased to 30ft while your Beguiling Dance is at a decreased tempo. Additionally, all friendly creatures within your aura gain a bonus to their AC equal to half your Wisdom modifier, rounded up. Additionally, you can use your reaction to impose disadvantage on attack rolls to multiple creatures within your aura, up to your Wisdom modifier (minimum of 1), that lasts until the start of your next turn. If an affected creature misses an attack while under the effect of this feature they gain vulnerability to the next source of damage they receive.

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