Monk
Base Class: Monk

All monks train their bodies and enhance their connection with their ki in order to perform feats otherwise impossible for the average individual. Some weave the elements to their liking, others channel the flow of life and death, and still more find ways to extend their lives and vitality. The Way of the Dancing Warrior is for those whose eyes focus not on the mystical or magical, but on the martial and physical perfection which their bodies may achieve. Forgoing the practices of ki-focused mysticality, a Dancing Warrior instead relentlessly trains and improves upon their foundation of speed, agility, and efficiency.

Efficient Motions

3rd-level Way of the Dancing Warrior feature

Starting when you choose this tradition at 3rd level, you learn to recycle each motion you make so that nothing is wasted. The following features augment some of your monk features:

Rhythmic Momentum: When you use your Flurry of Blows, you can make one additional attack against a target that was not the target of any of your other Flurry of Blows attacks. Alternatively, you can make two additional attacks, but all your Flurry of Blows attacks this turn must be against the same target.

Dancer's Footwork: When you use your Step of the Wind, you can take both the dash and disengage actions at the same time.

Beat Drop: When you use your Patient Defense, roll your Martial Arts die and add the number rolled to your AC until your Patient Defense ends.

Deflect Barrage: Your Deflect Missiles now only consumes your reaction if you make the described attack with a caught projectile. You still need to have your reaction available to use Deflect Missiles, but it can now be used on multiple projectiles, and only consumes your reaction if you attack. You can only attack with one caught projectile.

Dance of Twisting Ki

6th-level Way of the Dancing Warrior feature

At 6th level, you have exceptional practice with redirecting the flow of ki in and around you. Your Slow Fall and Stunning Strike features gain the following augments:

Kinetic Transfer: When you use your Slow Fall feature, the first time you hit with an attack roll that would use your Martial Arts damage die within 1 minute of the fall, you can add all the fall damage you negated with Slow Fall to the damage total. This extra damage is force damage.

Hindering Strike: When you use your Stunning Strike feature, you can choose between these three conditions to inflict: blindeddeafened, or stunned. The application and saving throw remain unchanged.

Dance of the Survivor

11th-level Way of the Dancing Warrior feature

Beginning at 11th level, your ki helps you weave your way through challenges effortlessly. The following augments apply to some of your class features:

Greater Evasion: While using your Unarmored Defense, your Evasion feature also affects attack rolls. If an attack roll would hit your AC exactly, you take half damage from all of the attack's damage.

Fluid Mind: Your Stillness of Mind no longer requires an action, and can be done once per turn. Moreover, it may also be used to cancel an instance of disadvantage on an ability check or saving throw that uses your Intelligence, Wisdom, or Charisma modifier(s).

Freedom of Body: Your Purity of Body feature now grants you immunity to the grappled, paralyzed, petrified, and restrained conditions, as long as you are conscious.

Dance of the Champion

17th-level Way of the Dancing Warrior feature

At 17th level, you are capable of keeping yourself moving, even amongst the most chaotic of stages: the battlefield. You can spend 2 ki points at the end of any creature's turn, except your own, to take one of the following actions: Attack, [Tooltip Not Found], [Tooltip Not Found] (if applicable), Step of the Wind, or Patient Defense. This immediately follows any lair actions or legendary actions used simultaneously. You do not need to spend additional ki points to use Step of the Wind or Patient Defense.

You start to feel restless if you sit still for too long. If you start your turn and have not used this feature since before your previous turn, you may take an additional action on the current turn. This action can be any action or bonus action available to you, and if it would normally require ki points to use, it does not for this use. This extra action does not apply to your first turn in a given combat.

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