Base Class: Monk
This tradition is a variant of the Way of the Drunken Master, that focuses more on the dancing aspect.
In Tridia, south-east of Three Streams there exists a monastery where a special style of martial arts is practiced. It was developed during a decade-long siege in the Holy Wars, where civilians needed to defend themselves against armed forces. They developed this style as a way to train in secret even under constant supervision by their oppressors. It focusses on constant movement, evasion and exploiting opportunities to strike back quick and hard and is perfectly suited for fighting many enemies at the same time or even enemies with access to more advanced weapons.
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics and Performance skills if you don't already have it. Your martial arts technique mixes combat training with the pecision and flowing movements of a dancer. You also gain expertise in the Performance skill, which lets you double your proficiency bonus for any Performance checks you make.
Dance Technique
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
The Swing
Starting at 6th level, you can move in an uninterrupted, quick and unpredictable flow. You gain the following benefits.
Kip Up. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Leg Sweep. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to sweep the attacker's legs, make them fall prone and reduce their movement to 0 for the rest of the turn.
Dancer's Evasion
Starting at 11th level, you become incredibly hard to hit as your constant unpredictable movement refines even further. You have advantage on Dexterity saving throws. In addition, when your movement triggers an attack of opportunity, you can spend 2 ki points as a reaction to give the attacker disadvantage on the attack roll. This feature must be used before the attack roll.
Takedown Kick
At 17th level, you gain the ability to place a precise, devastating blow at the perfect opportunity. Once per turn, when you attack an enemy that is prone with an unarmed strike, you can spend 3 ki points before making the attack roll to attempt a takedown. If the attack hits, it is turned into a critical hit and you gain advantage on unarmed strike attacks against that target until the end of the turn.
Thank you, that's a good point! I'm gonna think about this and update it accordingly. Definitely something I haven't thought about.
Loving this subclass! Just a question, given that the Takedown Kick attack requires the target to be prone, wouldn't you already have advantage an all melee attacks against it already? Maybe it would be cool if you could try to make the target fall prone as part of the attack
Really cool idea and seems fairly balanced. For anyone planning on using this, I would recommend doing some preliminary research about the martial art capoeira of you want some inspiration.
Its a good idea, although it seems like a bit like the way of the drunken master, and has a lot in common with it, it has enough twists to it(I especially like the takedown kick idea) to make it very flavorful. I really like this homebrew.
Hey thank you for the positive feedbacks! I'm glad you enjoy my homebrew!
Big cool
Nice