Base Class: Monk
You know how to move like a dancing dragon. You are skilled in both the martial arts and the performance arts. Perhaps you are a mime, a performative dancer, a street performer or even a ribbon dancer. You combine the graceful movments of your performances with the precise strikes of a well trained warrior. You know how to slow your performance or speed it up when necessary to strike at the right moment.
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Additionally, When you make a performance check, you can use your Wisdom modifier, instead of your Charisma modifier for the roll. You also have proficiency in either whips, or an instrument of your choice; your choice counts as a monk weapon for you.
Dragon Technique
Starting at 3rd level, you can strike like a dragon while also distracting them with your brilliant performances. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target until the end of your next turn:
- It must succeed on a Constitution saving throw or be blinded or deafened.
- It must make a Wisdom saving throw. If it fails it cannot make more than one attack on its turn.
- It has disadvantage on Wisdom saving throws it makes.
You can only use this feature a number of times equal to your wisdom modifier. You regain all uses of this feature when you take a short rest.
Dragon Rush
At 6th level when you take this subclass, you gain the ability to channel the dancing dragon within. When you start your turn, you can spend 2 ki points to gain the following benefits, which last until the start of your next turn.
If you take the dash action you can gain the benefits of Flurry of Blows to make two attacks as a bonus action without having to take the attack action or spending a ki point.
If you move at least 20 feet before you hit a creature with Flurry of Blows you can add 1 martial arts die of damage you deal on the first strike you hit with.
When you use a bonus action to use Flurry of Blows you can gain the benefits of the dodge action.
Nightly Performance
Beginning at 11th level, you can perform a display of their skills while taking a Short or long rest. Any ally who sees the monk performing regains extra hit points equal to your martial arts die if that ally regains any Hit Points at the end of that rest. The monk cannot confer this benefit on itself.When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Additionally, When you make a performance check, you can use your Wisdom modifier, instead of your Charisma modifier for the roll. You also have proficiency in either whips, or an instrument of your choice and your choice counts as a monk weapon for you.
Draconic Performance
At 17th level, you gain the ability to channel the dragon spirits within.
As an action, you can spend 4 ki points to draw on this power and exude an burst of awe or fear (your choice) in a 15 foot radius centered on you. Each creature in a area must succeed on a Wisdom saving throw vs you ki save DC or drop whatever it is holding and become Charmed(awe) or frightened (fear) for 1 minute. This effect ends on a target after 1 minute, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it must take the dash action and move towards you through the safest available rout on each of its turns, unless there is nowhere to move.
While frightened in this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.
At the end of each of its the creature can repeat the Wisdom saving throw and the effect ends on a success. If a target succeeds on its saving throw, the target has no hint that you tried to charm or fear it. A creature that succeeds on this saving throw is immune to the effects of Draconic Performance for 24 hours.
Once you use this feature, you can’t use it again until you finish a long rest
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