Base Class: Monk
They are in the moment, yet they are with the music. They can flow like the wind, and bring it down hard like the rain. The groove is within them, surrounds them, and follows them wherever they go. They may be looked down upon by more stoic gurus, but these monks know how to fight as hard as they can dance.
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 them. Your dancing flows into your martial training effortlessly.
Bust A Move
At 3rd level, you're able to take a moment and psych out your opponent with a tricky dance move. Whenever you make hit with at least one unarmed strike on an enemy, you can impose disadvantage on their next attack before the end of their next turn. You may only use this ability once per round.
Feel the Rhythm
Starting at 6th level, you learn how to channel the music around you into your attacks. Your unarmed strikes now deal an additional 1d4 thunder damage. This increases to 1d6 thunder damage at 13th level.
Do the Hustle
Starting at 11th level, your ways of grooviness seem to have a good impression on your allies. On your turn, you may spend 2 ki points to grant an ally advantage on their next attack roll or saving throw (whichever comes first). The target must be within 60 feet of you, and be able to both see and hear you.
Go Footloose
At 17th level, you gain the ability to send your kicks flying in all directions as you peak in an ecstasy of musical euphoria. As a bonus action, you may spend 4 ki points to add an additional 2d10 thunder damage on all unarmed strikes you make until the start of your next turn.
Previous Versions
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