Base Class: Monk
Those trained in the ways of this mysterious ninja clan are tricksters, thieves and over the top performers at heart. They use bizarre movement to hide their true intentions and to deal lethal blows.
Manji Initiate
At 3rd level, you gain proficiency in your choice of Performance or Sleight of Hand.
Stances
When you choose this tradition at 3rd level, you use your movements to confuse and irritate your opponents. You gain the following benefits:
Stances. You deftly switch from one stance to the next. If you have already used the attack action this turn, you can spend 1 ki point as a bonus action in order to go into 1 of the following stances. You stay in the stance until you make an attack. You cannot move in a stance unless specifically stated in the stance itself:
Dragonfly - You are no longer affected by difficult terrain. You can move while in this stance.
Meditation - You can restore 1 martial art die of health as an action.
Sit - You gain +2 to your AC. Ranged attacks have disadvantage on you.
Bad Stomach - On the next opportunity attack you perform, you can choose to do 2 martial arts die of acid damage rather than a regular opportunity attack.
Turn away - Melee weapon attacks against you are done at advantage. Your next attack has advantage.
Flea - You can dash as a bonus action. You can move while in this stance.
Mind Games
At 6th level, if you are in a stance, as an action, you can target one enemy within 30ft of you. The target enemy makes a Wisdom (Insight) check contested by your Charisma (Performance) check. If the target enemy fails, your next weapon attack that hits the target will knock them prone.
Improved Stances
When you reach 11th level in this class, your stance effects are now the following:
Dragonfly - You are no longer affected by difficult terrain. Enemies do not get opportunity attacks on you when you are in this stance. You can move while in this stance.
Meditation - You can restore 1 martial art die of health and 1 ki point as an action.
Sit - You gain +2 to your AC. Ranged attacks have disadvantage on you. You are under the effect of the sanctuary spell whilst in this stance.
Bad Stomach - On the next opportunity attack you perform whilst in this stance, you can choose to do 4 martial arts die of acid damage rather than a regular opportunity attack.
Turn away - Melee weapon attacks against you are done at advantage. Your next attack has advantage. You deal an extra 1 martial arts die of psychic damage with this attack.
Flea - You have advantage on all Dexterity saving throws. You can dash as a bonus action. You can move while in this stance.
In addition, after each weapon attack you perform, you can spend 1 ki point to change to a different stance. You cannot change into the same stance more than once a turn.
Harikiri
When you reach 17th level in this class, you can perform a drastic attack to yourself in the hopes of taking your opponent down with you.
You must have a monk weapon equipped and be in the turn away stance in order to perform this feature.
As an action, target an enemy within melee range. You can spend up to 10 ki points to deal 1d10 piercing damage for each ki point spend to both you and the targeted enemy. The damage from this feature cannot be reduced and is considered magical for the purpose of overcoming immunities and resistances.
Should you die from this feature, your soul enters into the equipped monk weapon.
Should the targeted enemy die from this feature, their soul enters into the equipped monk weapon.
If the weapon is already sentient, a coin may be flipped every dawn to see which soul takes ownership of the weapon that day. If there are multiple souls trapped in the weapon, you can roll a suitable die to decide which soul gains control for the day.
If the weapon is magical, it retains it's effects and becomes sentient. If the weapon is not sentient and non-magical, it becomes a +3 version of itself.
This feature can be used once a month.