Base Class: Monk
1st level - nothing
2nd level - nothing
3rd level - Mobile Clap, By clapping your hands together you can swap two creatures in a space. As a bonus action you can choose 2 creatures in a 30ft radius and swap them in a space. You can use this ability a number of times equal to wisdom modifier and restore all uses at the end of a short rest.
4th level - nothing
5th level - nothing
6th level - Defensive clap, by enhancing your reflexes you can use claps to protect yourself. When a creature in a 30ft radius makes a attack, is being attacked or is making a dexterity saving throw, as a reaction you can swap its place with another creature in a 30ft radius. Depending on the target and situation, one of the following will happen.(Can be used a number of times equal to your wisdom modifier and can be restored at the end of a long rest)
Target - Melee attack, attacked creature(effect: attacking creature instead attacks new target
Target - Melee attack, attacking creature (Missed attack)
Target - Melee attack, both attacking and attacked creatures (effect: attack roll is decreased by your proficiency bonus)
Target - Ranged Attack, attacked creature (effect:attacking creature now attacks new target.)
Target - Ranged attack, attacking creature (effect: No effect)
Target - Ranged attack, both attacking and attacked creatures (effect: Attacking creature hits itself)
Target - Saving throw, one target isn't making a saving throw (effect: New target makes a saving throw instead of the original)
7th - 10th level - Nothing
11th level - Hasted Mind, Right after making a clap, you can, as apart of the same action, make an unarmed strike against a creature in 5ft. You can also now swap twice only using one charge of the Mobile Clap, both swaps are simultaneous.
12th level - 16th level - Nothing
17th level - Defensive Instincts, You gain an additional action that can only be used for a defensive clap. After making any clap, if you were a target, you gain advantage on your attacks until the end of your turn.
18th - 20th level - nothing
Mobile clap
By clapping your hands together you can swap two creatures in a space. As a bonus action you can choose 2 creatures in a 30ft radius and swap them in a space. You can use this ability a number of times equal to wisdom modifier and restore all uses at the end of a short rest.
Hasted Mind
Right after making a clap, you can, as apart of the same action, make an unarmed strike against a creature in 5ft. You can also now swap twice only using one charge of the Mobile Clap, both swaps are simultaneous.
Defensive Instincts
You gain an additional action that can only be used for a defensive clap. After making any clap, if you were a target, you gain advantage on your attacks until the end of your turn.
Defensive clap
Defensive clap, by enhancing your reflexes you can use claps to protect yourself. When a creature in a 30ft radius makes a attack, is being attacked or is making a dexterity saving throw, as a reaction you can swap its place with another creature in a 30ft radius. Depending on the target and situation, one of the following will happen.(Can be used a number of times equal to your wisdom modifier and can be restored at the end of a long rest)
Target - Melee attack, attacked creature(effect: attacking creature instead attacks new target
Target - Melee attack, attacking creature (Missed attack)
Target - Melee attack, both attacking and attacked creatures (effect: attack roll is decreased by your proficiency bonus)
Target - Ranged Attack, attacked creature (effect:attacking creature now attacks new target.)
Target - Ranged attack, attacking creature (effect: No effect)
Target - Ranged attack, both attacking and attacked creatures (effect: Attacking creature hits itself)
Target - Saving throw, one target isn't making a saving throw (effect: New target makes a saving throw instead of the original)
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Posted Feb 19, 2026Ok, so as cool as this is. It needs a lot of work. First, its heavily unbalanced. All Monk subclasses use Focus Points to activate at least one of their abilities. Creatures also have no way to resist the forced teleport at all, this is fine if the targeted creatures are willing. Additionally, the features themselves are poorly worded and hard to understand.
Here, I wanted to use this so much that I remade the whole thing, the Focus Point cost could be higher but this way it won't compete too much with other monk abilities that use Focus Points. I would only increase it to 2 Focus Points at most though.
## Warrior of Boogie Woogie
Monks of Boogie Woogie turn rhythm into repositioning. With a sharp clap, they fold space for an instant—placing allies out of harm’s way, forcing enemies into danger, and turning the battlefield into a dance floor.
### Level 3: Mobile Clap
As a Bonus Action, you can expend 1 Focus Point to clap your hands and twist space.
Choose two creatures you can see within 30 feet of yourself. Each target must be willing, or it must succeed on a Wisdom saving throw against your Monk save DC. On a failure, the creature is affected.
If both targets are affected, they teleport, swapping positions. This teleportation doesn’t provoke Opportunity Attacks.
A creature can’t be teleported into a space that can’t fit it. If either destination space is invalid, the swap fails.
### Level 6: Defensive Clap
When a creature you can see within 30 feet of yourself is targeted by an attack roll, or when a creature you can see within 30 feet of yourself is forced to make a Dexterity saving throw, you can use your Reaction and expend 1 Focus Point to clap and attempt to exchange it with another creature.
Choose the triggering creature and one other creature you can see within 30 feet of yourself (the replacement). Each of those two creatures must be willing, or it must succeed on a Wisdom saving throw against your Monk save DC. On a failure, the creature is affected.
If both creatures are affected, they teleport, swapping positions (this teleportation doesn’t provoke Opportunity Attacks), and then apply the appropriate effect below:
**Attack Roll.** The triggering attack targets the creature now occupying the original target’s space. The attack uses the same attack roll.
**Dexterity Saving Throw.** The replacement creature makes the Dexterity saving throw instead of the original creature, and it suffers the effects of the save as normal.
### Level 11: Hasted Mind
Your claps and strikes flow together as one motion.
**Follow-Up Strike.** Immediately after you use Mobile Clap or Defensive Clap, you can make one Unarmed Strike against a creature within 5 feet of you as part of the same Bonus Action or Reaction (after the teleport resolves).
**Double Swap.** When you use Mobile Clap, you can expend 1 additional Focus Point (for a total of 2) to choose four creatures you can see within 30 feet of yourself instead of two, forming them into two pairs. Each pair swaps positions simultaneously, following the rules of Mobile Clap.
### Level 17: Defensive Instincts
Your reflexes move faster than thought.
**Extra Defensive Reaction.** You can take one additional Reaction per round, but that additional Reaction can be used only to use Defensive Clap. You must still expend Focus Points as normal.
**Predatory Advantage.** After you use Mobile Clap or Defensive Clap, if you were one of the creatures teleported, you gain Advantage on attack rolls until the end of your current turn.
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Posted Feb 1, 2026What's your type in women?????