Base Class: Monk
The monastic tradition of the Dance, is a tradition of control and skill weaving martial arts and perforamnce together into one special set of abilities, used for combat, traditional rituals as well as entertainment. Followers of the Way of the Dance see combat as a way to express their artistic creativity, showing fluidity in their moves, power in their strikes, and control of their art.
Level 3: Weapon Of Art
When choosing Way of the Dance as your monastic tradition at 3rd level, you gain great knowledge in the usage of objects or weapons that are vital to your dance performances. You gain proficiency in improvised weapons, and improvised weapons are considered monk weapons when you use them. Choose any improvised weapon or monk weapon to be your artist weapon. Changing your artist weapon requires you to spend one long rest, training your performances and dances with the new object.
Level 3: Martial Motion
Starting at 3rd Level you gain proficiency in the performance skill. Instead of Charisma, you can use your Wisdom modifier when determining your bonus in this skill Your character can enter three different combat stances, called Dances. Each Dance has different benefits and disadvantages and resembles different styles of performance.
You can spend 1 ki point to enter a Dance for one minute
as a bonus action. You can also choose to end your performance as an action.
The Dances effects are as follows:
- The Dance of eternal Breath is a graceful, fluid, and provocative approach to combat, taunting your enemies and enduring their strikes with style.
When entering this Dance, you gain temporary hit points equal to the maximum of your martial art dic + your Wisdom modifier for as long as you are dancing this form.
Hostile creatures that can see you perform the Dance of the Eternal Breath, must make a Wisdom saving throw, when they target any other creature than you with an attack for the first time on their turn. On a failure the creature must choose you as their new target or lose the attack.
Drawback: While performing this Dance you do not benefit from your unarmored movement speed bonus.
- The Dance of the Screaming Heart is an aggressive and wild form, using force and fury to express powerful combat moves and exploit weak points of your enemies, not caring much for defense.
While in this Dance, when you hit an attack with your artist weapon, roll your martial art die and add the rolled number as force damage to the attack. Also, your artist weapon critically hits, when doing so, on a 19 or 20 on the d20
Drawback: While performing this Dance the first time you take damage in a round, roll your martial arts die once and add the number rolled to this damage.
- The Dance of the joyful Spirit is a beautiful lighthearted set of motions, channeling spirituality and freedom for all to see.
You can choose a number of willing creatures, that you can see, equal to your Wisdom (Performance) skill to have advantage on saving throws against effects that impose the charmed, frightened, incapacitated, paralyzed, petrified, restrained or stunned condition, as long as they can see you perform the Dance of the joyful Spirit, Any creature you choose also gains speed equal to your unarmored movement bonus and cannot be impaired by difficult terrain or any effect that reduces its speed as long as it can see you perform the Dance of the joyful Spirit.
Drawback: While performing this Dance, the first attack on your turn has disadvantage.
Level 6: Fluidity
At 6th level, you gain the ability to switch Dances on the fly, fluidly leaving one stance and entering another.
While performing a Dance, when a creature declares an action, you can use your reaction and spend 1 ki point to change from one of the options described above into a different one. You can also use this trait to enter a different Dance at the start of your turn by expending 1 ki point.
Alternatively, you can decide to end a Dance this way.
Level 6: Master Of Entertainment
After reaching 6th Level, you gain the ability to perform a non-combat version of the Dances described in Martial Motion. Performing this form for at least 1 minute and spending 1 ki point, allows you to choose one of the following
- You attempt to suppress strong emotions in your audience. Each creature that can see you perform must succeed on a Charisma saving throw or feel calm. Strong emotions are suppressed until you end your performance. or any action is taken, that provokes the strong emotion again.
- You attempt to foster strong emotions in your audience.
Each creature that can see you perform must succeed on a Charisma saving throw, or experience a strong emotion determined by you. All creatures must experience the same emotion, and continue to do so, until you end your performance.
- You make your audience more susceptible to feeling emotions of any kind. Each creature that can see you perform must succeed on a Charisma saving throw. While you perform, any Charisma checks on creatures that failed this saving throw have advantage. You can choose a number of creatures to exclude from this feature equal to the number in your Wisdom (Performance) Skill
While you perform, you cannot take any other actions, without interrupting your performance. Targets that you use this ability have no hint that you tried to influence them in any way.
Targets that succeed on the saving throw are immune to the effects of this ability for 24 hours.
Level 11: Rhythm In War
When reaching Level 11, you have perfected your base styles. and so, you are able to enter advanced forms of your Dances.
Whenever you enter or switch Dances, you now gain these bonus benefits in addition to the effects of the basic form:
- The Dance of the eternal Breath perfects its taunting combat abilities, making you able to adjust to enemies attacks and deflect their blows, opening weak spots and provoking more mistakes.
When an attack action of a creature reduces the temporary hit points provided by this Dance to zero, you can use your reaction to make that creature vulnerable against the damage of the next attack from you or your allies, that would deal damage to it, until the end of your next turn.
- The Dance of the screaming Heart perfects its aggressive capabilities, doubling down on speed, and having even less care for your own body's limits.
The first time when you hit an attack on your turn, you make an additional attack against that target with your artist weapon.
- The Dance of the joyful Spirit perfects its thoughtless dance steps, carrying away harm with waves of spiritual energy, and transferring them to your foes, When any creature, that can see you, must roll a saving throw against an ability that inflicts one of the harmful conditions described in the Dance of the Joyful Spirit, you can spend your reaction to force another creature. that can see you, to make the saving throw instead, suffering the consequences on a failure.
Level 17: Leave A Little Harmony
By Level 17, you have perfected your performances over hours of study and care, and now just sweep your audience away, even amidst battle. Whenever the spectacle you perform changes its flow, you always leave a little of its original ki in your wake.
After spending ki to change Dances, you can choose a creature which you can physically touch. They gain effects based on the Dance you are leaving:
- The Dance of the eternal Breath: The creature gains temporary hit points equal to the maximum of your martial art die + Wisdom modifier for one round.
- The Dance of the screaming Heart: When the creature's - next melee attack within one round hits, roll your martial art die and add the rolled amount as force damage to the attack.
- The Dance of the joyful Spirit: The creature gains movement speed equal to your unarmored movement bonus for one round and difficult terrain does not impair its movement.
Any creature can only be affected by one of these abilities.
If you do not touch a creature, you instead can choose to leave a mote of your ki at your current location.
Any willing creature that steps into the space the mote occupies. gains the effects described above, as if you had touched it with this feature. You can create a maximum number of motes equal to your Wisdom (Performance) Skill







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