Monk
Base Class: Monk

Posture, precision, grace, strength, perfection in movement— these tenets form the heart of all martial arts and of dance. Monks who follow the Way of the Dancer master the grace and beauty of dance, emphasizing smooth, hypnotic and evasive movements. To a Dancer, the world is a stage, their body an instrument, and any foe their partner in the waltz of the battlefield.

Beauty and Grace

When you choose this tradition at 3rd level, the hypnotic flow of your movement clouds the minds of your enemies and guides the flow of your spiritual energy. While you are wearing no armor and not wielding a Shield, you may choose to have your AC equal 10 + your Dexterity modifier + your Charisma modifier.

In addition, when calculating your Ki saving throw DC, you can choose to use the following formula: Ki save DC = 8 + your Proficiency Bonus + your Charisma modifier

Practiced Steps

At 3rd level, your masterful control of your body grants you the following benefits:

  • Elegant Step. You gain proficiency in the Performance skill if you don't already have it. As a bonus action, you can spend one ki point to add +5 to the next Charisma check you make until the end of your turn.
  • Shifting Step. If a creature moves at least 10 feet before making a melee weapon attack or unarmed strike against you, you may spend 1 ki point and use your reaction to send the creature 10 feet in a direction of your choice. The creature must then pass a Strength saving throw against your Ki saving throw or fall prone.
  • Steady Step. You have advantage on Dexterity saving throws, Strength saving throws, and Dexterity (Acrobatics) checks made to maintain your footing or resist being knocked prone.

Battle Waltz

At 6th level, you have learned to take control of the ki of an enemy to force them into the choreography of your deadly dance.

Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you may spend 1 ki point to force the creature to make a Wisdom saving throw against your Ki saving throw. If the creature is more than one size larger or smaller than you, it succeeds automatically. On a failed save, the creature is charmed by you for 1 minute. While charmed in this way, the creature is also grappled and can not use its action to attempt to escape the grapple. As long as the effect lasts, you may use your reaction to redirect any attack or magical effect targeting you to instead target the creature.

Additionally, the creature has disadvantage on attack rolls against creatures of your choice. The creature may reattempt the Wisdom saving throw at the beginning of each of its turns and each time it takes damage, ending the effect early on a success. The effect also ends early if you stop grappling the creature at any time.

Dancer's Flourish

At 11th level, you can inspire others through the beautiful movements of your body. To do so, you use a bonus action on your turn to choose one creature other than yourself within 30 feet of you who can see you. That creature gains a bonus to its next ability check, attack roll, or saving throw equal to your martial arts dice.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Endless Dance

At 17th level, you have learned to strengthen yourself with the ki of your dancing partner. Each time a creature fails its Wisdom saving throw against your Battle Waltz, you regain 1 spent ki point.

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