Base Class: Monk
Monks of the Dancing Fist perceive martial arts in the most literal sense - as an art-form of equal parts eloquence and violence. While most monks train primarily to harness their own inner strength, monks of this path use bold performances and practiced movements to reach outwards, bolstering or disrupting the life force of any that witness them. The origins of the Dancing Fist are varied. Some believe it to be the practice to have originated from the Elves as an offshoot of Bladesinging, others claim it to be the creation of sirens and followers of the god Brechi, and a choice few believe it to be the weapon of revolutionaries who concealed their attacks behind performance. Sharing name only, no two monks of this path are the same, each crafting their own performances. Whether they're performing an elegant display of grace, wildly flailing and taunting enemies, or moving through an ancient routine, a monk of the Dancing Fist is never relegated to the shadows.
Performer's Passion
3rd-level Way of the Dancing Fist feature
Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). You also gain proficiency in Performance and one instrument of your choice.
Mystic Inspiration
3rd-level Way of the Dancing Fist feature
You've learned how to use specific movements and dances in order to inspire your allies. As a bonus action, you can expend 1 ki point and choose one creature within 60 feet of you that can see or hear you. That creature gains one Mystic Inspiration die, which is equal to your Martial Arts die.
Within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Mystic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Mystic Inspiration die is rolled, it is lost. A creature can only have one Mystic Inspiration die at a time.
Additionally, when you use the Flurry of Blows feature, you can replace one of your attacks to instead give Mystic Inspiration at no additional ki-cost.
Dancer's Disruption
6th-level Way of the Dancing Fist feature
You've mastered the art of disrupting the internal rhythm of your enemies, causing them to fail when they need it most. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 ki point to grant them a Dancer's Disruption die, which is equal to your Martial Arts die.
Within the next minute, when that creature makes an ability check, attack roll, or saving throw within 60 feet of you, you can use your reaction to roll the die and subtract the number rolled from the creature's roll. You can use this reaction after the creature makes the roll, but before the DM determines whether the roll succeeds or fails. Once the Dancer's Disruption die is rolled, it is lost. Constructs and undead are immune to its effects.
A creature can only have one Dancer's Disruption die at a time, and it cannot be used on saving throws against a monk's Stunning Strike.
Infectious Rhythm
11th-level Way of the Dancing Fist feature
You've developed new methods for enhancing your allies and hampering your foes. When you grant a creature Mystic Inspiration, they can immediately use their reaction to gain temporary hit points equal to a roll of your Martial Arts die + your Wisdom modifier, or move up to half their speed without provoking attacks of opportunity.
Additionally, when you use your reaction to roll a Dancer's Disruption die, the creature takes thunder damage equal to the number rolled. If they succeed on their d20 roll despite the die, this damage is doubled.
Everlasting Performance
17th-level Way of the Dancing Fist feature
Your performances are always memorable and hardly forgotten. If a Mystic Inspiration or Dancer's Disruption die is spent and the creature fails or succeeds respectively despite the number rolled, they keep the die until either happens.
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