Monk
Base Class: Monk

Monks of the Technicolor Rhythm move with a grace and allure that captivates all who can't help but watch. They are in tune with the heartbeat of the universe, the bass line of their ever-morphing dance. These warriors are a spectacle on the battlefield, and posses an uncanny ability to carry anyone and everyone along with their steps if they aren't careful.

Strut

Starting when you choose this tradition at 3rd level, your spirit has taken on a natural sway, adding a natural comfort and allure to the way you carry and present yourself, giving you the following benefits:

You can use Charisma in place of Wisdom for your Unarmored Defense feature. 
You gain proficiency in the Performance skill if you don’t already have it.
You have advantage on Charisma (Persuasion) checks related to flirtation.

Feather Step

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Dance with Me

Starting at level 6 your movement begins to draw in those around you, compelling them to follow your lead. You gain the following benefits:

Whisk - When moving through the space of a willing creature, you can move them with you for 10 ft of your movement.

Enchufla - When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. 

Style Savant

By your 11’th level, your flexible spirit has allowed your body to become fluid enough to adapt to many different styles of movement. When you finish a long rest, choose one of the following styles, which will last until you use this feature to choose a different one. 

Break - Your movements are fast-paced, jerky, but acrobatic. When you go prone you can force a target within 5 feet to make a Dexterity saving throw. On a failed save, you knock the target prone as well. If you are knocked down by force you can use this feature as a reaction. You may then stand up as a part of the attack without spending additional movement.

Windmill - When using this feature and spending 1 Ki point, you can attempt to sweep every creature of your choice within 5 feet prone. 

 

Tango - Your movements are passionate, deliberate but intimate. When using Whisk to reposition an ally, the movement does not trigger attacks of opportunity. Additionally, the ally gains bonus damage to one of their attacks equal to your Martial Arts die.

Rueda - When using this feature and spending 1 Ki point, you may add your Charisma bonus to the AC of yourself or the Ally (your choice). This AC lasts until the start of your next turn.

 

Waltz - Your movements are slow, ethereal but ensnaring. In place of one of your attacks may attempt to get all the attention of a creature, forcing that target to make a Charisma saving throw.

If a hostile creature fails the save it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If a non-hostile creature fails the save, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. The creature does not know it was charmed by you.

Impetus - You can take a Reaction to make one melee attack against a creature that enters your reach. If you spend 1 Ki when using this feature, you may also use Stunning Strike on that target.

 

Break

Your movements are fast-paced, jerky, but acrobatic.

When you go prone you can force a target within 5 feet to make a Dexterity saving throw. On a failed save, you knock the target prone as well. If you are knocked down by force you can use this feature as a reaction. You may then stand up as a part of the attack without spending additional movement.

Windmill - When using this feature and spending 1 Ki point, you can attempt to sweep every creature of your choice within 5 feet prone. 

Tango

Your movements are passionate, deliberate but intimate.

When using Whisk to reposition an ally, the movement does not trigger attacks of opportunity. Additionally, the ally gains bonus damage to one of their attacks equal to your Martial Arts die.

Rueda - When using this feature and spending 1 Ki point, you may add your Charisma bonus to the AC of yourself or the Ally (your choice). This AC lasts until the start of your next turn.

Waltz

Your movements are slow, ethereal but ensnaring. In place of one of your attacks may attempt to get all the attention of a creature, forcing that target to make a Charisma saving throw.

If a hostile creature fails the save it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If a non-hostile creature fails the save, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. The creature does not know it was charmed by you.

Impetus - You can take a Reaction to make one melee attack against a creature that enters your reach. If you spend 1 Ki when using this feature, you may also use Stunning Strike on that target.

Frenzied Fouetté

At your 17th level, you move like a piercing whirlwind. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn. 

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