Base Class: Monk
The Way Of Dancing is the mastery of Capoeira on a spiritual level, the combination of dance, acrobatics, music, and Ki.
Practitioners twist and turn on such a way to dodge and counter attacks made to them while also entertaining those that are watching them. They rarely stay in one place for very long and you cannot find a master to be taught, you must be discovered, a one in a million, the brilliant gem in the stone.
Originally developed by slaves in a distant land and is known for its acrobatic and complex maneuvers as well as fluid and thunderous movement, you are a rare inheritor of such knowledge.
Dancers Thunder/Dancer's Grace
When you choose this tradition at 3rd level, You may choose to alter the damage type of your unarmed strikes to thunder damage as a reaction.
Due to your solid stance, you are resistant to Thunder damage.
Your martial arts technique mixes combat training with the precision and agility of a dancer. You gain proficiency in the Acrobatics and Performance skills if you do not already have them.
Tempo
Your internal beat allows you to control the flow of combat. You may spend ki points to gain the following benefits. You have a 50% chance of not spending ki this way.
Stage Presence
You learn to use your stage presence to unsettle your opponents in battle. When a creature makes a melee attack against you, you can spend 1 ki point as a reaction to give the attacker disadvantage on their attack roll.
Dancer's Flourish
When you hit a creature with a monk weapon or unarmed strike, you can spend 1 ki point to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach.
Adagio Counter
If an enemy within 5 feet of you targets and misses you with an attack, you can use your reaction to spend 1 ki point to make an unarmed strike against the enemy, with a +5 to the damage.
Coupé Feint
When a creature makes an attack roll against you, you may spend 1 ki point and gain a +2 to your AC, potentially causing the attack to miss.
Grand Allegro
When a creature misses you with a ranged attack, you can spend 1 additional ki point to move up to double your speed towards the creature.
Break it Down/Fluid Body
Starting at the 6th level, You gain the ability to run on vertical surfaces, however, you cannot end your turn there.
You gain the feat Grappler.
In addition, you provoke no opportunity attacks when you move out of an enemy’s reach.
You have a mastery over switching between different styles freely and fluidly. Keeping enemies on their toes. As a bonus action you can switch to one of these styles of combat every turn. Upon switching, you have a 50% chance of regenerating a ki point.
Tango
A stance that secludes enemies and keeps them moving. On switching to this stance make a grapple check against an enemy within range. On success they have disadvantage on escaping the grapple so long as you have moved that turn. You keep moving and all attacks against you must roll a d20 on a 10 or lower they hit the enemy instead of you.
Freestyle
a stance that lacks a true form. On switching to this stance you may double your dexterity modifier to your AC. While staying in this stance you may use a reaction to make a single unarmed attack against a melee attacker who just attempted to attack you.
Grand Entrance/Thunderous Chaînés
Starting at the 11th level you specialize at making memorable entrances into situations. At the start of combat you gain bonus to your initiative equal to your Wisdom Modifier.
As an action, you can cause a force of wind and thunder to erupt from yourself causing enemies within a 20ft radius to make a dexterity saving throw forcing them to be pushed to the edge of the radius. On failed save, they will take 3d6 + your Dexterity modifier Thunder damage and be pushed back on a successful save they take half as much and are able to keep there footing. At the 17th level the damage is increased to 4d6 + your Dexterity modifier.
You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 1d6.
All Eyes on Me/Tempo Mastery
Starting at the 17th level, you thrive under pressure and with an audience. While you are in combat with others your AC is increased by the amount of people focused on you.
You are able to detect the tempo of your opponent's attacks and movements, allowing you to predict their actions and choose the perfect moment to strike. If you miss with an attack roll using a monk weapon or an unarmed strike on your turn, you can reroll it. You can use this feature only once on each of your turns.
Dancers Thunder/Dancer's Grace
Dancers Thunder/Dancer's Grace
When you choose this tradition at 3rd level, You may choose to alter the damage type of your unarmed strikes to thunder damage as a reaction.
Due to your solid stance, you are resistant to Thunder damage.
Your martial arts technique mixes combat training with the precision and agility of a dancer. You gain proficiency in the Acrobatics and Performance skills if you do not already have them.
Tempo
Your internal beat allows you to control the flow of combat. You may spend ki points to gain the following benefits. You have a 50% chance of not spending ki this way.
Stage Presence
You learn to use your stage presence to unsettle your opponents in battle. When a creature makes a melee attack against you, you can spend 1 ki point as a reaction to give the attacker disadvantage on their attack roll.
Dancer's Flourish
When you hit a creature with a monk weapon or unarmed strike, you can spend 1 ki point to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach.
Adagio Counter
If an enemy within 5 feet of you targets and misses you with an attack, you can use your reaction to spend 1 ki point to make an unarmed strike against the enemy, with a +5 to the damage.
Coupé Feint
When a creature makes an attack roll against you, you may spend 1 ki point and gain a +2 to your AC, potentially causing the attack to miss.
Grand Allegro
When a creature misses you with a ranged attack, you can spend 1 additional ki point to move up to double your speed towards the creature.
Break it Down/Fluid Body
Break it Down/Fluid Body
Starting at the 6th level, You gain the ability to run on vertical surfaces, however, you cannot end your turn there.
You gain the feat Grappler.
In addition, you provoke no opportunity attacks when you move out of an enemy’s reach.
You have a mastery over switching between different styles freely and fluidly. Keeping enemies on their toes. As a bonus action you can switch to one of these styles of combat every turn. Upon switching, you have a 50% chance of regenerating a ki point.
Tango
A stance that secludes enemies and keeps them moving. On switching to this stance make a grapple check against an enemy within range. On success they have disadvantage on escaping the grapple so long as you have moved that turn. You keep moving and all attacks against you must roll a d20 on a 10 or lower they hit the enemy instead of you.
Freestyle
a stance that lacks a true form. On switching to this stance you may double your dexterity modifier to your AC. While staying in this stance you may use a reaction to make a single unarmed attack against a melee attacker who just attempted to attack you.
Grand Entrance/Thunderous Chaînés
Grand Entrance/Thunderous Chaînés
Starting at the 11th level you specialize at making memorable entrances into situations. At the start of combat you gain bonus to your initiative equal to your Wisdom Modifier.
As an action, you can cause a force of wind and thunder to erupt from yourself causing enemies within a 20ft radius to make a dexterity saving throw forcing them to be pushed to the edge of the radius. On failed save, they will take 3d6 + your Dexterity modifier Thunder damage and be pushed back on a successful save they take half as much and are able to keep there footing. At the 17th level the damage is increased to 4d6 + your Dexterity modifier.
You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 1d6.
All Eyes on Me/Tempo Mastery
All Eyes on Me/Tempo Mastery
Starting at the 17th level, you thrive under pressure and with an audience. While you are in combat with others your AC is increased by the amount of people focused on you.
You are able to detect the tempo of your opponent's attacks and movements, allowing you to predict their actions and choose the perfect moment to strike. If you miss with an attack roll using a monk weapon or an unarmed strike on your turn, you can reroll it. You can use this feature only once on each of your turns.







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Posted Feb 14, 2020This subclass is way too overloaded