Monk
Base Class: Monk

Restriction: Elves Only

Swift beyond belief and impossibly agile, Monks of Way of the Dance and Blade, flow through battle like silk streamers in a hurricane. As they close with the foe, the Monk are in constant motion, a riot of prismatic colour that dazzles the senses. The oncoming monk sprint, leap and weave, the blades and shorts of their terrified enemy whistling around them to little effect.

In battle the Monks that follow Way of the Dancer are deadly warriors who leap over the enemy and twist mid-air to strike them from behind. They can dodge even the fastest blows and are capable of avoiding incoming arrows. They elegantly dance around their enemies and deliver fatal blows and shorts before they can react. 

Monks of the Way of the Dancer are sublime warriors, made even more deadly through their war dances. The Dancer instinctively enact a pattern of lethal movements, leaps and pirouettes through the enemy ranks to music only they hears, gracefully evading their opponent’s clumsy blows and ending his life with an impossibly swift to strike of their own.

To the monk, even other Elves appear to be moving painfully slowly, for every move made flows into the next, and thence the next one after that without conscious thought or guidance. Using their weapons as props for the dance or to make the redeemed of the dance, as stikes hits their opponents. Train relentlessly until their weapons becomes an extension of the body, as much as their hands and feet.

Every step of the battle is like a dance, each victim as much an unwilling partner as a mortal foe. Blade thrusts and daggers throwed lightning fast, sparks and blood raining down as their victims try desperately to block their attackers' offensive.

(Follows very closely Way of the Kensei, but with a few changes)

Path of the Dance and Blade

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the dance. You gain the following benefits.

Dancer's Weapons. Choose two types of weapons to be your dancer weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your dancer weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a dancer's weapon for you, following the criteria above.

Dancer's Duel. When you are wielding a melee Dancer's weapon and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Dancer's Grace. If you make an unarmed strike as part of the Attack action on your turn and are holding a dancer weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

Dancer's Precision. You can use a bonus action on your turn to make your ranged attacks with a Dancer's weapon more deadly. When you do so, any target you hit with a ranged attack using a Dancer's weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

Way of the Dance. You gain proficiency with Acrobatics, Performance and advances on Athletics cheks thats involve jumping or pull off a stunt midjump. 

Dance of the Blade

At 6th level, you extend your ki into your dancers weapons, granting you the following benefits.

Magic Dancer Weapons. Your attacks with your dancers weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike. When you hit a target with a dancers weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. 

Redeemed of the Dance

At 6th level, as your blows hits their target, they make the redeemed of your dance. Each time you hit an enemy with an unarmed strike or a dancer's weapon gains 1 redeemed. You can use an action to convert redeemends into Ki, for 1 to 3 Ki points and only one time a long rest. For every 5 redeemeds you regain 1 Ki point. You can have no more then of 15 redeemeds. All redeemds that is not converted, vanish after a short or long rest. 

Dancer's Weapon

At 6th level, you can choose another type of weapon — either melee or ranged.

Swift Beyond Belief

At 11th level,  you become a blur of constant moment, that's dazzles the senses .You gain the following benefits.

You gain advantage on initiative checks.

As an Bonus action, you may use 4 Ki points to cast the Haste spell on yourself. Casting Haste do not require any Componets. When making concentration checks, you can use either Consitution or Wisdom for saving throws to maintain concentration. Or you can spend 1 Ki point to automate pass the check.

Dancer's Weapon

At 11th level, you can choose another type of weapon — either melee or ranged.

Curtain Call

At 17th level, your mastery Deft Strike can now channel the ending of the dance for a creature. When you hit a target with a dancers weapon, you can expend up to 10 ki point. For every ki point spent cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Dancer's Weapon

At 17th level, you can choose another type of weapon — either melee or ranged.

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