Monk
Base Class: Monk

Monks of the Way of the Streetdance have learned how to mix Martial Arts together with dance moves to create a unique and unpredictable fighting style. Dependent on your own backstory, you can choose to either have been a student at a monastary where they teach the Way of the Streetdance, or a monk who abandoned his old ways and trained in the streets of cities and villages, slowly but surely incorporating dance styles into the Martial Arts to create this unique fighting style. The former usually are more in touch with religion, loyalty and service, whilst the latter are more carefree, sociable and adaptable.

The Martial Art associated with monks of the Way of the Streetdance is called Champuru. It is thought to be the forefather of a couple of martial arts and dances, such as Taekwondo, Jeet Kune Do, Capoeira and Breakdancing. Whilst many Martial Arts are very strict on the moves and application, Champuru is more free, allowing practicioners to make moves up along the way.

Flowing River Mindset

Starting when you choose this tradition at 3d level, using the basic principles of the Way of the Streetdance, you become more nimble and move with the flow of the fight. As a bonus action you can enter this Mindset, causing you to become immune to opportunity attacks and critical attacks. This lasts for one minute or until you choose to end the action. This feature can happen once per short rest.

Starting at 8th level, you can use thid feature 2 times per short rest and starting at level 14 you can use it 3 times per short rest.

Breakdance Stance

Starting at level 6, you can use the ultimate defensive move of the Way of the Streetdance as a bonus action. By using particular Breakdance moves in which you start spinning on the ground uncontrollably you defend yourself for up to 3 rounds in battle.

-If you are wearing armor and wielding a melee weapon, you become immune to all melee and projectile attacks, as you deflect them with your weapon during your spinning. Damaging spells can still hit you, but they have disadvantage on you for attack rolls.

-If you are only wearing armor or only wielding a melee weapon, you gain additional armor class points equal to your Dexterity modifier, with a minimum of +1. Damaging spells don't have disadvantage on you for attack rolls.

-Because of your spinning around, everyone in a radius of 5ft. around you immediatly gets knocked back 5ft.

You can stay in your Breakdance Stance for up to 3 rounds in battle. During those 3 turns you cannot attack or do any other action, except move around with half your walking speed, or talk.

You can enter your Breakdance Stance once per Long Rest.

Meia Lua de Compasso

Beginning at level 11, you can unleash the devastating kick Meia Lua de Compasso as an action. By spinning 2 times you attempt to kick the enemy 2 times in the head with your heel. You always have advantage on both the attack rolls, after which you can roll a d8 for each hit. If you hit both the kicks you stun the enemy. You can use this once per Short Rest.

Starting at level 15, you can use this action twice per Short Rest.

Shogun Typhoon

At 17th level, as an action you can use Shogun Typhoon. When you use this attack, you jump 5 to 10ft into the air and start spinning around so fast that you create a small tornado. Everything around 30ft of your position gets sucked up into the tornado. Every creature takes 8d8 damage and you can assign a new position on the battlefield for each creature that was taken by the tornado.

You can spend 1 Ki point for each individual creature to either protect it from the tornado, or spend the Ki point to enhance the damage on that particular creature. 

-If you choose to protect a creature, most likely an ally, that creature wil not take any damage and won't be assigned a new position on the battlefield.

-If you choose to enhance the damage on a creature, you can roll 12d8 instead of 8d8.

-Creatures with wings take 8d10 damage and after spending a Ki point to enhance the class feature you can roll 12d10.

After your attack you return to the ground.

This Class Feature can happen once per Long Rest, in which you have to meditate for at least 30 minutes.

 

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