Monk
Base Class: Monk

While some choose paths of martial excellence or deep-seated belief,  there are others who place their conviction in the beauty of the dance, and the lifting perfection of step and sway. Way of the Dancer monks see expression of all emotions in each movement. Uncertainty seen in the wobble of a gait, desire personified in a brush of silk on undulating hips, anger represented in a frantic crescendo of kicks and flurry of limbs. They consider each movement and value beauty and the obtaining of it as core goals, so that they might be a guiding beacon for emotion for all those fortunate enough to bear witness.

Way of the Dancer

Starting at 3rd level, you have finished your rehearsals to master the graceful art of swaying and beauty in motion. When you take this Subclass, choose Acrobatics or Performance, you gain proficiency with the chosen skill. If you are already proficient in the skill, you gain Expertise in the skill.

Dancer's Steps: At the end of a short rest, you receive a number of Rhythm Points equal to your proficiency bonus. These may be used to begin your dances learned by this subclass. You cannot hold more Rhythm Points than your proficiency bonus allows.

Swaying Snake: As a bonus action, you may spend 1 Ki Point and a Rhythm Point to begin the Dance of the Snake, swaying and weaving unpredictably while concealing your coiled strikes. While in the Dance of the Snake, at the end of your turn as long as you are not grappled or restrained you may make an acrobatics check with advantage, replacing your AC with the result until the start of your next turn. On subsequent turns you may continue the dance by spending a ki point at the end of your turn to maintain it.

Change of Pace

Duet: As a bonus action, you may spend 2 Ki Points and a Rhythm Point to begin the Duet, complementing your partner's actions and moving as one body. When you begin the dance, choose an ally you can see within 30 feet of you to become your Dancing Partner. While within 5 feet of your Dancing Partner, whenever they successfully hit with an attack roll, you may use your reaction to make an Attack against the same creature provided they are in range. If you ever end your turn further than 5ft away from your Partner, the dance ends.

Swan's Seduction: As a bonus action, you may spend a Rhythm Point to begin the Dance of the Swan, enticing and bewildering your audience. When you begin the dance, you may spend a number of Ki points to mystically power the dance. Choose a number of creatures equal to the amount of Ki Points spent within 15ft of you. Those creatures must make a Wisdom Saving Throw against your Performance Check or become entranced in your dance. Any creatures that fail can do nothing on their turn but stand in place and admire the dance, and at the start of your turn, you may take no actions other than standing in place and continuing the dance or decide to end it. If you receive damage from any source during the dance, then you must make a new Performance Check and the affected creatures may make a new saving throw.

Encore

Starting at 11th level, whenever one of your dances ends, the effects of the dance are retained and continue until the end of your next turn. This effect persist even if you begin another dance.

Solo

Starting at 17th level, while there are no allies within 10ft of you and you are under the effects of a dance, you gain the following benefits:-

  • Your Acrobatics and Performance checks are made with advantage.
  • Your attacks are now considered to be critical hits on rolls of 19-20. When you critically hit a creature, you may make one additional attack as a free action.
  • Once per turn, whenever you are hit by an attack roll, you may use your reaction to turn the hit into a miss.

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