Base Class: Monk
Posture, precision, grace, strength, perfection in movement-- these tenets form the heart of all martial arts and of dance. Monks who follow the Way of the Dancer master the grace and beauty of dance, emphasizing smooth, hypnotic and evasive movements. To a dancer, The world is a stage and their body, an instrument, and any foe their partner in the waltz of the battlefield
Practiced Steps
When choosing this tradition at 3rd level, your masterful control of the movements of your body grants you the following benefits:
- Elegant Step. You gain profiency in the performance skill if you don't already have it.
- Graceful Step. When you use your "Step of the Wind" feature to take the "Dodge" of "Dash" actions, you gain a bonus to your AC equal to 1 + your modifier (Minimum of +1) until the beginning of your next turn.
- Shifting Step. If a creature moves at least 10 feet before making a melee weapon attack or unarmed strike against you, you may spend 1 ki point and use your reaction to send the creature 10 feet in a direction of your choice and knock it prone.
- Steady Step. You have advantage on Dexterity and Strength saving throws to maintain your footing or resist being knocked prone
Battle Waltz
Beginning at 6th level, you have learned to take control of the ki of an enemy to force them into the choreography of you deadly dance.
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you may spend 1 ki point to force the creature to make wisdom saving throw. The saving throw DC to resist the effect is equal to 8 + your charisma modifier + your proficiency in performance. If the creature is more than one size larger than you, it succeeds automatically. On a failed save, the creature is charmed by you for one minute. While charmed in this way, the creature is also grappled and can not use action to escape the grapple. As long as the effect lasts, you may use your reaction to redirect any attack or magical effect targeting you to instead targeting the creature instead. Additionally, the creature's attack against you have disadvantage for the duration. The creature may attempt the Wisdom saving throw at the beginning each of its turns, ending the effect early on a success. The effect also ends early if you stop grappling the creature at any time.
Dancer's flourish
Beginning 11th level, you can inspire others through the beautiful movements of your body. To do so, you use a bonus action on your turn to choose one creature other than yourself within 30 feet of you who can see you. That creature gains a bonus to its next ability check, attack roll, or saving throw equal to your marital arts dice. You can use this feature a number of times equal to your charisma modifier (a minimum of once). You regain any expanded uses when you finish a long rest.
Endless Dance
Beginning at 17th level, you have learned to strengthen yourself within the ki of your dancing partner. Each time a creature fails its wisdom saving throw against your "Battle Waltz", you regain 1 spent ki point.
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