Monk
Base Class: Monk

Specialized in polearm combat, as well as in martial arts. The poledancers dashes through the battlefield with nimble movements and gracile jumps, and then strikes their enemies while they are distracted by the natural beauty of their coreographies.

Pole Dance

Beginnning at 3rd level, you can choose one Polearm weapon. As long as the weight of the weapon does not exceed 6 lbs, you can treat that weapon as a monk weapon. You can only have one dancing pole weapon.

As an action, you can perform a pole dance. Enchanting to anyone watching and distracting even those who aren’t. Roll 1d6 to determine the effects of your dance.

1-You can make one attack with your polearm at the end of the dance. This attack is a bonus action.

2-Allies who can see you have advantage on their next ability check, saving throw, or attack roll.

3-Enemies who can see you have disadvantage on their next ability check, saving throw, or attack roll.

4-One creature of your choice that can see you  must make a charisma saving throw (DC=8+your proficiency bonus+your dexterity modifier). On a failure, the creature is unable to take actions, reactions, or movement until the start of your next turn.

5-Your allies are emboldened by your dance. One ally of your choice doesn’t provoke opportunity attacks until the start of your next turn.

6-Everyone is impressed. Any creature that can see you must succeed a wisdom saving throw (DC=8+your proficiency bonus+your dexterity modifier) or drop it’s weapon and begin applauding until the start of your next turn. 

You can only perform your pole dance a number of times equal to your proficiency bonus before needing to complete a short rest. If you have no uses left, you can spend 1 ki point to perform the dance again.

Pole Positions

Starting at level 6, you learn special moves with your weapon and dance. You can only use one maneuver on your turn.

Dancing Escape

Immediately after performing your poledance, regardless of the resulting effect, you can move without provoking opportunity attacks until the start of your next turn. You are still limited by your movement speed.

The Sign Says No Touching

If a creature hits you with an attack during an initiative round after you have performed your dance, one ally of your choice can use it’s reaction to make an attack roll or an attempt to shove the creature 5’ away from you.

Vaulted Leap

You’ve learned to augment your physical maneuvers with your weapon. You can use your Polearm weapon to help you leap over a creature no more than one size larger than you without making an ability check. The leap uses 20’ of movement over a medium creature and 40’ of movement over a large creature or object. During the movement, you can use your action or bonus actions available. However, you can not perform a poledance in the air.

Performance Stamina

Beginning at 11th level, Your Poledancing has reached new heights. Whenever you perform your poledance, you regain a number of hit points equal to the pole dance effect dice roll+your wisdom modifier.  If an ally is within 5’ of you at the time, enticed by the dance, they gain temporary hit points of the same amount. 

Ultimate Performer

Once you reach 17th level, You've mastered the art of pole dancing. At the end of your dance, you can roll two dance effect dice and both effects occur. In the event of a double roll, after the effects occur, any creature hostile toward you must succeed a wisdom saving throw (DC=8+your proficiency bonus+your Charisma modifier) or immediately use it’s reaction to drop any gold it is carrying.

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7/27/2021 7:43:58 PM
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