Monk
Base Class: Monk

Monks who walk the way of the Dancer are usually those who have their roots tied to a dance troupe or other types performer; some even starting out their journey as Bards. Though certainly elegant and beautiful, their movements also speak of martial discipline ─ of a persistent energy whose rhythm can inspire souls and soothe troubled hearts. These dancers have learned to land throwing weapons with the same exacting precision as their footfalls, removing any who would obstruct the endless beat of the dance. By choosing a dance partner and teaching them some quick steps; the Dancer can change positions with their partner in the heat of battle as smoothly as gliding through a waltz.

This subclass is based on the Dancer class from Final Fantasy 14 A Realm Reborn.

Path of the Dancer

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 of your dance routine to a partner. You gain the following benefits.

Performance. At level 3, you gain proficiency in the performance skill. Your specialty is dance. You can perform the dance of your choosing, granting a +2 bonus to any Charisma checks made to persuade and or charm other creatures.

Dancer Weapons. Chakrams, Ornamental Fan, Flash Puff

Chakram: Monk Weapon : Hollow, sharpened disks that can be thrown like a boomerang (come back to thrower) or used in melee similar to dual wielding daggers

Chakram: Range 5 – 30, 1d6 Slashing, Melee or Ranged, Paired, Finesse

Paired: Make two ranged attacks or two melee attacks. Both melee and ranged attacks benefit from two-weapon fighting, if the feat is taken.

Ornamental Fan: Crafted by the dancer; costs 300gp in materials. Rebuke and thump attacking creature with ornamental fan; if creature fails Wisdom Saving Throw (Ki save DC), creature is stunned until the end of your next turn. This expensive fan enables the Monk to stun targets without having ki experience, however it can be used only once per round.

Ornamental Fan: Range 5 ft, Chance to stun

Flash Puff: Usable only by Monk Dancers. Crafted by the dancer; each costs 250gp in materials. As an action, the monk throws a small pouch of powder into a fire (within 20 feet from him) which causes a brilliant flash and cloud of smoke of any desired color(s). Creatures within 20 feet of the flash must succeed on a Constitution save (Ki save DC) or be blinded until the start of the monk's next turn. (Note, existing fire can be of any size except a candle).

Flash Puff: Range 20 ft, Chance to blind

Dance Partner. At level 3, you can choose a dance partner to aid you in your routine. At the beginning of any combat, after initiative has been rolled but before the first turn, you choose a party member to be your dance partner. During combat, as a bonus action, you can spend 1 ki point to trade places with your dance partner, provided you are within 30 feet of each other. This switch does not provoke attacks of opportunity on either partner. If you instead spend 3 ki points, both your and your partner’s next attacks are at advantage.

Healing Waltz

At 6th level, you extend your ki into your dance routine, gaining the ability to heal minor wounds.

Healing Waltz. At level 6, your dance routine has improved enough that it can lift spirits and incorporate your ki to heal others. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. In addition, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

Blade Shower

At level 11, your expertise with your dancer weapons has increased to the point where you can use them to hit opponents in critical areas, causing increased damage or stunning them for a short time.

Blade Shower. As an action, you produce a magical shower of Chakrams (damage) or Ornamental Fans  (stun chance) at a point within 150 feet. Each creature in 10—foot-radius sphere from that point must succeed on a Constitution saving throw (equal to your Ki save DC) or take either 2d6 radiant damage (Chakrams) or become stunned until the end of your next turn (Ornamental Fan). A creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can increase the sphere's damage or stun chance by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6 or the stun save DC by +1.

Note: The dancer must have crafted an Ornamental Fan to use this feature's ability to stun.

Unerring Accuracy

At 17th level, your mastery of your chakrams grants you extraordinary accuracy. If you miss with an attack roll using chakrams (melee or ranged) on your turn, you can reroll it. You can use this feature only once on each of your turns.

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