Way of the Courtesan

by qogoist

Search GM Binder Visit User Profile

Monastic Tradition

Way of the Courtesan

Monks of the Way of the Courtesan have mastered the ability to use their surroundings and their charming presence to defend themselves from unwanted suitors. Highly sought after as bodyguards by kings and queens alike, they can also make for excellent assassins.

A Thousand Courtesan Ways

When you choose this tradition at 3rd level, your special martial arts training allows you to master your environment, turning common objects into weapons. Additionally, your grace and skill grants you a natural bonus in the arts and in performance. You gain the following benefits.

Courtesan's Weapons. You gain proficiency with whips and improvised weapons, and they count as monk weapons for you.

Lover’s Blindness. If you hit a creature with one of the attacks granted by your Flurry of Blows, you can force it to make a Wisdom saving throw. On a failed save, it can’t see any creatures other than you until the start of your next turn.

Lover’s Denial. As a reaction when you are hit by an attack, you can spend 2 ki points to gain a +5 bonus to your AC against that attack.

Bonus Proficiencies. You gain proficiency in the Performance skill if you don’t have it already, and either painter’s supplies or your choice of one musical instrument.

Masterful Courtesan Techniques

When you reach 6th level, you have honed your skills even further, you gain the following benefits.

Wise-Eyed Courtier. You gain proficiency in Insight and Persuasion, if you don’t have it already. If you are already proficient in either skill, your proficiency bonus is doubled for any ability check you make using that skill.

Venomous Snake’s Grace. As an action, you touch a creature within reach and force it to make a Constitution saving throw. On a failed save, it is poisoned for 1 hour. On a successful save, it is immune to this ability for 24 hours and isn’t poisoned.

Created by qogoist, Version: 1.1 23/05/2019. Art: Jun Hyunk Lee (Desert Dancer), CD Project Red (Passiflora Concept Art).

Made using GMBinder.

Dance of the Seven Veils

At 11th level, you have learned to channel your ki into a sinuous dance, able to enrapture even the most strong-willed. As an action, you can spend 1 to 10 ki points and start your dance. For each ki point spent, you target one creature within 30 feet of you that can see you. The target must succeed on a Wisdom saving throw or be charmed by you. While a target is charmed in this way, it is incapacitated, and its movement speed is 0. A creature affected in this way can repeat its saving throw if it takes any damage, ending the effect on a successful save. The effect also ends if you move more than 30 feet away from your target, you lose your concentration (as if concentrating on a spell), or after 1 minute.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Kiss of Deadly Temptation

Starting at 17th level, you channel deadly energies into a hapless creature. As an action, you can spend 4 ki points and touch a creature within reach. The creature takes 12d10 psychic damage, or half as much on a successful Constitution save. A creature charmed by you has disadvantage on its saving throw but is no longer charmed after it takes this damage.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.