Monk 5e - Way of the Dance Subclass

by ssjoel

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Monk Subclass: Way of the Dancer

A monk who follows the Way of the Dancer learns to use their ki in conjunction with rhythm, movement, momentum, and spectacle to entrance their opponents. Some who follow this monastic tradition may be part of a greater organization, perhaps a troupe or guild, while others are self taught or lone actors. Regardless of their teachings, all monks of the Way of the Dancer captive their audience through sequences of extreme control and hypnotic cadence.

Rhythmic Trance

3rd-level Feature

Starting when you choose this tradition at level 3, you can enter into a trance of rhythm and movement by spending 1 ki point as a bonus action. In this trance your ki flows around you, extending your ability to flourish and evade. This trance lasts for 1 minute. It ends of you are knocked prone or unconscious, or if you are incapacitated, or if you choose to end it. You gain the following benefits from the trance.

  • The reach of your unarmed strikes increases to 15 feet.

  • When a creature within your reach misses with a melee attack you can use your reaction to make an unarmed strike against them. You may also spend an additional ki point to use your Flurry of Blows feature against them.

  • While in this state your AC is increased by half your proficiency bonus, rounded up (minimum of 1).

Tempo Shift

6th-level Feature

Starting at 6th level, you can elude your audience in a momentary state of dance by hastening your movements and teleporting via your ki. When you use a bonus action to perform Step of the Wind, you also gain the ability to teleport a distance up to your Unarmored Movement bonus. When you use this ability on your turn, you can teleport a number of times equal to half your proficiency modifier rounded up (twice at level 6, increases to three times at level 13). The teleportation does not provoke opportunity attacks.

Note: your total distance traveled cannot exceed normal movement rules (example: if your movement is 30ft + 15ft for unarmored movement you can still only move a total of 45ft, unless you choose the Dash option either via Step of the Wind or as an action).

Hypnotic Motion

11th-level Feature

Starting at 11th level, you are able to captivate of your audience to such a degree that they are overwhelmed with astonishment. You can use an action to enthrall a single creature within 60 feet who can see you. The target must make a Wisdom saving throw and on a failure is both charmed by you and incapacitated until the end of your next turn. Any creature that can't be charmed succeeds on this saving throw automatically.

The condition ends if the charmed creature is hit with an attack.

Improved Rhythmic Trance

17th-level Feature

Starting at 17th level, your Rhythmic Trance ability has been perfected. When an ally within range of your Unarmed Strike is hit by a ranged weapon attack you can use your Deflect Missiles reaction to counter it. Your ally takes any damage that you cannot deflect.

Also, at the start of your turn during your Rhythmic Trance you can inspire all allies within 30 feet who can see you. These allies have advantage on their next attack roll, ability check, or saving throw. You can use this ability once during your Rhythmic Trance.


*Art Credit: Loïc Muzy @ groic.artstation.com


 

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