Way of the Pugnacious Dancer (5e Subclass)

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Way of the Pugnacious Dancer

Monk Subclass

Monks that chose this Way employ martial techniques passed down through generations. To them, combat is an artistic field, making every single encounter an unique artistic exhibition. Through their fluid movements, they are able to move among swarm of enemies, bringing chaos and death in a charming way.

Pugnacious Maneuvers

Using your knack for movements, grips and Ki, you are skilled at using the environment to defeat your enemies. Beginning at 3rd level, you learn three Pugnacious Maneuvers. You learn another at levels 6, 11, and 17 each. Every time you level up, you can change up to one Pugnacious Maneuvers. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows

Pugnacious Dancer save DC = 8 + your proficiency bonus + your Dexterity modifier

Maneuvers
  • Beggar Smash: you can forgo one of your attacks to disarm the target, forcing it to drop one item of your choice that it's holding. On a successful attack roll, you spend 1 Ki point dealing damage equal to your Martial Art damage and the target must make a Strength saving throw against your Pugnacious Dancer save DC. On a failed save, it drops the object you choose. The object lands at its feet
  • Catapult Leg Sweep: as a reaction, when you are knocked prone, you can expend 1 Ki point to flip back up. You also make an unarmed attack against an enemy within 5 feet of you
  • Deflection Redirection: as a reaction, when you catch a projectile with Deflect Missiles, you can attack a target within 5 feet of you with it without expending Ki point
  • Eagle Dive: you can forgo one of your attacks and spend 1 Ki point to jump off a nearby object that is Small or larger. You leap a distance equal to 10 + your unarmoured movement bonus. Other creatures have disadvantage on opportunity attacks against you while you do this
  • Fists of Fury: once per turn, before making an unarmed attack, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage
  • Impatient Defense: when you use the Patient Defence ability, you can take the Dash action as part of that ability
  • Impetuous Wind: when you use Step of the Wind, your AC increases by 2 until the end of your next turn
  • Leg Trip Takedown: you can forgo one of your attacks to attempt to knock the target down. On a successful attack roll, you spend 1 Ki point dealing damage equal to your Martial Art damage and the target must make a Dexterity saving throw against your Pugnacious Dancer save DC. On a failed save, you knock the target prone
  • Mammoth Stomp Facebreaker: you can forgo one of your attacks to attempt to lower the vitality of a target. On a successful attack roll, you spend 1 Ki point dealing damage equal to your Martial Art damage and if the target is Large or smaller it must make a Constitution saving throw against your Pugnacious Dancer save DC. On a failed save, the target's maximum hit points are reduced by an amount equal to the damage you have inflicted until their next short or long rest. A creature can only be affected by this once per short or long rest
  • Overthrow: as a reaction, when a target moves 15 feet or more in a straight line towards you and then makes a melee weapon attack, you can try to stop them and pushing them back. On a successful attack roll, you spend 1 Ki point dealing damage equal to your Martial Art damage and the target must make a Dexterity saving throw against your Pugnacious Dancer save DC. On a failed save, the target action is ended, every damage it would have done is reduced to zero and it's thrown prone 5 feet away
  • Reaching Strike: your unarmed attacks and monk weapon attacks have the Reach property
  • Shoulder Slam Gutbuster: as a reaction, when a creature misses you with a melee attack, you hit him back with an unbelievable speed. On a successful attack roll, you spend 1 Ki point dealing damage equal to your Martial Art damage and the target must make a Constitution saving throw against your Pugnacious Dancer save DC. On a failed save, the target is Stunned until the end of its next turn

Pugnacious Flow

In addition to maneuvers, a Pugnacious Dancer is able to move faster and more elegantly than others. Beginning at 3rd level, you gain proficiency in Acrobatics or Athletics. If you are already proficient, your Proficiency Bonus is doubled for any ability check you make that uses that skill.

Pugnacious Vexation

Thanks to your speed and your prowess, you are now able to approach enemies at very close range. Beginning at 6th level, you can invade the space of a Large or smaller creature. While you are in that space, you both gain advantage on attacks against each other, you both have disadvantage on checks to avoid being grappled or shoved and you both don't gain the benefits to AC from a shield. Attacks against you and the invaded creature from other sources have disadvantage to hit. If an attack roll with disadvantage is made against you or the invaded creature and misses, then the attack attempts to strike the other of you using the discarded die's result as the attack roll. Leaving this space doesn't provoke opportunity Attack.

Pugnacious Whirlwind

You have learnt how to harness the mystic energy of Ki to speed up your attacks. Beginning at 11th level, you can use your action to make a number of unarmed attacks against any creatures within range of you, with a separate attack roll for each attack, up to your proficiency bonus or your Wisdom modifier (whichever is higher). This ability costs 2 ki points. Also, if you are in the space occupied by a creature because of Pugnacious Vexation, you don't give advantage on attacks against you by the other creature.

Pugnacious Guile

Pain is able to wake your senses and Ki at an astonishing level. Beginning at 17th level, once you take damage from a target, every creature that is attacking you has to make a Wisdom saving throw against your Pugnacious Dancer save DC. On a failed save, that creature has disadvantage on attack rolls against you until the start of your turn. Also, if you are in the space occupied by a creature because of Pugnacious Vexation, as a reaction you can make an opportunity attack when the creature is exiting that space.


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