Way of the Martial Dance (5e Subclass)
From D&D Wiki
Way of the Martial Dance[edit]
Monk Subclass
By focusing both his mind and body, a skilled warrior can enter into a trance-like state that makes him a fierce combatant, being this achieved through constant training, intense meditation and a calm mind. Some monks decide to focus their training to not only enter in this battle trance at will, but to perfect it in such a way that, when fighting, they appear to be dancing to the untrained eye.
This style of fighting, called by some people as a "Martial Dance", makes the monk weave between attacks, both seen and unseen, with the grace and agility of a feather, attacking back with calculated and fierce blows that constantly force the opponent to defend himself against the unheard rhythm that, apparently, only the Martial Dancer can hear, all while maintaining a stoic face and body language that represents no real emotion.
Martial Dancing[edit]
Monks that start their training in order to perfect their Martial Dancer abilities learn to enter a trance-like state that both makes their perception of reality sharper and more automatic. However, such mental state is taxing to the monk, needing to be constantly trained in order to maintain and increase its effectiveness.
Starting at 3rd level, the monk can as a bonus action enter into a Martial Dance by spending 1 ki point. This dance requires concentration and as such can be interrupted by taking damage. The duration of the Martial Dance equals to (1 + monk levels the user has) minutes. If the trance gets interrupted in some kind of way (being it by failed concentration check or by reaching the time limit) the monk can as a free action spend 1 ki point to activate the Martial Dance again and refresh its duration.
If the monk is Martial Dancing and gets hit by a melee or ranged attack, he can do either an Acrobatics or Performance check against a DC equal to the attack value that hit the monk. If the check succeeds, the attack misses. This Acrobatics/Performance check can be done up to 2 times per round at 3rd level. At 7th level, it can be done 3 times. At 11th level, it can be done 4 times. At 15th level, it can be done any number of times.
Additionally, the user gains proficiency both in Acrobatics and Performance checks. If the user already has proficiency in one of these skills, the proficiency bonus is doubled.
Graceful Counterattack[edit]
The monk has trained and meditated enough to make his trance-like state even deeper sharper, making it harder to break and more useful in situations where the enemy can't keep up with the rhythm.
Starting at 6th level, while Martial Dancing, if the monk gets hit and does his Acrobatics/Performance check in order to avoid damage (and succeeds), he can counterattack with a free unarmed strike against the assailant. Also, while using the Dodge action, every time a melee attack misses against the user, the monk can do a free unarmed strike (with disadvantage) against the creature that missed the melee attack.
Additionally, the user has advantage in concentration saving throws related to maintaining his Martial Dance.
Focused Mind[edit]
The repeated use and constant training of the Martial Dance has made the mental focus of the monk even stronger, granting him enhanced attacks and a greater defence against outside forces that dare try to enter his mind.
Starting at 11th level, while Martial Dancing, the first time an enemy gets hit by an attack made by the monk at each round, the damage dealt by this attack is increased by a value equal to the Wisdom modifier the user has. This damage increase gets applied individually to each enemy within melee range of the monk.
Additionally, while Martial Dancing, the user has advantage on Intelligence and Wisdom saving throws.
Perfected Instinct[edit]
The Martial Dance the user has practiced all his life is at a point close to perfection, granting him an almost supernatural control over his own body in ways not all mortal beings can imagine to be possible.
Starting at 17th level, while Martial Dancing, the user has advantage on all attack and damage rolls made against enemies within melee range.
Additionally, the user has advantage on all Acrobatics/Performance checks, and each time the user hits and damages an enemy with a melee critical hit, the user regains 1 ki point.
Back to Main Page → 5e Homebrew → Character Options → Subclasses