Way of the Rhythm (5e Subclass)
Way of the Rhythm
These monks combine their martial arts with elements of dance and acrobatic showmanship. Their techniques emphasize flowing movements and complex maneuvers rather than fixed stances. Some legends say the tradition was formed to disguise their training from those that would oppress them. They swing, whirl, twirl, and twist; making their attacks unpredictable.
Rocking Step
Beyond training your strength of body and will, you must also learn to control your inner tempo. When you choose this tradition at 3rd level, you gain proficiency in the Performance and Acrobatics skills if you don't already have them. You also gain proficiency with one Musical Instrument of your choice. When making a Performance check or playing your Musical Instrument, you may choose to use Wisdom as your ability modifier.
Deceptive Dance
At 3rd level you learn to augment your abilities with panache. This distracts your opponents, obscuring what is an attack and what is just another flip. When using Flurry of Blows, you can make a Performance check. Then, target an opponent within your melee attack range. This target must contest your Performance check with a Wisdom saving throw. If they fail, you have advantage against the target for both attacks granted by your Flurry of Blows.
Shifting Momentum
You control the force of your swinging kicks. When you whiff, you can transfer the energy into another attack. Starting at 6th level, if you have missed an unarmed strike, you may spend 1 ki point to reattempt the attack roll at disadvantage.
Inversion
Fighting while on the floor has become second nature to you. You're almost as powerful on your hands as you are on your feet. At 11th level, while Prone, you do not have disadvantage on attack rolls and attackers within 5 feet of you do not have advantage against you. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows while you are in the Prone position, the target must make a Dexterity saving throw. If they fail, they are knocked Prone. If they succeed, they become immune until the start of your next turn. Creatures one category larger than you makes this save at advantage, and creature two or more categories larger than you are immune.
Masterful Whirlwind
You have gained full control over your balance and movements. You can easily turn into a spinning twister of pain, hitting anyone unfortunate enough to be within your immediate vicinity. As an action, you can spend 3 ki points and make an unarmed strike against all opponents within 5 feet of you. If you are in the Prone position, creature you hit with an attack from this ability must succeed a Dexterity saving throw or be knocked Prone. Creatures one category larger than you make this save at advantage and those two or more categories larger than you are immune. You end this action in a standing position if you are not already in one.
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