Monks of the Disco dance across battlefields, landing blows to the beat and taunting enemies with their epic moves. These monks excel at making great use of their fists, cooking up sick beats with satisfying smacks.
This subclass is designed for all settings.
Combat is a dance, you’ve learned to jump to partners quickly. When you take this tradition at 3rd level, you can attempt to attack creatures up to 5ft out of your reach. On a successful hit, you leap to the target without expending any movement or provoking opportunity attacks. On a miss, you cannot attempt this again on the same creature until the start of your next turn.
The range of this ability goes up at certain levels, increasing to 10ft outside of your normal reach at level 9 and 15ft outside of your normal reach at level 15.
Additionally, starting at level 3, you can capitalize on when creatures miss attacks against you. When a creature misses an attack made against you, you can use your reaction and spend a Ki point to make an unarmed strike against them.
If you had used the Dodge Action or Step of the Wind (Dodge) on your turn, you can make two unarmed strikes as part of this reaction.
You’ve learned how to dance dodge perfectly to avoid blows. Whenever a creature hits you with an attack you can see, you can use your Reaction to expend 1 Ki point and make a Dexterity Saving Throw, the DC being the attack roll made against you. On a success, you take no damage from the attack.
This must be done before damage is rolled. This does not work on critical hits.
When dodging enemies' attacks, don’t you wish you could hit them back? Well, starting at 11th level, whenever you make a Perfect Dodge, you can move up to your move speed to the attacker without provoking opportunity attacks. You can then spend up to 3 Ki points to make a number of attacks against the creature equal to the Ki points spent.
You’ve achieved the penultimate style of this tradition: The Fever Rush. Beginning at level 17, whenever you land a hit on a creature in combat on your turn with an unarmed strike, you gain 1 stack of Fever Rush. You can hold a number of Fever Rush stacks equal to your Wisdom Modifier (minimum of 1).
Whenever you use your Flurry of Blows, you can expend stacks of Fever Rush to make an additional attack per stack spent. When you choose to use Fever Rush, you do not gain Fever Rush stacks from any successful attacks from your Flurry of Blows and Fever Rush attacks.