Monk - Way of the Courtesan
Hit Points
Hit Dice: d8 per Monk - Way of the Courtesan level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Monks of the Way of the Courtesan have mastered the ability to use their surroundings and their charming presence to defend themselves from unwanted suitors. Highly sought after as bodyguards by kings and queens alike, they can also make for excellent assassins.
Class Features
A Thousand Courtesan Ways
When you choose this tradition at 3rd level, your special martial arts training allows you to master your environment, turning common objects into weapons. Additionally, your grace and skill grants you a natural bonus in the arts and in performance. You gain the following benefits.
Courtesan's Weapons. You gain proficiency with whips and improvised weapons, and they count as monk weapons for you.
Lover's Grasp. When you hit with an attack, you can spend 1 ki point and force the target of your attack to make a Strength (Athletics) check, contested by your Strength (Athletics) or Dexterity (Acrobatics) check. On a failed check, the target is grappled by you.
Lover's Blindness. If you hit a creature with one of your Flurry of Blows, you can force it to make a Wisdom saving throw. On a failed save, it cannot see any creatures other than you until the start of your next turn.
Bonus Proficiencies. You gain proficiency in the Performance skill if you don't have it already, and either painter's supplies or your choice of one musical instrument.
Masterful Courtesan Techniques
When you reach 6th level, you have honed your skills even further, gaining the following benefits:
Wise-Eyed Courtier. You gain proficiency in Insight and Persuasion, if you don't have it already, and your proficiency bonus is doubled for those abilities. Additionally, you can spend a ki point to use your Wisdom modifier instead of Charisma when making an Insight, Persuasion, or Performance check.
Lover's Denial. As a reaction when you are hit by an attack, you can spend 2 ki points to gain a +5 bonus to your AC until the start of your next turn.
Poison of the Desert Rose. As an action, you spend 1 ki point and touch a creature within reach and force it to make a Constitution saving throw. On a failed save, it is poisoned for 1 hour. On a successful save, it is immune to this effect for 24 hours and is not poisoned.
Dance of the Seven Veils
At 11th level, you have learned to channel your ki into a sinuous dance, able to enrapture even the most strong-willed. As an action, you can spend up to 10 ki points and begin your dance. For each ki point spent, you target a creature within 30 feet of you that can see you. The target must succeed on a Wisdom (Insight) check contested by your Performance. On a failed check, they are charmed by you for the duration. While a target is charmed in this way, it is incapacitated, and its movement speed is 0.
A creature affected in this way can repeat a Wisdom saving throw against your Ki save DC if it takes any damage, ending the effect on a success. The effect also ends if you move more than 30 feet away from your target, you lose concentration (as if concentrating on a spell), or after 1 minute. A creature that saves the initial or subsequent saving throws has no knowledge of your attempt to charm it.
Kiss of Deadly Temptation
At 17th level, you channel deadly energies into a hapless creature. As an action, you can spend 5 ki points and touch a creature within melee of you. The creature must make an Intelligence saving throw. On a failed save, a creature takes 12d10 psychic damage and is stunned for 1 minute. A creature charmed by you has disadvantage on its saving throw, and is no longer charmed on a failed save. A creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.