Weapon Dancer 

version 2.1 (after update 62)

(Weapon Master, Soul Weapon, Kensei,...)

Monk archetype

Enhancement tree: 


Proficient:

Feats:

Note: Weapon Dancer is a weapon focused monk without unarmed fight.

Styles

Based on the characteristics of the weapons, I have classified melee weapons into 4 different styles (and an encore style for ranged weapons)

Although there are weapons that could be used in several styles, I only added each weapon to 1 group. In this way, the automatic style change can be solved - just like with fighting styles. 

Locust (close combat): (maybe Cat, activation effect ~Cat's Grace)

It is really effective in close range, with short, light weapons. The fighting style is characterized by fast and multiple attacks and nimble sideslips. It requires constant movement, its masters almost dance in battle. He always moves more than his opponent who follows a different fighting style. Only in this way can he neutralize the disadvantage caused by longer weapons and assert his own advantages.

Weapons: Dagger, Handaxe, Kukri, Light hammer/mace/pick, Sickle, *Kama, *HandwrapsUseable with Single weapon fight or Two weapon fight (if all 2 weapon are style weapon).

Serpent (sword play): (maybe Fox, activation effect ~Fox's Cunning)

Instead of brute force, sword play is made of technique and knowledge. It is characterized by careful distance, tricks, precisely timed attacks and parries. It is primarily based on mental agility, but it also requires arm and leg work. 

Weapons: Long/Short sword, Rapier, Scimitar, *Bastard sword, *KhopeshesUseable with Single weapon fight or Two weapon fight (if mainhand weapon is style weapon).

Buffalo (destruction/rampage): (activation effect ~Bull's Strength)

Combat style of heavy weapons. It is characterized by heavy blows and breakthrough attacks. Defense is secondary, follows the principle: If I have incapacitated my opponent, he can no longer attack. Compared to the other styles, the tactic here is simple: "I enter, strike down, step back". 

Weapons: Club, Battle axe, Heavy mace/pick, Morningstar, War hammer, *Dwarven war axeUseable with Single weapon fight or Two weapon fight (if mainhand weapon is style weapon).

Tiger (spear fencing): (maybe Bear, activation effect ~Bear's Endurance)

The fighting style of large, long, handled weapons. The fighting style is based on the length of the weapon, it tries to keep the opponent so far away that he cannot use his weapon. Taking advantage of the length of the weapon, he tries to assert his techniques against several opponents at the same time.

(It's basically the combat style of spears and other polearms, but since they don't exist in DDO I use them for two-handers because of their size.)Weapons: Falchion, Great axe/club/sword, Maul, QuarterstaffUseable with Two handed weapon fight

Eagle (activation effect ~Eagle's Splendor)

It's a non choosable style. This style focused the ranged weapon, available only in Tier 5 with kensei focus.

Weapons: Weapons: Long/Shortbow, Dart, Throwing axe/dagger/hammer, *Shuriken, 
??? I don't think xbows fit the monk, maybe the xbows should be left out of the group. (Heavy/Light Crossbow, *Great Crossbow, *Heavy/Light Repeating Crossbow) ???
*Required learn the exotic weapon proficiency.

Core

Core 1 - Style (Passive)

Choose your style: Locust, Serpent, Buffalo or Tiger. You can use Style weapons as Ki weapons.

Note: The style does not need to be switched on, it turns on automatically if you know the style and you use the right weapon and you are centered. 

Each Core Enhancement grants you the following passive abilities: +3 Melee power and +5 HP.

AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Monk level 1

Core 2 - Soul Weapon (Active)

Activation requirements: any active Style

Cost: 10 Ki

Cooldown: 6 second

Duration: Lasts until rest or switch weapon

You charge your used Style weapon with Ki. This effect grants +monk level% damage bonus and your Soul Weapon immune to durability damage. This is considered an Item Enchantment.

Note: I'd prefer to use a damage die increase - as weapons size or monk unarmed damage in DnD - in every 2. core, but I don't think DDO handles that: 1d2 -> 1d3 -> 1d4 -> 1d6 -> 1d8(2d4) -> 1d10 -> 2d6(1d12) -> 2d8 -> 2d10 -> 3d8 -> 3d10
  • e.g shuriken 1d2 -> 1d3 -> 1d4 -> 1d6 | with 5[W] weapon from 5-10 to 5-30
  • e.g dagger 1d4 -> 1d6 -> 1d8 -> 1d10 | with 5[W] weapon from 5-20 to 5-50
  • e.g shortsword 1d6 -> 1d8 -> 1d10 -> 2d6 | with 5[W] weapon from 5-30 to 10-60
  • e.g battle axe 1d8(2d4) -> 1d10 -> 2d6 -> 2d8 | with 5[W] weapon from 5(10)-40 to 10-80
  • e.g bastard sword 1d10 -> 2d6 -> 2d8 -> 2d10 | with 5[W] weapon from 5-50 to 10-100
  • e.g greatsword 2d6(1d12) -> 2d8 -> 2d10 -> 3d8 | with 5[W] weapon from 10(5)-60 to 15-120
  • e.g greatXbow 2d8 -> 2d10 -> 3d8 -> 3d10 | with 5[W] weapon from 10-80 to 15-150
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Style, Monk level 3

Core 3 - Bound Soul (Passive)

Your Soul Weapon gain the Ghost Touch effect and grant +1 Ki per hit. This stacks with all other sources of Ki generation. 

Note: Soul Weapon +6%, invulnerable, ghost touchAP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Soul Weapon, Monk level 6

Core 4 - Renewing Soul (Passive)

Meditation use regenerate 1 dance.

Your Soul Weapon bypass all metallic damage reduction.

Note: Soul Weapon +12%, invulnerable, ghost touch, bypass: metallicAP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Bound Soul, Monk level 12

Core 5 - Fighting Soul (Passive)

You are immune to fatigue and your Base Attack Bonus equal with your character level.

Your Soul Weapon bypass all alignment based damage reduction.

Your Soul Weapon bonus damage increase with additional +5%.

Note: Soul Weapon +23%, invulnerable, ghost touch, bypass: metallic, alignAP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Renewing Soul, Monk level 18

Core 6 - Ancient Soul (Passive)

+2 to all ability

+12 to Melee Power (sum 30)

Your Soul Weapon bonus damage increase with additional +5%.

Note: Soul Weapon +30% damage, invulnerable, ghost touch, bypass: metallic, align

While dancing:

Note Dance: +4 ability, +10% attack, AC, +10 damage, +6 Stun DC, +1 Ki/hit, crit range/multipler, vorpal range, Death Ward & Aura of Fear. AP Cost: 1 / Ranks: 1 / Progression: 40 / Requires: Fighting Soul, Monk level 20

Tier 1

War Techniue I. (Active)

Cost: 5 ki

Cooldown: 10 second

You strike enemy with a ki focused attack (DC = 10 + half monk level + highest ability +  Stun DC).  

Select one of the four technique:

Negative effect duration monk level*2 second and stack 5 times.

AP Cost: 1 / Ranks: 1 / Progression: 1 / Requires: none

Style Training I.  (Passive)

Operational requirements: active <type> Style

While you in style:

Note: This is one ability, you can't choose. The exact effect depends on the used weapon and known style(s)!
Note: Style bonuses are Psionic bonuses (stack with other bonus type).AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

Deep Breath  (Passive)

AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: Dance

Dance (Active) (or Battle Focus or Battle Trance,...)

Anti-requisite: cannot be trained if you have any Battle Trance abilities. Note: Both require serious concentration, so they cannot be used at the same time. From the point of view of the system, it is simpler to treat dance as a battle trance. 

Activation requirements: any active Style

1 use / Rest

Target: Self

Duration: 18 + Concentration skill * 2 seconds

While you dance gains: 

If the end becomes fatigued for 60 second. Your passive ki regeneration decreases to 0 for the duration of the dance and fatigue.

Note: Dance bonuses are Psionic bonuses (stack with other bonus type).AP Cost: 2 / Ranks: 1 / Progression: 1/ Requires: none

War Training  (Passive)

+[1/2/3] Jump, Balance and Intimidate.

Rank 3: +1 DC of your monk Finishing Moves.

AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

Tier 2

War Technique II.  (Active)

Select one of the four techniques.

AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: War Technique I

Style Training II.  (Passive)

Operational requirements: active <type> Style

Note: This is one ability, you can't choose. The exact effect depends on the used weapon and known style(s)!
AP Cost: 2 / Ranks: 1 / Progression: 2 / Requires: a Style

Elemental Ki Strikes (Active)

Cost: 5 ki

Cooldown: 3 second

Select one of four attacks that have secondary aftereffects.

AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: none

<-empty->


Trained (Passive)

+[1/2/3] Concentration and Attack. 

Rank 3: Your Vorpal hits grant 10 melee power for 6 second.

AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: none

Tier 3

War Technique III. (Active)

Select one of the four techniques.

AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: War Technique II

<-empty->


Style Ability I. (Passive)

Operational requirements: active <type> Style

Note: This is one ability, you can't choose. The exact effect depends on the used weapon and known style(s)!

While you in style:

AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: none

Mantle of the Dragon (Passive)

Operational requirements: active Dance

You gain Aura of Fear for dance duration. This mind-affecting fear effects are designed to be cumulative. A failed Will roll - every 5 second - usually means that the character is: shaken <-> panicked <-> freezes them in place (equal with Mummy despair).

Your aura range equal with half monk level meter and Fear DC equal with War Technique DC. 

AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Dance

Attribute I. (Passive)

+1 to [any]

AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: none

Tier 4

War Technique IV. (Active) 

Select one of the four techniques.

AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: War Technique III

Style Training III.  (Passive)

Operational requirements: active <type> Style

Note: This is one ability, you can't choose. The exact effect depends on the used weapon and known style(s)!

While you in style:

Note: This is real weapon attack with an attack roll and the characteristics of the used weapon. It has a chance to miss or hit (include critical or vorpal). 
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Style Traning II

Style Ability II. (Passive)

Operational requirements: active <type> Style

Note: This is one ability, you can't choose. The exact effect depends on the used weapon and known style(s)!

While you in style: 

AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Style Ability I

Improved Dance (Passive)

Operational requirements: active Dance

Improved dance now grant you: 

If the end becomes fatigued for 60 second. Your passive ki regeneration decreases to 0 for the duration of the dance and fatigue.

AP Cost: 2/ Ranks: 1/ Progression: 20 / Requires: Mantle of the Dragon

Attribute II. (Passive)

+1 to [any]

AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Attribute I

Tier 5

War Technique V - Master Cut (Active)

Activation requirements: active <type> Style

Cost: [50/40/30] ki 

Cooldown: [60/45/30] second 

DC = War Technique DC

Note: This is one ability, you can't choose. The exact effect depends on the used weapon and known style(s)!
AP Cost: 1 / Ranks: 3 / Progression: 30 / Requires: War Technique IV

Weapon Master (passive)

Operational requirements: any active Style

You gain a +1 Competence bonus to Critical Damage Multiplier and Threat Range while you in a Style.

AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Style Traning III

Widening Horizon (Passive)

The Weapon Dancer extends his knowledge to other well-known weapons.

Your Style Weapon is Kensei focus weapons for you (Kensei focus bonus add to style weapon).

Kensei Focused weapon is Style Weapon for you (Style bonus add to Kensei focus weapon, and the new Soul Weapons open another styles  for you)

Note: If Kensei Focus group is ranged weapon, bow use open the Eagle style. For example: You are a Serpent (swords) and focused Archery in Kensei tree. You have double style Serpent and Eagle. You automatically switch between styles when you change weapons. (sword+bow ~samurai) You are a Tiger (2h) and focused Light Blade in Kensei tree. You have 3+1 style. You automatically switch between styles when you change weapons. (2h - Tiger, Rapier & Shortsword - Serpent, Daggers & Kukri - Locust, Throwing Dagger - Eagle) AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none

Granit Skin (Passive)

Operational requirements: centered

Gain BAB*1 bonus to PRR, if you are centered.

+10% Competence bonus to maximum hit points if you are centered.

Note: As if you were using light armor. It's +20 PRR on level 20 and +30 PRR on level 30.AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none

Crystal Skin (Passive)

Operational requirements: centered / any active Style

Gain BAB*1 bonus to MRR & increase MRR cap to 100, if you are centered.

+5% Insight bonus to maximum hit points if you are in a style.

Note: It's +20 MRR on level 20 and +30 MRR on level 30.AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Granit Skin