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 of mind, you also train your sense of rythm. When you choose this tradition at 3rd level, you gain proficiency in Performance and Acrobatics. You also gain proficiency with one Musical Instrument of your choice. Additionally, when making a Performance check you may choose to use Wisdom as your ability modifier.

Shifting Momentum

You hone the force of your swinging kicks. Now when they whiff, you can transfer the energy into another attack. Starting at 3rd level, if have missed an unarmed strike, you may spend 1 ki point to reattempt the attack roll at disadvantage.

Deceptive Dance

At 6th level you learn to augment your abilities with panache. This distracts your opponents, obscuring what is an attack and what is just another flip. Once per turn, immediatly after spending ki points, you may target one creature that can see you. The target must then make a Wisdom saving throw. If failed, your unarmed strikes have advantage against the target until the start of your next turn.

Hand Stand

You are just as dangerous while on your hands as you are on your feet. At 11th level, while Prone, you gain the following benefits:

You do not have disadvantage on attack rolls and attackers within 5 feet of you have do not have advantage against you.

If a creature misses a melee attack against you, you may spend your reaction to make an attack of opportunity against them.

When making an unarmed strike, you can choose to immediately stand up without using movement.

If you hit a creature with one of the attacks granted by your Flurry of Blows, it must succeed on a Dexterity saving throw or be knocked prone.

Whirlwind

At 17th level you have gained full control over your balance and movements. You can easily turn into a spinning twister of kicks. As an action, you can spend 3 ki points and make 2 unarmed strikes to every creature within reach. If you use this feature while Prone, you gain the following benefits:

You may move up to 10 feet during the action.

You gain the benefits of the Disengage action while moving.

Any creature you hit must succeed on a Dexterity saving throw or be knocked prone. If they succeed, they are immune to this effect for the rest of the turn.

After using this ability, you immediately stand up without using movement.

Art Credit: Todor Hristov / Lost Saga / Alex-illustrateur