Way of the Poi Dancer

Constant movement and rythm are the tools by which the poi dancers center themselves. Training first with weighted tools, they graduate to water filled poi, before finally reaching the firey Meteor Hammer. Their complex, ever moving kata draws the eye, and yet they can send the heavy, flaming end of their performance tool crashing into those they choose to target. skilled and dedicated, these Monks are at one with their constant movements

Meteor Hammer

When you learn this Way at 3rd level, you gain proficency with an exotic weapon, the Meteor Hammer. A weight on either end of a five to eight foot long rope, this weapon is spun in complex loops to attack the enemy with either end.

The Meteor Hammer is a two handed, Monk Weapon with a weight of 4 lbs. It deals 2d4 bludgoning damage and can be used to make the following special attacks.

You can spend 1 ki point to activate an effect when you hit a creature during the Attack action with your Meteor Hammer. You can only have one effect active at a time.

While an effect is active, the creature cannot move out of your reach. If you move away from the creatre the effect ends. The creature may take an action to untangle themselves, ending the effect. You may end any effect freely on your turn.

Choke: You send one end of the weapon swinging around the creature's neck. The creature must succeed on a Constitution saving throw or suffer disadvantage on Strength and Dexterity ability checks while choked.

Trip: One weighted end of your Meteor Hammer sweeps your opponents feet, wrapping their legs together. The creature must succeed on a Dexterity saving throw or be knocked prone. While this effect continues, the creature cannot stand back up.

While these effects are active the affected creature can repeat the saving throw at the end of each of their turns.

Poi Art

Starting at 3rd level, Your stances and kata form an elegant set of movements that many find entertaining. When you make a Charisma (Performance) check using your Meteor Hammer, you are considered proficent in the Performance skill and add double your proficyiency bonus to the check, instead of your normal proficiency bonus.

Fire Meteor

Starting at 6th level, you alter your Meteor Hammer to have flaming ends. When you deal damage with this weapon, you can choose to deal bludgeoning or fire damage.

Additionally, you become able to mesmerise and distract your opponents. As a bonus action, you can perform a series of eye catching movements. One creature of your choice within 30ft that can see you must make a Wisdom saving throw. On a failure, all of your attacks against that creature have advantage until the start of your next turn .

Dance of Flames

From 11th level you have mastered using your Meteor Hammer not only as weight, but as counterweight. While wielding your Meteor Hammer, you have advantage on Dexterity (Acrobatics) checks as you use it to throw yourself around.

Additionally, you are able to create trailing arcs of flames that scorch and burn those who get too near to you. By spending 1 ki point when you attack with your Meteor Hammer, you can designate a number of 5ft squares adjacent to you up to your Wisdom Modifier. When a creature ends their turn in one of these squares, it takes fire damage equal to your Wisdom modifier. These arcs of flame last until the start of your next turn.

Performance Vortex

At 17th level, your martial skills with the Meteor Hammer and your artistic skills with the Meteor Hammer are as one. You are able to move across the battlefield in a whirlwind of fire and grace. When you take the Attack Action, instead of making your normal attacks, you can spend 2 ki points to attack each creature of your choice within 10 ft of you. These attacks deal additional damage equal to your Wisdom modifier.