Thanatos 51-50
2018-08-18, 10:27 AM
So, I've been trying to think of a way to make the whip a viable weapon because it's just... kind of sitting there, not seeing any use, and I feel bad for it. I understand that its never been viable, even in real world usage, but whips are cool, okay?
Way of the Kensai kind of tried to make monks more viable Martial weapon wielders, but I feel like the spirit of a warrior hyper-focused in one weapon kind of got lost along the way in allowing you to take multiple weapons as your Kensai weapon and even allowing you to gain further kensai weapon proficiencies, and even under Kensai weapon rules, a whip is inferior to the ol' Longsword and Longbow combo, and that's boring.
I wanted to try and solve both problems at once.
So this is what I've come up with:
WAY OF THE HUNDRED LASHES
The whips is traditionally emblematic of the dictatorial lawkeepers, slave drivers, and various other enemies of a free people, it is only a little surprising that, in the wake of an uprising or revolt, invariably there arises a new order, dedicated to wielding the weapons of their former oppressors.
Most monks of the Way of the Hundred Lashes arise from precisely such orders, their school's traditional choice of weaopn gifted to them only after years of grueling, bloody training in more traditional Martial Arts. They are taught the cruel history of the weapon, and warned that, should they fall victim to the lust for power such an arm represents, then they may soon find themselves at the bloody end of their own lash.
Striking Scorpion Stance
Upon dedicating yourself to this Martial Way at third level, you gain proficiency in the whip, and it is a monk weapon for you.
Additionally, while wielding a whip, wearing no armour and no shield, you may use an Action to attempt to trip an opponent within reach. The target may make a Dexterity saving throw against your ki save DC. On a failure, they become prone and take slashing damage equal to your Wisdom modifier.
Constrictor's Grip
When reaching sixth level your mastery of the whip increases. Upon making a successful attack roll with the whip, you may spend one ki point to attempt to initiate a grapple, using your Dexterity (Acrobatics) in place of Strength (Athletics) when doing so. At the beginning of your turn, you may choose to automatically deal damage equal to your Wisdom modifier to a creature grappled in this manner. In addition, you are considered to have struck the target this turn, allowing you to activate spells or abilities (Such as your Stunning Strike class feature) that normally require an attack roll or require you to touch a hostile creature (Such as the Inflict Wounds spell).
Additionally, whips gain the Light tag for you.
When reaching sixth level you mastery of the whip increases. Upon making a successful attack roll with the whip, you may spend one ki point to attempt to initiate a grapple, using your Dexterity (Acrobatics) in place of Strength (Athletics) when doing so. At the beginning of your turn against an opponent so grappled, you automatically deal slashing damage equal to your Wisdom modifier. While you have an opponent so grappled, you may also use an action to attempt to cut off their air supply. Your target makes a Constitution saving throw against your Ki Save DC, or becomes unconscious for one round.
Additionally, whips gain the Light property for you.
Monkey-Tail Forms
At eleventh level, your dexterity with the whip is such that it a natural extension of your own hands. You may use the whip to grab any handheld object within reach without difficulty, and have Advantage to all Acrobatics and Athletics check you make while wielding a whip, using the weapon's flexible nature to aid you in your movements.
When you make an attack using the whip you can attempt to either knock away or grab an item that the creature is holding using the whip. You can spend 1 ki point to make a conflicting skill check against the targeted creature, this check is Sleight of Hand (Dex) vs the opponent's Athletics (Str). If you succeed on the skill check you can either knock an item that is in the creature's hand 10 ft away or, if you have a free hand, you can pull the item towards yourself and grab it as a free action, if you fail the skill check then the creature keeps its grip on the item.
At eleventh level, your dexterity with the whip is such that it a natural extension of your own hands. You may use the whip to grab any handheld object within reach without difficulty, and have Advantage to all Acrobatics and Athletics check you make while wielding a whip, using the weapon's flexible nature to aid you in your movements.
Furthermore, you may spend one ki point to lift an object from another creature. This is not subtle, and requires a successful Sleight of hand roll to successfully execute. If they are holding the item in question, such as if it is an opponent's sword, or a thief handling a diamond, they may make a Strength saving throw against your Ki Save DC to negate this effect entirely. If you are successful, the object either moves to your hand if you have one free, or clatters to the ground at your feet.
Wall of Lashes
By seventeenth level, your whips are always in constant motion. Whenever you would spend a Reaction, you may make an additional attack with a wielded whip.
Furthermore, whenever a Monk ability specifies an Unarmed attack, you may substitute a whip attack, instead.
Finally, whenever a creature begins its turn within your reach, you may choose to have it make a Dexterity Saving Throw against your Ki Save DC or take damage equal to your Martial Arts die.
By seventeenth level, your whips are always in constant motion. Whenever you would spend a Reaction, you may make an additional attack with a wielded whip.
Furthermore, whenever a Monk ability specifies an Unarmed attack, you may substitute a whip attack, instead.
~~~
And now that I've written the word so many times, it feels like "whip" has lost all meaning.
Whip. Whip.
Way of the Kensai kind of tried to make monks more viable Martial weapon wielders, but I feel like the spirit of a warrior hyper-focused in one weapon kind of got lost along the way in allowing you to take multiple weapons as your Kensai weapon and even allowing you to gain further kensai weapon proficiencies, and even under Kensai weapon rules, a whip is inferior to the ol' Longsword and Longbow combo, and that's boring.
I wanted to try and solve both problems at once.
So this is what I've come up with:
WAY OF THE HUNDRED LASHES
The whips is traditionally emblematic of the dictatorial lawkeepers, slave drivers, and various other enemies of a free people, it is only a little surprising that, in the wake of an uprising or revolt, invariably there arises a new order, dedicated to wielding the weapons of their former oppressors.
Most monks of the Way of the Hundred Lashes arise from precisely such orders, their school's traditional choice of weaopn gifted to them only after years of grueling, bloody training in more traditional Martial Arts. They are taught the cruel history of the weapon, and warned that, should they fall victim to the lust for power such an arm represents, then they may soon find themselves at the bloody end of their own lash.
Striking Scorpion Stance
Upon dedicating yourself to this Martial Way at third level, you gain proficiency in the whip, and it is a monk weapon for you.
Additionally, while wielding a whip, wearing no armour and no shield, you may use an Action to attempt to trip an opponent within reach. The target may make a Dexterity saving throw against your ki save DC. On a failure, they become prone and take slashing damage equal to your Wisdom modifier.
Constrictor's Grip
When reaching sixth level your mastery of the whip increases. Upon making a successful attack roll with the whip, you may spend one ki point to attempt to initiate a grapple, using your Dexterity (Acrobatics) in place of Strength (Athletics) when doing so. At the beginning of your turn, you may choose to automatically deal damage equal to your Wisdom modifier to a creature grappled in this manner. In addition, you are considered to have struck the target this turn, allowing you to activate spells or abilities (Such as your Stunning Strike class feature) that normally require an attack roll or require you to touch a hostile creature (Such as the Inflict Wounds spell).
Additionally, whips gain the Light tag for you.
When reaching sixth level you mastery of the whip increases. Upon making a successful attack roll with the whip, you may spend one ki point to attempt to initiate a grapple, using your Dexterity (Acrobatics) in place of Strength (Athletics) when doing so. At the beginning of your turn against an opponent so grappled, you automatically deal slashing damage equal to your Wisdom modifier. While you have an opponent so grappled, you may also use an action to attempt to cut off their air supply. Your target makes a Constitution saving throw against your Ki Save DC, or becomes unconscious for one round.
Additionally, whips gain the Light property for you.
Monkey-Tail Forms
At eleventh level, your dexterity with the whip is such that it a natural extension of your own hands. You may use the whip to grab any handheld object within reach without difficulty, and have Advantage to all Acrobatics and Athletics check you make while wielding a whip, using the weapon's flexible nature to aid you in your movements.
When you make an attack using the whip you can attempt to either knock away or grab an item that the creature is holding using the whip. You can spend 1 ki point to make a conflicting skill check against the targeted creature, this check is Sleight of Hand (Dex) vs the opponent's Athletics (Str). If you succeed on the skill check you can either knock an item that is in the creature's hand 10 ft away or, if you have a free hand, you can pull the item towards yourself and grab it as a free action, if you fail the skill check then the creature keeps its grip on the item.
At eleventh level, your dexterity with the whip is such that it a natural extension of your own hands. You may use the whip to grab any handheld object within reach without difficulty, and have Advantage to all Acrobatics and Athletics check you make while wielding a whip, using the weapon's flexible nature to aid you in your movements.
Furthermore, you may spend one ki point to lift an object from another creature. This is not subtle, and requires a successful Sleight of hand roll to successfully execute. If they are holding the item in question, such as if it is an opponent's sword, or a thief handling a diamond, they may make a Strength saving throw against your Ki Save DC to negate this effect entirely. If you are successful, the object either moves to your hand if you have one free, or clatters to the ground at your feet.
Wall of Lashes
By seventeenth level, your whips are always in constant motion. Whenever you would spend a Reaction, you may make an additional attack with a wielded whip.
Furthermore, whenever a Monk ability specifies an Unarmed attack, you may substitute a whip attack, instead.
Finally, whenever a creature begins its turn within your reach, you may choose to have it make a Dexterity Saving Throw against your Ki Save DC or take damage equal to your Martial Arts die.
By seventeenth level, your whips are always in constant motion. Whenever you would spend a Reaction, you may make an additional attack with a wielded whip.
Furthermore, whenever a Monk ability specifies an Unarmed attack, you may substitute a whip attack, instead.
~~~
And now that I've written the word so many times, it feels like "whip" has lost all meaning.
Whip. Whip.