Easy_Lee
2015-06-18, 07:12 PM
This archetype is inspired by the monks of EverQuest from back in 1999. The abilities may seem ecclectic, but it's what monks could do back then. Looking at monks in 5e, they have some notable missing abilities, such as feign death, which I think are iconic to monks and should have been included.
Without further ado:
Way of the Whistling Fist
These monks, rather than training their ki energy, have developed their natural bodies to the highest degree. They are capable of uncanny feats of athleticism and strike their foes with a vigor and speed unimaginable to most.
Weightlessness
Beginning when you choose this archetype at 3rd level, as long as you are carrying no more than five times your strength score (see Variant: Encumbrance, PHB176), you gain the following benefits:
Your slow fall distance is doubled
+10 movement speed
Your stealth checks to hide or move silently automatically succeed on targets who are not facing you. (This is how the Sneak skill worked in EQ).
Emptiness
At 6th level, as an action, bonus action, or a reaction to taking damage (taken after the damage is dealt), you may gain the effects of the spell Feign Death. However, you do not become deaf or blind. The effect is nonmagical, and persists until you dismiss it as an action or bonus action.
Virtuosity
By 11th level, your martial abilities are a true artform, a spectacle to behold. When you hit with an unarmed strike, you may spend one ki to double your martial arts die for that attack and cause one of the following Strike effects:
Tiger Strike: Target must make a constitution saving throw or it cannot take reactions until the end of its next turn. During that time, the target must succeed on a constitution saving throw to cast spells with verbal components.
Dragon Punch (Tail Rake if your character has a tail): Target must make a dexterity save or fall prone.
Flying Kick: Target must make a strength save or be pushed 10 feet in a direction of your choice.
Whistling Fist
By 17th level, the Whistling Fist monk has trained to unleash overwhelmingly fast and powerful attacks. When you make an unarmed strike, you may spend three ki to grant yourself advantage on that attack. If the attack hits, quintuple your martial arts die for that attack and produce one of your Strike effects. Creatures have disadvantage on saving throws against the Strike's effect. A Whistling Fist strike is too fast for some to even see. A perception check that meets or exceeds your attack roll is required in order to perceive this attack.
Retaliation (Update: Alternate level 17 feature)
By 17th level, attacking a Whistling Fist monk is a mistake. The monk responds immediately to holes in an opponent's defenses, striking too fast for most to see. Any time a creature misses you with an attack, you may immediately make an unarmed strike against the attacker. The attacker must be within your reach. This does not consume your reaction.
Without further ado:
Way of the Whistling Fist
These monks, rather than training their ki energy, have developed their natural bodies to the highest degree. They are capable of uncanny feats of athleticism and strike their foes with a vigor and speed unimaginable to most.
Weightlessness
Beginning when you choose this archetype at 3rd level, as long as you are carrying no more than five times your strength score (see Variant: Encumbrance, PHB176), you gain the following benefits:
Your slow fall distance is doubled
+10 movement speed
Your stealth checks to hide or move silently automatically succeed on targets who are not facing you. (This is how the Sneak skill worked in EQ).
Emptiness
At 6th level, as an action, bonus action, or a reaction to taking damage (taken after the damage is dealt), you may gain the effects of the spell Feign Death. However, you do not become deaf or blind. The effect is nonmagical, and persists until you dismiss it as an action or bonus action.
Virtuosity
By 11th level, your martial abilities are a true artform, a spectacle to behold. When you hit with an unarmed strike, you may spend one ki to double your martial arts die for that attack and cause one of the following Strike effects:
Tiger Strike: Target must make a constitution saving throw or it cannot take reactions until the end of its next turn. During that time, the target must succeed on a constitution saving throw to cast spells with verbal components.
Dragon Punch (Tail Rake if your character has a tail): Target must make a dexterity save or fall prone.
Flying Kick: Target must make a strength save or be pushed 10 feet in a direction of your choice.
Whistling Fist
By 17th level, the Whistling Fist monk has trained to unleash overwhelmingly fast and powerful attacks. When you make an unarmed strike, you may spend three ki to grant yourself advantage on that attack. If the attack hits, quintuple your martial arts die for that attack and produce one of your Strike effects. Creatures have disadvantage on saving throws against the Strike's effect. A Whistling Fist strike is too fast for some to even see. A perception check that meets or exceeds your attack roll is required in order to perceive this attack.
Retaliation (Update: Alternate level 17 feature)
By 17th level, attacking a Whistling Fist monk is a mistake. The monk responds immediately to holes in an opponent's defenses, striking too fast for most to see. Any time a creature misses you with an attack, you may immediately make an unarmed strike against the attacker. The attacker must be within your reach. This does not consume your reaction.