The Way of the Whip

Most monks seek to bring about peace and order through the strength of their fists. This visceral bonecrunching is what the flourishing monks of the Way of the Whip attempt to avoid. Keep the peace gracefully, and at a distance... or at 10 feet of braided leather, to be exact.

Whip Mastery

Your whips becomes infused with the power of ki. At level 3, you become proficient with the whip, and it becomes a monk weapon for you. Furthermore, whenever you would be able to make an unarmed strike, you may strike with the whip instead. Your whip's damage die increases to 1d6 at level 11 and 1d8 at level 17.

Whip Techniques

Starting when you choose this tradition at 3rd level, you can manipulate your ki through your whips to control the battlefield and strike fear into your enemies. Whenever you hit a creature with one of your whip attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

-It must succeed on a Dexterity saving throw or be knocked prone

-It must make a Charisma saving throw. If it fails, it cannot willingly move closer to you until the end of your next turn. A creature that is immune to fear effects is immune to this effect.

-It can't take reactions until the end of your next turn.

Water Whip

Beginning at level 6, You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.

Ward of Whips

Beginning at 11th level, as a bonus action, you create a warding aura of whips that fends off attackers. When you invoke this feature, you are considered to be under the effects of the sanctuary spell. The saving throw for this spell equals 8+ your Wisdom modifier + your proficiency bonus. This spell can end early as normal. If, at the end of a battle, this effect was not ended prematurely, you may invoke it again. You regain use of this feature after a long rest.

Whips Without End

At 17th level, your whip's reach extends to 15 feet. The first time a creature enters your reach, you may use your reaction to make a single attack against that creature. Any time that a creature leaves your reach without first using the disengage action, you may use your reaction to make a single attack against that creature.

Credit: Old-School Castlevania