Back in November, I jokingly built an archetype for Monks called “Way of the Feathered Fan”. This was part of an article discussing options for a Thanksgiving -themed one-shot, as most holiday games tend to focus on Halloween and Christmas. I did a New Year’s one too, focusing on Janus and the weirdness of Space-Time. This is all just in good fun, and meant to be lighthearted content you can goof off with, but still manages to adhere to the design standards outlined as part of 5e. To my surprise, I kept getting questions from people asking about Way of the Feathered Fan, and it popped up continually in design conversations. I got a message the other day asking if I had any plans to do another pass at it, so today is that second pass!
Way of the Feathered Fan
Monks of the Way of the Feathered Fan are masters of blending performance and combat. This esoteric order focuses on using a battle fan to confound their foes and delight their friends. They learn to perform dances to inspire, call upon ancient beings, and capture the senses.
Beginning at 3rd level, you gain proficiency with battle fans. Battle fans are a mutable martial weapon that may have the statistics of a longsword, rapier, or shortsword, chosen at the end of a long or short rest. You may use your Charisma or Dexterity modifier when making attacks with a battle fan.
A battle fan costs 25g, and comes with a pack of interchangeable weights and blade to alter the fan. This pack weighs five pounds.
When you choose this tradition at 3rd level, you gain the ability to channel mystic acid through your fan. You may use the battle fan to make ranged attacks, flinging a bolt of mystic acid at your target. This attack has a range of 80/320, and deals acid damage as if you had made a successful melee attack with the battle fan.
Grace and Poise
Starting when you choose this tradition at 3rd level, you gain proficiency in two of the following skills: Charisma (Deception), Charisma (Intimidation), Charisma (Persuasion), and Wisdom (Insight).
Additionally, you may use Charisma in place of Dexterity when calculating Unarmored Defense.
Dance of a Hundred Swans
At 6th level, you gain the ability to inspire grace, poise, and aplomb in yourself and your allies. Make a Charisma (Performance) check as an action. For every 5 points of the result, choose yourself or one creature within 30 feet that you can see. The creature has advantage on her next Charisma (Persuasion) ability check when dealing with manners or protocol , Charisma (Deception) ability check when dealing with manners or protocol, or Wisdom (Insight) when attempting to discern motive.
Once you have used this feature, you may not do so again until you take a long or short rest.You may spend 2 ki to use this feature again without resting.
Dance of the Jade Serpent
At 11th level, you gain the ability to create a mystic venom you can share with yourself or your allies. Make a Charisma (Performance) check as an action. For every 5 points of the result, one of your weapons or one weapon of an ally within 30 feet that you can see becomes envenomed.
On a successful hit from an envenomed weapon, the creature hit must succeed on a Constitution saving throw, where the DC is 8 + your proficiency bonus + your Charisma modifier. On a failed saving throw, the creature takes an additional 3d8 poison damage and is poisoned for one minute. On a successful saving throw, the creature takes half as much and is not poisoned. Poisoned creatures may make a new saving throw at the end of each of their turns to end the effect.
Once you have used this feature, you may not do so again until you take a long or short rest.You may spend 3 ki to use this feature again without resting.
Dance of the Eternal Gaze
Starting at 17th level, you learn to dance in a way that prevents others from doing anything other than watching. As an action, you perform a dance, and choose up to your Charisma modifier (minimum 1) in targets. Each target must succeed on a Charisma saving throw, where the DC is 8 + your proficiency bonus + your Charisma modifier. On a failed saving throw, the creature is incapacitated and suffers 2d8 psychic damage immediately and at the start of each turn. This damage ends when they are no longer incapacitated. Incapacitated creatures may make a new saving throw at the end of their turn. On a successful saving throw, the creature suffers 4d8 psychic damage and no other effects.
Once you have used this feature, you may not do so again until you take a long or short rest. You may spend 5 ki to use this feature again without resting.