Alternate Monk

by laserllama

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Alternate Monk

The
Monk

The man took a deep breath
and calmed his Ki as the ogre
ran toward him. Thinking back
to his training, he prepared to
counter the incoming blow. As
the club struck the dirt where
he had been moments before, the
warrior channeled his spiritual
power and let fly a flurry of blows
on the beast. Before the ogre knew
what happened, it lay flat in the mud.

Moving silently through the dark of
a moonless night, hobgoblin assassins
approached the enemy general's tent.
Trained from birth in the arts of death, the
warriors slew the guards without a sound. As
the general rose from sleep, his eyes widened as
his foes appeared from the darkness itself. He tried
to call for help, but no sound came from his mouth as
his life was snuffed out by the assassins. As quietly as
they had arrived, the assassins disappeared into the night.

The Grand Master stepped forward to block the pass. As her students fled into the mountains, she studied the horde of goblins that would soon be upon her. Though she was one of the most powerful masters of the Way of the Wu Jen, even in her prime, she could not hope to defeat half this many foes. She dropped her cloak from her shoulders, and her tattoos glistened with elemental magic as she gathered up her Ki to bring the mountain itself down upon her and the pass.

All three of the warriors described above are considered Monks, spiritual masters of body and soul, who channel the mystical Ki to fuel wondrous feats of martial skill.

Masters of Body, Mind, & Spirit

While most warriors work toward physical perfection, Monks hone body and mind to work in tandem. With both aspects of themselves mastered, a Monk is able to channel the spiritual energy within themselves, their Ki. Drawing upon this power, these reclusive warriors can perform supernatural feats.

Looking always inward, Monks often eschew any material possession they cannot carry on their backs, instead focusing on immaterial riches. Whether enlightenment, happiness, a challenging foe, or tests of might, all Monks have an ideal or goal that propels them to greater heights of spiritual mastery.

Mystic Asceticism

Often trained in hidden monasteries or by reclusive masters, Monks must often give up any inheritance or titles in order to be accepted as monastic students. Some grandmasters even require years of servitude and dedication to the monastery before they will even begin to train a new pupil. Once begun, a Monk's training does not stop until they die. They put all of their heart, mind, and soul into their quest for a perfect self.

Even the greatest monastic masters will sometimes seek out other monasteries, entering as a novice, even in old age. The quest for perfection is never ending, and despite great spiritual progress, the greatest view themselves as novices,
    eager to progress on the next step to enlightenment.

Creating
Your Monk

When creating your Monk, there are a few things you should consider. Firstly, who (or what) first taught you in the ways of martial arts? Were you the final apprentice of a grand master, spending years at his side learning all you could? Were you trained as part of an elite military unit that had total mastery of body, mind, and soul? Or, were you a self-taught warrior who found spiritual enlightenment in the solitude of nature?

Secondly, you should consider what has motivated you to master yourself, and what you have sacrificed in pursuit of your skills. Are you the scion of a fallen noble house who has given up everything to train for your revenge? Were you an orphan, left at the feet of a martial arts master by a family that you never knew? Or, did an event in your life motivate you to pursue absolute mastery over body, mind, and soul?

Multiclassing and the Monk

If your group uses the optional multiclassing rule, here is what you need to know should you choose to take your first level in the Monk class:

Ability Score Minimum. As a multiclass character, you must have a minimum of 13 in both Dexterity and Wisdom to take a level in this class, or to take a level in another class if you are already a Monk.

Proficiencies. If Monk isn't your initial class, here are the proficiencies you gain when you take your first level as a Monk: simple weapons, shortswords.

Ki Points. If you have another feature that allows you to learn and use Techniques, you can use your Ki from either feature to use Techniques you know.

The Monk
Level      PB      Features     Martial    
Arts
Techniques
Known
    Unarmored    
Movement
1st +2 Martial Arts, Unarmored Defense 1d6
2nd +2 Mystic Techniques, Unarmored Movement 1d6 3 +10 ft.
3rd +2 Monastic Tradition 1d6 3 +10 ft.
4th +2 Ability Score Improvement 1d6 3 +10 ft.
5th +3 Extra Attack 1d8 4 +10 ft.
6th +3 Enlightened Strikes, Tradition Feature 1d8 4 +15 ft.
7th +3 Evasion 1d8 5 +15 ft.
8th +3 Ability Score Improvement 1d8 5 +15 ft.
9th +4 Spirit of Tranquility 1d8 6 +15 ft.
10th +4 Tradition Feature 1d8 6 +20 ft.
11th +4 Warrior's Spirit 1d10 7 +20 ft.
12th +4 Ability Score Improvement 1d10 7 +20 ft.
13th +5 Purity of Body 1d10 8 +20 ft.
14th +5 Purity of Mind 1d10 8 +25 ft.
15th +5 Timeless Body 1d10 9 +25 ft.
16th +5 Ability Score Improvement 1d10 9 +25 ft.
17th +6 Tradition Feature 1d12 9 +25 ft.
18th +6 1d12 10 +30 ft.
19th +6 Ability Score Improvement 1d12 10 +30 ft.
20th +6 Purity of Spirit 1d12 10 +30 ft.

Class Features

Hit Points


  • Hit Dice: 1d10 per Monk level
  • Hit Points at 1st Level: 10 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Monk level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, shortswords
  • Tools: One set of artisan's tools or musical instrument

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two of the following: Acrobatics, Athletics, History, Insight, Nature, Religion, and Stealth

Equipment

As a Monk, you start with the following equipment, along with the equipment granted to you by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a shortbow and 20 arrows or (b) 20 darts
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) a holy symbol or (b) a musical instrument

Quick Build

You can make a Monk quickly by using these suggestions. First, make Dexterity your highest ability score, followed by Constitution if you wish to focus on physical might, or your Wisdom if you wish to focus on spiritual abilities. Second,
    choose either the Acolyte or Hermit background.

Martial Arts

You honed your body into a weapon, mastering many styles of martial arts. For the purposes of your Monk abilities, Martial Arts attacks are your unarmed strikes and attacks with melee weapons without Heavy or Special properties.

Beginning at 1st level, so long as you are not wearing heavy armor, wielding a shield, or wielding a weapon with the Heavy property, your training grants you the following benefits:

  • You can use your Dexterity, in place of Strength, for the attack and damage rolls or your Martial Arts attacks.
  • You can use your Dexterity, in place of Strength, when you make an Athletics check to Grapple or Shove a creature.
  • When you make a Martial Arts attack, you can roll your Martial Arts Die, a d6, in place of the normal damage die. As you gain Monk levels, the size of this Die grows, as shown in the Martial Arts column of the Monk table. If
    a feature uses this Die, always roll the Martial Arts Die.
  • Whenever you take the Attack action and make at least one Martial Arts attack, you can use your bonus action
    on that turn to make a single unarmed strike attack.

Some styles of Martial Arts make use of exotic weapons like nunchaku (clubs), kamas (sickles), or sai (daggers).

Unarmored Defense

You have trained to defend yourself from deadly attacks even when unarmored. Beginning at 1st level, so long as you aren't wearing any armor or wielding a shield, your Armor Class is equal to 10 + your Dexterity and Wisdom modifiers.

Mystic Techniques

At 2nd level, you learn to manipulate the spiritual energy that resides within you, known as Ki. You can draw on your Ki to perform supernatural physical feats known as Techniques:

Ki

Your spiritual power is represented by a pool of Ki, equal to your Monk level + your Wisdom modifier (a minimum of 0). Ki is expended when you use it, and you regain all spent Ki whenever you finish a short or long rest. To regain your Ki, you must spend at least 30 minutes of the rest meditating.

You can only expend Ki on one feature or Technique per attack, ability check, reaction, or saving throw.

Techniques Known

At 2nd level, you know three Mystic Techniques from the list at the end of this class. To learn a Technique you must meet any prerequisites it has. Whenever you gain a Monk level, you can replace one Technique you know with another.

At certain Monk levels you learn additional Techniques, as shown on the Techniques Known column of the Monk table.

Saving Throws

Techniques rely on your mastery of body and spirit, and grow in proportion to your self-control. When a Technique requires a saving throw, its saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus
+ your Wisdom modifier

Flurry of Blows

All Monks, no matter their training or level of enlightenment, can channel spiritual power to strike their foes with blinding speed. As a bonus action on each of your turns, you can spend
    1 Ki to make two unarmed strikes.

Unarmored Movement

Your pursuit of physical perfection has awakened the hidden potential of your body. From 2nd level, your speed increases by 10 feet while you are using your Unarmored Defense.

This speed bonus increases as you gain levels, as indicated in the Unarmored Movement column of the Monk table.

Monastic Tradition

At 3rd level, choose one of the following Monastic Traditions that best represents your training and philosophy as a Monk:

     
Astral Warrior Radiance Shining Steel
Drunken Fist Reaper Wu Jen
Harmony Rising Dragon
Open Hand Shadow Arts

    Your Monastic Tradition grants you features at 3rd level, and again when you reach 6th, 10th, and 17th level.

Signature Techniques

Most Traditions have a list of Signature Techniques that you learn at the Monk levels as noted in your Tradition. These do not count against your number of Techniques Known. These Techniques also cannot be replaced with other Techniques.

Alternate Monastic Traditions

All of the Monastic Traditions included here with the Alternate Monk correspond to official options for the Monk class in 5e. Many have been renamed to better capture the fantasy of their playstyle.

Ability Score Improvement

At 4th level, you can increase one of your ability scores by
2, or two of your ability scores by 1. You cannot increase
an ability score above 20 with this feature. You gain the
same feature again at 8th, 12th, 16th, and 19th levels.

Extra Attack

Upon reaching 5th level, you can attack twice, instead
of once, whenever you take the Attack action.

Moreover, if you use your action to Disengage or
Dash, you can make a single Martial Arts attack
as a bonus action on that same turn.

Enlightened Strikes

You infuse your spiritual power into every strike.
Starting at 6th level, the damage dealt by your
unarmed strikes is magical, and the damage
dealt by your other Martial Arts attacks is
also magic so long as you have Ki remaining.

Evasion

Your supernatural agility lets you dodge out of the way
of certain area effects, like a black dragon's acid breath
or a lightning bolt spell. Starting at 7th level, whenever
you are subjected to an effect that allows you to make a
Dexterity saving throw to take half damage, you instead
take no damage if you succeed on the saving throw, and
only half damage if you fail.

Spirit of Tranquility

Starting at 9th level, you can draw on your spiritual vigor
to bolster your physical and mental defenses. Whenever
you are forced to make a saving throw, you can expend 1
Ki to add your Wisdom modifier (minimum of +1) to the result of your roll.

Warrior's Spirit

The thrill of battle invigorates your spirit. Starting at 11th level, you regain 1 expended Ki at the start of each of your turns in combat, so long as you are not Incapacitated.

Purity of Body

Starting at 13th level, mastery over your physical form wards you from every ailment, granting you certain benefits. You are immune to all disease and the Poisoned condition, and you gain proficiency in Constitution saving throws.

Purity of Mind

Mastery over your mind makes it nearly impossible to control you. Starting at 14th level, if you are Charmed or Frightened at the beginning of your turn, you can expend 1 Ki to end the Charmed or Frightened condition for yourself.

Timeless Body

You have completely detached yourself from all desires of the flesh. Beginning at 15th level, you no longer require food nor water, and you suffer none of the frailty of old age. For every
    10 years that pass, your body only physically ages 1 year.

Purity of Spirit

You have attained mastery over your inner spiritual life. Upon reaching 20th level, you only need 1 minute of light activity to complete a short rest and regain your Ki, instead of 1 hour.

This spiritual mastery also means you can never be caught off guard if danger strikes. When you roll initiative, you regain expended Ki equal to your Wisdom modifier (minimum of 1), and your Warrior's Spirit feature allows you to regain 2 Ki at the start of each of your turns in combat.

Even More Options!

Check out the Alternate Monk: Expanded for nine additional Monastic Traditions, including the Way of the Boulder, Ferocity, Hurricane, and Vigilante!

Mystic Techniques

Listed below are the Mystic Techniques available to a Monk. If a Technique has prerequisites, like a Monk level, you can learn it at the same time you meet its prerequisites:

Arresting Strike

Once per turn when you hit a creature with a melee Martial Arts attack, you can spend 1 Ki to stunt its mobility and force it to make a Dexterity saving throw. On a failed save, its speed is reduced to zero until the beginning of your next turn.

Crippling Strike

Once per turn when you hit a creature with a melee Martial Arts attack, you can spend 1 Ki to cripple its senses and force it to make a Constitution saving throw. On a failed save, you choose if it is Blinded, Deafened, or unable to speak until the beginning of your next turn.

Dazing Strike

Once per turn when you hit a creature with a melee Martial Arts attack, you can expend 1 Ki to strike its head, forcing it to make a Wisdom saving throw. On a failed save, the target must subtract 1d4 from the first ability check, attack roll, or saving throw it makes before the start of your next turn.

Deflect Strike

When you are hit by a melee weapon attack, you can spend 1 Ki as a reaction and reduce the damage by your Monk level + your Martial Arts Die + your Dexterity modifier. If you reduce the damage to zero, you can make an unarmed strike against your attacker as part of the same reaction.

At 11th level, you can use this Technique against any melee attack, including melee spell attacks.

Empowered Strike

Once per turn when you hit a creature with a melee Martial Arts attack, you can spend 1 Ki to strike with great power and force it to make a Strength saving throw. On a failed save, it is knocked back horizontally from you in a line a number of feet equal to 5 times your Wisdom modifier, then falls Prone.

Creatures that are at least one size larger than you have advantage on this Strength saving throw.

Enhanced Grip

Each time a creature starts its turn Grappled by you it takes bludgeoning damage equal to your Martial Arts Die. You can also drag Grappled creatures up to your full speed.

Improvised Strikes

You are adept at fighting with whatever is at hand. You gain proficiency with improvised weapons, and your attacks with improvised weapons count as Martial Arts attacks.

Mystic Regeneration

You can draw on your Ki to stimulate natural healing. As an action, you can spend 2 Ki to regain hit points equal to your Martial Arts Die + your Wisdom modifier.

Patient Defense

You quiet your spirit, entering a defensive stance to better defend against incoming blows. You can spend 1 Ki to take
    the Dodge action as a bonus action on your turn.

Slow Fall

You move through the air as light as a feather. You reduce any falling damage you take by five times your Monk level, so long as you are not Grapled, Incapacitated, or Restrained.

Step of the Wind

You move with the speed of the wind. You can take the Dash or Disengage action as a bonus action. When you do so, your jump distance is doubled until the end of your current turn.

Typhoon Strike

As an action, you can spend 1 Ki strike out at every creature near you. All creatures within reach of an unarmed strike or melee Martial Arts weapon you are wielding must succeed on a Dexterity saving throw or take damage of your attack's type equal to your Martial Arts Die + your Dexterity modifier.

Deflect Missile

Prerequisite: 5th-level Monk
When you are hit by a ranged weapon attack you can see, you can use a reaction to reduce the damage by your Monk level + your Martial Arts Die + your Dexterity modifier. If you reduce the damage to zero, you catch the projectile in a free hand.

If you catch it, you can spend 1 Ki to immediately make a ranged (20/60) Martial Arts attack with the projectile as part of the same reaction. You are proficient with this attack.

At 11th level, you can expend 1 Ki to use this Technique on any ranged attack, including ranged spell attacks.

Gentling Touch

Prerequisite: 5th-level Monk
Once per turn in place of an attack, you can expend 1 Ki to touch a creature and manipulate its Ki to put it to sleep. Roll five Martial Arts Dice. If the target's remaining hit points are less than or equal to the total roll, it falls Unconscious for 10 minutes. The creature wakes up if another creature uses its action to wake it, or if it takes any damage.

You can expend additional Ki (up to your Wisdom modifier) to empower this Technique, rolling an additional Martial Arts Die and adding it to the total for each additional Ki spent.

Seeking Strike

Prerequisite: 5th-level Monk
Your spirit can guide your strikes if your body fails. Whenever you miss with a Martial Arts attack, you can spend 1 Ki to roll your attack again, but you must use the new result.

This Technique does not count against the normal limit of one Ki feature or Technique per attack.

Slowing Strike

Prerequisite: 5th-level Monk
Once per turn when you hit a creature with a melee Martial Arts attack, you can spend 1 Ki to assault its Ki flow, forcing it to make a Wisdom saving throw. On a failure, it suffers the effects of the slow spell until the start of your next turn.

You do not need to concentrate on this effect.

Stunning Strike

Prerequisite: 5th-level Monk
Once per turn when you hit a creature with a melee Martial Arts attack, you can spend 1 Ki to strike body, mind, and soul, forcing it to make a Constitution saving throw. On a failure, it is Stunned until the beginning of your next turn.

Aura Sight

Prerequisite: 9th-level Monk
You have awakened the spiritual potential of your senses. You gain Blindsight out to a 20-foot radius. Within this radius, you know the exact location of creatures and objects, even if they are invisible, unless they are behind total cover.

At 13th level your Blindsight radius increases to 30 feet, and finally, at 18th level its radius increases to 60 feet.

Heavenly Step

Prerequisite: 9th-level Monk
While using your Unarmored Movement, you can move along vertical surfaces, across liquids, and upside down on ceilings without falling during the move.

If you stop on one of these surfaces, you can spend 1 Ki to remain in place until the start of your next turn.

Indomitable Spirit

Prerequisite: 9th-level Monk
You can augment your physical abilities with spiritual power. Whenever you make an Athletics check, you can expend 1 Ki to add your Wisdom modifier to your roll. You can do so after you roll, but before you know if your roll succeeds or fails.

Mantle of Courtesy

Prerequisite: 9th-level Monk
Spiritual insight guides your speech. You gain proficiency in Persuasion, and you can use Wisdom, in place of Charisma for any Persuasion checks you make.

After you make a Persuasion check, you can expend 1 Ki to replace your d20 roll with your Monk level.

Armor of the Ascetic

Prerequisite: 13th-level Monk
You exude an aura of peace. When you finish a short or long rest, you gain the benefits of the sanctuary spell, which last until the end of your next rest, or until you break the spell.

Mystical Integrity

Prerequisite: 13th-level Monk
Your sense of self and strength of your will are unshakable. You are immune to any spell or effect that would alter your form or teleport you, unless you wish to be affected.

Tongue of Sun & Moon

Prerequisite: 13th-level Monk
You can communicate on a spiritual level. When you talk to a creature that speaks at least one language, it hears you speak in its native tongue, and you hear its reply in yours.

If you use this Technique to communicate with a creature that does not speak any language, you can only communicate and understand simple ideas, limited by its Intelligence.

Empty Body

Prerequisite: 18th-level Monk
You can become a being of pure spirit, if only temporarily. As a bonus action, you can expend 4 Ki to become invisible for 1 minute. For the duration, you are resistant to all damage but force damage. You can end this effect with a bonus action.

You can also spend 8 Ki to cast the astral projection spell without the normal material components. However, you can only target yourself and cannot take other creatures with you.

Quivering Palm

Prerequisite: 18th-level Monk
Once per turn when you hit a creature with a melee Martial Arts attack, you can spend 5 Ki to infuse its spirit with deadly vibrations, which persist for a number of days equal to your Monk level. If you and this creature are on the same plane of existence, you can use your action to end the vibrations and force it to make a Constitution saving throw. It is reduced to
0 hit points on a failure, and takes necrotic damage equal to eight Martial Arts Dice on a success.

You can only have one creature under the mystical effects of this Technique at a time. Using this Technique on another creature harmlessly ends the effect on previous creatures.

Master even more Techniques!

Want to master even more mystical or supernatural Techniques for your Monk? Make sure to check out the Alternate Monk: Expanded, a free supplement for the Alternate Monk that includes a multitude of additional Mystic Techniques for your Monk and nine more Monastic Traditions to choose from!

Monastic Traditions

Choose a Monastic Tradition from the options below that best represents the skill, philosophy, and martial art of your Monk:

     
Astral Warrior Radiance Shining Steel
Drunken Fist Reaper Wu Jen
Harmony Rising Dragon
Open Hand Shadow Arts

Way of the Astral Warrior

Focusing almost completely on the development of the spirit, disciples of this Tradition learn to manifest their inner selves into the world through Ki. With great dedication and practice these esoteric warriors learn to manifest their Astral Armor,
a luminescent projection of Ki that covers their physical form.

Astral Warrior Techniques

3rd-level Way of the Astral Warrior feature
You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level:

Monk Level Technique
3rd deflect strike
5th deflect missile
9th aura sight

Astral Armor

3rd-level Way of the Astral Warrior feature
You can manifest your Ki as a luminescent set of armor
which resembles your true self. As a bonus action, you
can spend 1 Ki to manifest this Astral Armor. It lasts
for 10 minutes, but is dismissed early if you use your
bonus action to dismiss it or you are Incapacitated.

Your Astral Armor grants you the benefits below:

  • When you manifest your Astral Armor, creatures
    within 10 feet must succeed on a Dexterity saving
    throw against your Technique save DC or take
    force damage equal to two Martial Arts Dice.
  • You can use your Wisdom modifier, in place of
    your Strength, whenever you make a Strength
    check or a Strength saving throw.
  • You can make special unarmed strikes that
    use Wisdom for attack and damage rolls,
    their reach is 5 feet greater than normal,
    and they deal force damage on hit.

Astral Visage

6th-level Way of the Astral Warrior feature
The power of your Astral Armor infuses your presence even when it is dormant. You learn the thaumaturgy Cantrip, and Wisdom is your spellcasting modifier for it. Also, whenever you make an Insight or Intimidation check you gain a bonus to your roll equal to your Martial Arts Die.

While your Astral Armor is manifested, you see normally
in magic and mundane darkness out to a radius of 120 feet.

Mystical Defense

10th-level Way of the Astral Warrior feature
Your Astral Armor is reinforced with otherworldly power. You can use deflect strike and deflect missile without spending Ki while your Astral Armor is manifested. You also gain the 11th level benefits of both Techniques one level early.

After you use one of these Techniques, your next unarmed strike deals bonus damage equal to your Martial Arts Die.

Master Astral Warrior

17th-level Way of the Astral Warrior feature
You have become one with your true self, and perfected your Astral Armor. Your Astral Armor now takes 2 Ki to manifest, but while it is manifested, you can reduce any damage you take by your Wisdom modifier.

Lastly, while your Astral Armor is manifested, you can use an action to unleash a barrage of punches in an adjacent 20-foot cone, forcing creatures in that area to make a Dexterity saving throw against your Technique save DC. On a failure, creatures take force damage equal to four Martial Arts Dice, and half as much force damage on a success.

Way of the Drunken Fist

Where most Monks are serious and contemplative, students of the Drunken Fist seek out joy wherever they go. Masters of a style that mimics the unpredictable movements of a drunk, these Monks will use their considerable skills to play the fool, make others laugh, or bring embarrassment on the prideful.

Dancing Fool

3rd-level Way of the Drunken Fist feature
You use your unique style of martial arts to bring joy with your antics. You gain proficiency in Performance and with either brewer's supplies or a musical instrument. Whenever you make an ability check with any of these proficiencies you gain a bonus to the roll equal to your Martial Arts Die.

Drunken Techniques

3rd-level Way of the Drunken Fist feature
You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level:

Monk Level Technique
3rd step of the wind
5th deflect missile
9th heavenly step

Drunken Style

3rd-level Way of the Drunken Fist feature
You move about the battle with chaotic grace. Whenever you hit a creature with a Martial Arts attack, your speed increases by 5 feet and that creature cannot target you with opportunity
    attacks until the start of your next turn.

Unpredictable Sway

6th-level Way of the Drunken Fist feature
Your erratic movements have become more complicated and even harder to predict. You gain the benefits listed below:

Dancing Leap. When you are Prone, you can stand up without expending movement, instead of half your speed.

Tipsy Strike. If a creature you can see misses you with a melee attack, you can use your reaction to expend 1 Ki and cause that same attack to target another target in range.

Chaotic Luck

10th-level Way of the Drunken Fist feature
You have an almost comical way of turning the misfortunes that befall you on their head. Whenever you make an attack roll, ability check, or saving throw with disadvantage, you can spend 1 Ki to cancel the disadvantage on that roll.

Master of the Drunken Fist

17th-level Way of the Drunken Fist feature
You fly about the battle with an unparalleled level of chaos. When you take the Attack action on your turn, you can make a single Martial Arts attack against each creature you move past that is within range of your unarmed strikes, even if the number of attacks you make would exceed the normal limit.

Alcohol & the Drunken Fist

While the Drunken Fist style only mimics the sway of an intoxicated person, your Monk does not need to be drunk to benefit from their features.

However, should you choose to, your Monk can still get drunk despite their Purity of Body feature.

Way of Harmony

Balance in all things. This is the mantra of Monks who devote their lives to the Way of Harmony. Famous for their mystical abilities to manipulate Ki to heal wounds, cure disease, and even disrupt powerful curses, these Monks keep all things in balance. However, when creatures look to extend their lives through unnatural means or cheat death, these warriors will use their power to destroy said creatures, restoring balance.

Harmony Techniques

3rd-level Way of Harmony feature
You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level:

Monk Level Technique
3rd mystic regeneration
5th gentling touch
9th mantle of courtesy

Monastic Healer

3rd-level Way of Harmony feature
You have studied healing arts both mystic and mundane. You gain proficiency in Insight, Medicine, and the Herbalism Kit. Whenever you make an ability check with these proficiencies you gain a bonus to your roll equal to your Martial Arts die.

Touch of Life

3rd-level Way of Harmony feature
You can stimulate the Ki of other creatures to mystically heal. Once on each of your turns, you can forgo an unarmed strike, spend 1 Ki, and touch another creature. It regains hit points equal to your Martial Arts Die + your Wisdom modifier.

This feature has no effect on Constructs or Undead.

Touch of Death

3rd-level Way of Harmony feature
You can also assault the Ki of others to cause harm. Once per turn when you hit a creature with an unarmed strike, you can expend 1 Ki to deal additional necrotic damage equal to your Martial Arts Die. This deals radiant damage to Undead.

Mystic Manipulation

6th-level Way of Harmony feature
Your ability to affect the Ki of others has grown, allowing you to manipulate more intricate afflictions. When you use Touch of Life, you can also cure a disease or end either the Blinded, Deafened, Paralyzed, Poisoned, or Stunned condition.

Moreover, whenever you use Touch of Death, you can cause the creature to be Poisoned until the end of your next turn.

Harmonious Touch

10th-level Way of Harmony feature
The harmony within your own spirit empowers your mystical abilities. When you use Touch of Life or Touch of Death, you can spend additional Ki (up to your Wisdom modifier) to add one Martial Arts Die to the hit points restored or the damage dealt per additional Ki spent.

Master of Harmony

17th-level Way of Harmony feature
You can restore harmony to life even if it has been shattered by death. As an action, you can touch a creature that has died within the last 24 hours and expend 6 Ki to return it to life.

When you do so, the creature also regains a number of hit points equal to your Monk level + your Wisdom modifier and any conditions afflicting it at the time of its death are ended.

                     Once you use this on a creature, that creature
                                     must complete a long rest before it can
                                               benefit from this feature again.

Way of the Open Hand

While all Monks are warriors, the disciples of the Open Hand train relentlessly, honing their body itself into a weapon. They do not neglect their spiritual training but pride themselves on their skill in martial arts. It is exceedingly rare for a Monk of the Open Hand to use a weapon other than their fists.

Open Hand Techniques

3rd-level Way of the Open Hand feature
You learn certain Techniques at the Monk levels noted in the table below, but they do not count against your total number of Techniques Known.

Also, each time you gain a Monk level, you can replace one of these Techniques with another Strike Technique that you meet the prerequisites for. Strike Techniques are those that can be used when you hit with a melee Martial Arts attack.

Monk Level Technique
3rd empowered strike
5th stunning strike
9th indomitable spirit

Practiced Strikes

3rd-level Way of the Open Hand feature
Rigorous discipline has made your abilities second nature. Once on each of your turns when you hit with an
unarmed strike, you can use a Strike Technique
you know without expending the normal Ki.

You can use your Strike Techniques in this way
a number of times equal to your Wisdom modifier
(a minimum of once), and you
regain all expended uses
when you finish
a long rest.

Ebb and Flow

6th-level Way of the Open Hand feature
You have trained to redirect your enemy's momentum against them. When a creature you can see misses you with a melee attack, you can use one of the following reactions:

Toppling Blow. The creature must succeed on a Dexterity saving throw against your Technique save DC or it falls Prone and its speed is 0 until the end of its turn. Any creature larger than you has advantage on this saving throw.

Swift Reprisal. You make one unarmed strike against it.

Open Hand Strike

10th-level Way of the Open Hand feature
Your strikes disrupt the flow of Ki. If you score a critical hit with an unarmed strike, the creature has disadvantage on any saving throw that you force it to make as part of that attack.

Master of Many Forms

10th-level Way of the Open Hand feature
During each long rest, you can spend 10 minutes practicing martial arts to replace one Technique you know with another Technique which you meet the prerequisites for.

Master of the Open Hand

17th-level Way of the Open Hand feature
You have become an unparalleled master of unarmed martial
     arts and are able to strike with overwhelming power and
            wondrous speed. Whenever you use Flurry of Blows,
                   Swift Reprisal, or make an opportunity attack you
                          can make one additional unarmed strike.

Way of Radiance

Legends tell of wandering sages who channel bursts of light from within their bodies. These disciples of Radiance have such fine control over their spirit that they can assault others with luminous blasts of Ki. These wondrous warriors travel the land promoting harmony and justice among all peoples.

Radiant Techniques

3rd-level Way of Radiance feature
You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level:

Monk Level Technique
3rd step of the wind
5th deflect missile
9th indomitable spirit

Radiant Bolt

3rd-level Way of Radiance feature
You can manifest your Ki as luminous light, using it to dispel the darkness and smite your foes. You know the light Cantrip, and Wisdom is your Spellcasting modifier for it.

Also, whenever you can make an unarmed strike, you can
  instead focus your Ki to make a Radiant Bolt attack. Radiant
  Bolts are ranged (30/60) spell attacks that you are proficient
  with and use your Spell attack modifier as shown below. On
  hit, they deal radiant damage equal to your Martial Arts Die
    + your Wisdom modifier, and they count as melee Martial
     Arts attacks for the purposes of your Techniques.

Spell attack modifier = your Proficiency Bonus
+ your Wisdom modifier

    Luminous Spirit

     6th-level Way of Radiance feature
     Luminous Ki suffuses your spirit. When you deal radaint
     damage to a creature, you can expend 1 Ki and force it to
     make a Constitution saving throw against your Technique
    save DC. On a failed save, the creature is Blinded until the
   beginning of your next turn.

  Searing Blast

  6th-level Way of Radiance feature
  You can overwhelm your foes with bursts of your radiant Ki.
  As a bonus action, you can spend 1 Ki to force all creatures
  in an adjacent 15-foot cone to make a Dexterity saving throw
   against your Technique save DC.

  Creatures take radiant damage equal to three Martial Arts
   Dice on a failure, and half as much damage on a success.

  Luminous Burst

  10th-level Way of Radiance feature
  Your spirit brims with burning radiance. As an action, you
  can unleash a blast of radiant Ki in a 5-foot wide, 100-foot
  long line, forcing creatures in the area to make a Dexterity
  saving throw against your Technique save DC. On a failure,
  they take radiant damage equal to six Martial Arts Dice. On
  a success they take half as much radiant damage.

  When you use this feature you can expend Ki (up to your
  Wisdom modifier) to empower your Luminous Burst adding
  one Martial Arts Die to its damage for each Ki spent.

  You can use this feature a number of times equal to your
  Wisdom modifier (a minimum of once). You regain all uses
  when you complete a long rest. When you have no uses left,
  you can spend 3 Ki to use Luminous Burst again.

Master of Radiance

17th-level Way of Radiance feature
Your radiant spirit is a shining beacon of hope for all who stand against the forces of evil. You gain the benefits below:

  • So long as you are using your Unarmored Movement, you also have a flying speed equal to your movement speed.
  • You become wreathed in light. You shed bright sunlight
    in a 30-foot radius and dim sunlight 30 feet beyond that. You can extinguish or restore the light as a bonus action.
  • The radiant damage of your Radiant Bolt, Searing Blast, and Luminous Burst features counts as true sunlight.
  • You gain resistance to necrotic damage, immunity to all radiant damage, and immunity to the Blinded condition.

Way of the Reaper

While most monastic orders teach students to live their
lives to their full potential, those who follow the Way of
the Reaper are obsessed with the process of death and
dying. Reaper Monks learn to channel deathly Ki to fuel
their own martial prowess and are experts at using fear
and other sinister techniques to drain the life force from others in order to prolong their own lives.

Reaper Techniques

3rd-level Way of the Reaper feature
You learn certain Techniques at the levels noted in the
table below. They do not count against your number of Techniques Known and they cannot be switched out:

Monk Level Technique
3rd crippling strike
5th slowing strike
9th aura sight

Frightful Touch

3rd-level Way of the Reaper feature
You can channel deathly Ki to infect foes with fear of
death. Once per turn when you hit a creature with
a melee Martial Arts attack, you can spend 1 Ki to
force the creature to make a Wisdom saving throw
against your Technique save DC. On a failure, it is
Frightened of you until the start of your next turn.

Warrior of Death

3rd-level Way of the Reaper feature
Your affinity with deathly Ki has completely suffused
your body, mind, and spirit, granting certain benefits:

Necrotic Body. You can cause your unarmed strikes to deal necrotic damage in place of bludgeoning, and you gain resistance to necrotic damage.

Necrotic Mind. You have advantage on saving throws to resist and end the Frightened condition.

Necrotic Spirit. Should you die, your corpse falls under the effects of the gentle repose spell for a number of days equal to the Ki you had remaining when you died.

Pierce the Veil

6th-level Way of the Reaper feature
Your deep knowledge of death allows you to communicate with creatures who have passed. As an action, you can touch a corpse and expend Ki (up to your Wisdom modifier). For each Ki spent, you can ask the corpse a single question, as per the rules of the speak with dead spell.

However, once you use this feature on a corpse, you can't target that corpse with this feature again. Like speak with dead, the corpse is not required to respond to you.

Sinister Vitality

6th-level Way of the Reaper feature
The pain of death gives you life. Once per turn when you deal necrotic damage to a living creature, you can gain temporary hit points equal to your Wisdom modifier (minimum of 1).

While you have temporary hit points from this feature, you are resistant to bludgeoning, piercing, and slashing damage
    from non-magial and non-silvered attacks.

Armor
of the Grave

10th-level Way of the Reaper feature
Your intimacy with death allows you to resist its pallid touch. When you are reduced to 0 hit points, but not killed outright, you can spend 1 Ki to fall to 1 hit point instead. When you do so, you can also choose to fall under a feign death spell.

However, each subsequent time you use this ability before you complete a long rest, its cost increases by 1 Ki.

Master of Reaping

17th-level Way of the Reaper feature
Your knowledge of death allows you to directly attack the life giving Ki within other creatures. Once on each of your turns, you can forgo one attack to touch a creature and spend up to 10 Ki, forcing it to make a Constitution saving throw against your Technique save DC.

The target takes necrotic damage equal to two Martial Arts Dice per Ki spent on a failure, and half as much on a success.

Creatures that are Frightened of you have disadvantage on this saving throw. This feature also has no effect on Undead.

Way of the Rising Dragon

Often found in the service of ancient dragons, disciples of the Rising Dragon use their Ki to mimic draconic power. These mystic warriors vary greatly based on the dragons they emulate, but despite differences, they all channel the presence, poise, and elemental power of a great dragon.

Rising Dragon Techniques

3rd-level Way of the Rising Dragon feature
You learn certain Techniques at the levels noted in the
table below. They do not count against your number of Techniques Known and they cannot be switched out:

Monk Level Technique
3rd step of the wind
5th deflect missile
9th indomitable spirit

Draconic Disciple

3rd-level Way of the Rising Dragon feature
An ancient dragon, or one of its disciples, has altered your Ki, infusing you with certain draconic abilities:

Ancient Tongue. You speak, read, and write Draconic. You also gain proficiency in Deception, Intimidation, or Persuasion, and when you make an ability check with that skill you add a Martial Arts Die to your roll.

Draconic Element. Choose acid, cold, fire, lightning, or poison as your Element. Dragons often choose the same Element as their breath weapon, but ancient dragons can impart any Element of their choice. Lastly, you can cause your unarmed strikes to deal Element damage on hit.

Elemental Breath

3rd-level Way of the Rising Dragon feature
You can exhale elemental energies like the breath of great dragons. When you take the Attack action, you can forgo one attack to unleash elemental Ki in an adjacent 15-foot cone or 30-foot long, 5-foot wide line forcing Creatures to make a Dexterity saving throw against your Technique save DC. Creatures take Element damage equal to two Martial Arts Dice on a failure, and half on a success.

Whenever you use this feature, you can also spend Ki (up to your Wisdom modifier) to add an additional Martial Arts Die to the damage roll for each Ki spent.

Ascendant Step

6th-level Way of the Rising Dragon feature
Your Techniques mimic the power of dragons. Whenever you use step of the wind, you gain a flying speed equal to your walking speed which lasts until the end of your turn.

Alternate Rule: Gem Dragons

In some settings, esoteric Gem Dragons can impart psionic power to Rising Dragon Monks. If your DM agrees, you can choose force, necrotic, psychic, or radiant as your Element with Draconic Disciple.

DMs should note, these rarely resisted Element options would mark an increase in power if used.

Draconic Mantle

10th-level Way of the Rising Dragon feature
Your draconic presence wards those around you from harm. You and creatures of your choice within 10 feet are resistant to your Element and have advantage on all saving throws to resist the Charmed or Frightened conditions.

In addition, when you use your Elemental Breath, you add your Wisdom modifier (minimum of +1) to the damage roll.

Master of Draconic Might

17th-level Way of the Rising Dragon feature
The true potential of your draconic spirit has been unleashed. You gain a flying speed equal to your walking speed, and the radius of your Draconic Mantle increases to 30 feet.

Finally, whenever you use your Elemental Breath, you can target a 30-foot cone or a 60-foot long, 5-foot wide line.

Way of the Shadow Arts

While most traditional martial artists value honorable tactics and combat styles, disciples of the Shadow Arts exploit every weakness, no matter how dishonorable. Assassins and spies, Shadow Monks only strike if success is absolutely assured.

Eyes of Night

3rd-level Way of the Shadow Arts feature
You have adapted to use your skill under cover of darkness. You gain Darkvision out to a radius of 60 feet, and you have advantage on Stealth checks to hide in darkness.

If you already have Darkvision from your race or another feature, its range increases by 30 feet.

Shadow Techniques

3rd-level Way of the Shadow Arts feature
You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level:

Monk Level Technique
3rd slow fall
5th gentling touch
9th heavenly step

Shadow Arts

3rd-level Way of the Shadow Arts feature
You can use your Ki to reproduce the effects of certain spells: darkness, darkvision, pass without trace ll, or silence. Your body is your Spellcasting focus for the spells,
and Wisdom is your Spellcating ability. You
can see through darkness you create with
these spells as if it were daylight.

You can cast each of these spells once in
between each long rest at no cost, after that,
you can muse expend 2 Ki
to cast it again.

Shadow Step

6th-level Way of the Shadow Arts feature
You move undetected through the darkness, and can step from one shadow into another. When you are in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. After teleporting, you have advantage on the first Martial Arts attack you make before the end of that turn.

Cloak of Shadows

10th-level Way of the Shadow Arts feature
You can cloak yourself with Ki and merge with the shadows. When you are in dim light or darkness, you can use an action to become invisible, and you remain invisible until you attack, cast a spell, or move into an area of bright light.

If a creature moves into your reach while you are invisible, you can make one opportunity attack against it as a reaction. These opportunity attacks only end your invisibility if you hit the target. If the attack misses, you remain invisible.

Master of Shadows

17th-level Way of the Shadow Arts feature
You are an unrivaled master of the Shadow Arts, and wield dark powers which mark you as a true Master of Shadows. You gain the following benefits:

  • You can cast your Shadow Arts spells at will, without Ki.
  • The range of your Shadow Step increases to 120 feet.
  • You can use your Cloak of Shadows as a bonus action.
  • You can cast both greater invisibility and shadow of moil once between each long rest at no cost, after which, you must spend 4 Ki to cast that spell again.

Way of Shining Steel

While all Monks are trained in the use of weapons, those who walk the Way of Shining Steel dedicate their lives to mastery over their chosen armaments. Known for their extreme focus, Steel Monks challenge progressively stronger warriors to put their spirit, technique, and resolve to the ultimate test.

Shining Techniques

3rd-level Way of Shining Steel feature
You learn certain Techniques at the levels noted in the table below. They don't count against your number of Techniques Known and they cannot be switched upon gaining a level:

Monk Level Technique
3rd patient defense
5th seeking strike
9th heavenly step

Signature Weapons

3rd-level Way of Shining Steel feature
While every weapon is deadly in your hands, you strive for mastery over a select few. Choose one melee weapon without the Heavy or Special properties and one ranged weapon to be your Signature Weapons. You are proficient in your Signature Weapons if you were not already, and your attacks with these weapons count as Martial Arts attacks.

You can choose an additional Signature Weapon when you reach 6th, 10th, and 17th level in this class.

Deadly Perfection

3rd-level Way of Shining Steel feature
Your relentless pursuit of perfection allows you to use the following features while wielding a Signature Weapon:

Masterful Aim. As a bonus action, you can calm your
spirit to mystically increase your accuracy. Until the end
of your current turn, you treat Signature Weapon attack
rolls of 7 or lower on the d20 as 8s.

Masterful Parry. When a creature you can see hits
you with a melee attack, you can use your reaction
to add your Wisdom modifier (minimum of +1)
to your Armor Class against that attack.

Shining Steel

6th-level Way of Shining Steel feature
Mastery over your Signature Weapons allows your Ki to flow through them as if they were an extension of your body. Your Signature Weapons gain the following benefits:

Ki Blade. You can choose for your Signature Weapons to deal radiant damage in place of their normal damage type.

Perfect Strike. Once on each of your turns when you hit with a Signature Weapon attack you can spend 1 Ki to deal bonus damage equal to your Martial Arts Die.

Steel Wind. When you Flurry of Blows you can replace one unarmed strike with a Signature Weapon attack.

Spirit Blade

10th-level Way of Shining Steel feature
You can imbue your Signature Weapons with deadly Ki. Over the course of a long rest, you can spend 1 hour performing a mystical ritual on your Signature Weapons, infusing each of them with Ki (up to your Wisdom modifier).

The critical hit range of your Signature Weapons increases depending on the Ki you infuse each with, as shown below:

Ki Infused Critical Hit Range
1 19 or 20
3 18 - 20
5 17 - 20

    Ki infused into a Signature Weapon remains within it and cannot be regained until you perform this mystic ritual again, at which point you can remove Ki and return it to your spirit.

     Master of Shining Steel

        17th-level Way of Shining Steel feature
                You are an unquestioned master of your Signature
                      Weapons. Once between each short or long rest
                                 when you attack with a Signature Weapon,
                                   you can replace the result of your d20 roll
                                  with your Monk level.

                                  If using your Monk level would result in
                             a critical hit, that Signature Weapon attack
                           becomes an automatic critical hit.

Way of the Wu Jen

Rather than focus inward, some Monks attune themselves to the forces of nature. Known as Wu Jens, these primal sages augment their skills with the power of the five elements; Air, Earth, Fire, Water, and Wood. Through meditation, they can learn to manifest their Ki in displays of elemental power.

Disciple of the Elements

3rd-level Way of the Wu Jen feature
You use ancient monastic arts that allow you to manipulate the forces of nature to cast spells using the rules below:

Cantrips. You learn two Cantrips of your choice from the Wu Jen spell list at the end of this Tradition description. You learn one additional Wu Jen Cantrip at 10th and 17th level.

Spell Slots. The Wu Jen Spellcasting table shows how many spell slots you have, and the level of those slots. All of your spell slots are the same level. To cast a Wu Jen spell of 1st-level or higher, you must expend a spell slot. You use the spell's casting time and other rules, but your body becomes the spellcasting focus for these spells, and you don't need to provide any material components. You regain all expended Wu Jen spell slots when you finish a short or long rest.

Spells Known of 1st-Level and Higher. You learn two
1st-level spells of your choice from the Wu Jen spell list at the end of this Tradition. The Spells Known column of the Wu Jen Spellcasting table shows when you learn more Wu Jen spells. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

When you gain a level, you can replace one Wu Jen spell you know with another equal to your Slot level or lower.

Spellcasting Ability. Wisdom is your spellcasting ability for your Wu Jen spells, so you use your Wisdom whenever a spell refers to your spellcasting ability, when setting a saving throw DC, and when making a spell attack roll.

Spell save DC = 8 + your proficiency bonus
+ your Wisdom modifier

Spell attack modifier = your proficiency bonus
+ your Wisdom modifier

Fist of the Five Ways

3rd-level Way of the Wu Jen feature
You can infuse your fists with the power of the five elements. Whenever you make an unarmed strike, you can change its damage to the type dealt by one Wu Jen spell you know.

When you do, the reach of that unarmed strike increases by 5 feet, as it is wreathed in the power of that element.

Elemental Spirit

6th-level Way of the Wu Jen feature
Your spirit is a conduit for your elemental magic. As a bonus action on your turn, you can expend Ki equal to 1 + your Slot Level to regain one expended Wu Jen spell slot.

Moreover, when you use your action to cast a Wu Jen spell, you can make one unarmed strike attack as a bonus action.

Spiritual Flow

10th-level Way of the Wu Jen feature
You weave your martial arts with spiritual magic. When you cast a Wu Jen spell with a casting time of 1 action, you can expend 2 Ki to cast it as a bonus action instead.

Master of the Elements

17th-level Way of the Wu Jen feature
As an action, you can draw all five elements into yourself to take on an Elemental Form, gaining the following benefits:

  • You gain a flying speed equal to your walking speed.
  • You resist bludgeoning, piercing, and slashing damage.
  • Critical hits against you become normal hits.
  • Opportunity attacks against you have disadvantage.
  • You can gain temporary hit points equal to your Wisdom modifier (minimum of 1) at the start of each of your turns.

Your Elemental Form lasts for 1 minute, but it ends early
if you are Incapacitated or use a bonus action to end it. You can use this feature once per long rest at no cost, after that, you must expend 6 Ki to transform again.

Wu Jen Spell List

Here's the list of spells you consult when you learn a Wu Jen spell. Spells are organized by spell level, not character level. The spells here are from the Player's Handbook, Xanathar's Guide to Everything *, and Tasha's Cauldron of Everything **.

Spells marked with ll are found in the laserllama Spell Compendium, which includes both new and alternate spells.

Cantrips (0-Level)

beckon air ll
blade ward ll
control flame ll *
create bonfire *
druidcraft
frostbite
light
magic stone *
mold earth ll
ray of frost
shape water ll
thorn whip
thunderclap *

1st-Level

absorb elements *
armor of agathys
burning hands
create water ll
earth tremor *
ensnaring strike ll
entangle
fog cloud
hail of thorns ll
hellish rebuke
ice knife *
sanctuary
thunderwave
witch bolt ll

2nd-Level

barkskin ll
continual flame
dust devil*
earthbind*
earthen grasp*
flame blade
flaming sphere
gust of wind
hold person
levitate

misty step
scorching ray
shatter
snowball swarm *
spike growth
warding wind *

3rd-Level

call lighting
conjure elemental ll
erupting earth *
fireball
fly
gaseous form
grasping vine ll
lighting bolt
meld into stone
minute meteors *
plant growth
sleet storm
speak with plants
thunder step *
tidal wave *
wall of sand *
wall of water *
wind wall

4th-Level

control water
elemental bane *
fire shield
freedom of movement
guardian of nature (tree) *
ice storm
pillars of earth ll
resilient sphere
stone shape
stoneskin
storm sphere *
wall of fire
watery sphere *

Wu Jen Spellcasting
Monk Level Spells Known Spell Slots Slot Level
3rd 2 1 1st
4th 2 2 1st
5th 3 2 1st
6th 3 2 1st
7th 4 2 2nd
8th 4 2 2nd
9th 5 2 2nd
10th 5 2 2nd
11th 5 2 2nd
12th 5 2 2nd
13th 6 2 3rd
14th 6 2 3rd
15th 6 2 3rd
16th 6 2 3rd
17th 7 2 3rd
18th 7 2 3rd
19th 7 2 4th
20th 7 2 4th
Want more Alternate Monk?

The Alternate Monk: Expanded is a free expansion to the Alternate Monk that includes a multitude of additional content for the class presented here:

Additional Techniques. Fourteen new Techniques for your Monk to choose from, including mystical, magical, and esoteric options that push the limits of what a master of the mystic arts is capable of!

Monastic Feats. Increase the versatility and power of your Monk, or allow others to share the mystic power of the Alternate Monk with two new Feats!

Nine Monastic Traditions. Many new options for Monks. Master heavy weapons with the Way of the Hurricane, unleash your bestial power with the Way of Ferocity, or channel the serenity of water with the Way of the Flowing River, and many more!

Alternate Monk

Become the master of Martial Arts that you were meant to be with this alternate take on the Monk for 5e! Includes ten revised Monastic Traditions.

Version 3.1.1 - Created by /u/laserllama
Last Updated: September 4th, 2025

Expanded Techniques and Monastic Traditions for the Alternate Monk can be Found Here!

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