Alternate Monk: Expanded

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Alternate Monk

Expanded

Alternate
Monk Expanded

In the 5e community, the Monk is widely regarded as falling short of the fantasy it tries to capture. The Alternate Monk strives to capture the fantasy of playing a master of martial arts. Included here are more options for the Alternate Monk:

Additional Techniques. The Techniques included with the Alternate Monk emulate the most common abilities used by Monks. The Techniques included here can be more exotic, specific, or dangerous for those who make use of them.

Monastic Feats. The feats included here allow all player characters to share in the abilities of the Alternate Monk.

Additional Monastic Traditions. Included below are nine additional Traditions for a Monk to choose from at 3rd level.

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:

Divine Light

You learn two Cantrips of your choice from the Cleric spell list. Wisdom is your Spellcasting modifier for these spells, and you use your body as the Spellcasting focus for them.

Probing Strike

Whenever you hit a creature with an unarmed strike, you can spend 1 Ki to learn one characteristic from the following list:

   
Armor Class Highest Ability Score
Condition Immunities Lowest Ability Score
Damage Resistances
& Immunities
One Special Feature
(Spellcasting, Exploits, etc.)

Spiritual Armor

You can reinforce your body with spiritual power. As a bonus action, you can spend 1 Ki to gain temporary hit points equal to your Wisdom modifier (a minimum of 1).

When a creature damages these temporary hit points, you can use a reaction to cause the attacker to take force damage
    equal to your Martial Arts Die.

Burning Blade

Prerequisite: 5th-level Monk
As a bonus action, you can spend 1 Ki to infuse one melee Martial Arts weapon you are holding with burning Ki. For the next minute, the weapon emits bright light in a 30-foot radius and attacks with it deal fire damage so long as you hold it.

Crushing Strike

Prerequisite: 5th-level Monk
Once per turn when you hit a target with an unarmed strike, you can spend Ki (up to your Wisdom modifier) to empower it with deadly force. For each Ki you spend, the attack deals additional damage equal to your Martial Arts Die.

Envenomed 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 deal bonus poison damage equal to your Martial Arts Die and force the target to make a Constitution saving throw. On a failure, it is Poisoned until the beginning of your next turn.

Gale Rush

Prerequisite: 5th-level Monk
As an action, you spend Ki (up to your Wisdom modifier) and focus it into your palm. For each Ki spent, you move up to 10 feet in a straight line and force one target at the end of this movement to make a Dexterity saving throw.

On a failure, it takes thunder damage equal to one Martial Arts Die per Ki spent and is knocked Prone. On a successful save, it takes half as much damage and does not fall Prone.

Impairing 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 strategically cripple its Ki flow, forcing it to make a Charisma saving throw. On a failed save, choose one of the target's ability scores.

Until the start of your next turn, it has disadvantage on all ability checks, attack rolls, and saving throws with that ability score, and attacks or spells cast with it deal half damage.

Warrior Adept

Prerequisite: 5th-level Monk
You have trained in a specialized style of fighting. You gain a Fighting Style of your choice from the list below. As a Monk, you can only gain one Fighting Style through this Technique:

Archery

Prerequisite: Dexterity of 13 or higher
You gain a +1 bonus to attack rolls with ranged weapons, and your attacks with ranged weapons ignore half-cover and treat three-quarters cover as half cover.

Blind Warrior

Prerequisite: proficiency in Perception
You have Blindsight with a range in feet equal to 5 times your Proficiency Bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

Balanced Fighting

When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls. You can
use a shield and still gain this benefit.

Featherweight Fighting

Prerequisite: Dexterity of 13, proficiency in Acrobatics
While you are unarmed or wielding only light weapons,
and are not wearing medium or heavy armor, your speed increases by 10 feet, and you gain a +1 bonus to damage
rolls with light melee weapons and unarmed strikes.

Hurler

Prerequisite: Strength or Dexterity of 11
You can draw one thrown weapon as part of a ranged
attack you make with it, and the range of your thrown weapon attacks is doubled.

While wielding only thrown weapons, you can make a
ranged attack with a thrown weapon as a bonus action.

Polearm Fighting

Prerequisite: Strength and Dexterity of 11 or higher
You gain a +1 bonus to your damage rolls with glaives, halberds, pikes, quarterstaffs, and spears so long as you
are wielding only that weapon and no shield. When doing
so, creatures provoke an opportunity attack from you when they enter or move within your reach with that weapon.

Versatile Fighting

Prerequisite: Strength or Dexterity of 11 or higher
While wielding a single versatile weapon and no shield,
you gain a +1 bonus to attack rolls with that weapon.

While doing so, you can use your bonus action to make
one Grapple or Shove, or take the Use an Object action.

Ascetic Fortitude

Prerequisite: 9th-level Monk
You can fortify your physical form with your Ki. When
you take damage from a source you can see, you can
use your reaction to expend 2 Ki and reduce that
instance of damage by two Martial Arts Dice + your
Wisdom modifier.

Befuddling Strike

Prerequisite: 9th-level Monk
Once per turn when you hit a creature with a melee Martial Arts attack, you can spend 1 Ki to assault its nervous system, forcing it to make an Intelligence saving throw. On a failure, it is Incapacitated until the beginning of your next turn.

Commune with Self

Prerequisite: 9th-level Monk
You have gained the ability to contact the Ki of your previous lives to gain information. As an action, you can spend 5 Ki to enter a meditative state for the next 10 minutes, and consult your previous lives. If this meditation is not interrupted, you gain information as if you had cast the commune spell.

Friend of Beast & Leaf

Prerequisite: 9th-level Monk
Your Ki can read the energies of the natural world. As an action, you can spend 5 Ki to enter a meditative state for the next 10 minutes. If the meditation is not interrupted, you gain information as if you had cast commune with nature.

Tremor Strike

Prerequisites: 9th-level Monk
As an action, you can spend Ki (up to your Wisdom modifier) and strike the ground, destroying an adjacent 25-foot cone of earth along the ground, forcing creatures to make a Strength saving throw. On a failure, targets take bludgeoning damage equal to a Martial Arts Die per Ki spent and fall Prone. On a success, they take half damage and do not fall Prone.

Structures in this area take the maximum damage, and the area of this Technique becomes difficult terrain until cleared.

Banishing Strike

Prerequisites: 13th-level Monk
Once per turn when you hit a creature with a melee Martial Arts attack, you can spend 3 Ki to empower your blow with legendary force, forcing it to make a Charisma saving throw. It takes bonus force damage equal to three Martial Arts Dice on a failure, and half as much on a success.

Should this attack reduce the target to 50 hit points or less, it is shunted to a harmless demiplane and is Incapacitated. It then reappears in the unoccupied space nearest to the space it last occupied at the end of your next turn.

Conjure Previous Life

Prerequisite: 13th-level Monk
You summon a specter of your past life to come to your aid. As an action, you can spend 5 Ki to produce the effects of the summon celestial TCE spell at 5th-level using your body as a Spellcasting focus, without requiring the normal material components. The spell has the following changes:

Appearance & Statistics. You must choose the Defender option, and it takes on the appearance of a Humanoid Monk of Medium size, though it may not be the same race as you.

Ki Infusion. When conjured, you can infuse the Celestial with any amount of your Ki, expending it. The Celestial can then use this Ki to use any Mystic Technique you know, but it cannot use conjure previous life again.

Radiant Strikes. Its radiant mace attacks are replaced by unarmed strikes that use your Martial Arts Die for damage.

Severing Strike

Prerequisite: 13th-level Monk
Once per turn when you hit a creature with a melee Martial Arts attack, you can spend 3 Ki to break its connection to the arcane, forcing it to make a saving throw with its Spellcasting ability. On a failure, it cannot cast or concentrate on spells for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Awaken the Third Eye

Prerequisite: 18th-level Monk
As an action, you can expend 8 Ki to enter a meditative state for 1 minute, granting you the benefits of the foresight spell.

While this effect is active, your Ki maximum is reduced by 8. You can end this effect early as an action on your turn.

Word of Creation

Prerequisite: 18th-level Monk
You can draw on your intimate knowledge of the Ki that flows through all to pluck the threads of creation. As an action, you can spend 7 Ki to produce the effects of the divine word spell, using Wisdom as your Spellcasting modifier.

Once you use your Ki to cast divine word, you must finish a short or long rest before you can cast it in this way again.

Monastic Feats

The feats here allow all characters to share in the abilities of the Alternate Monk and can be selected in place of an ASI:

Martial Artist

You have some basic martial arts training, giving you some skill in unarmed combat. You gain the following benefits:

Improved Unarmed Strikes. Your unarmed strikes deal 1d4 damage on hit and you can use Strength or Dexterity for their attack and damage rolls. Moreover, when you take the Attack action and make only unarmed strikes you can make
a single unarmed strike as a bonus action on that turn.

Unarmored Defense. So long as you are not wearing any armor or wielding a shield, your Armor Class is equal to 10 + your Strength modifier + your Dexterity modifier.

Mystic Warrior

You have mastered Mystical Techniques which allow you to perform supernatural feats. You gain the following benefits:

Mystic Ki. You gain a pool of 2 Ki, which you can spend to use the Mystic Techniques you know. You regain all expended Ki when you finish a short or long rest. If you already have Ki from another source, this Ki is added to that pool of Ki.

Techniques Known. You learn two Techniques from the Alternate Monk class. You must meet any prerequisites they have, including Monk level. If a Technique uses a Martial Arts Die, you use a d4, unless you have a higher Martial Arts Die.
                                        If a Technique requries a saving throw
                                                         the DC is equal to 8 + your
                                                               Proficiency Bonus + your
                                                                 Wisdom modifier.

Monastic Traditions

The following Monastic Traditions can be made available to the Alternate Monk, along with those in the base class:

     
Boulder Flowing River Sacred Inks
Brawler Hurricane Vigilante
Ferocity Mystic Void

Way of the Boulder

As ancient as the eldest mountains, the Ways of this Tradition have been passed from master to student since the sunrise of civilization. Building their monasteries upon mountain peaks and deep under the earth, students of this Tradition focus on becoming as large and immovable as the eldest mountains.

Boulder Techniques

3rd-level Way of the Boulder 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 crushing strike
9th tremor strike

Solid Body

3rd-level Way of the Boulder feature
Your great bulk enhances your offense and defense. You can use your Constitution, in place of your Dexterity, for all your Martial Arts features, and for your Unarmored Defense.

Moreover, whenever you make a Strength ability
check or Strength saving throw you can spend
1 Ki to add your Constitution modifier to the
result of your roll. While you are touching
the ground, this feature does not
require Ki to use.

Rebounding Defense

6th-level Way of the Boulder feature
Your great bulk allows you to deflect mighty blows. You can use the deflect strike Technique without spending Ki. When you do so, you use your Constitution in place of Dexterity to calculate how much the incoming damage is reduced by.

Density of Spirit

10th-level Way of the Boulder feature
The density of your spirit infuses your body with great weight. You gain resistance to your choice of acid, bludgeoning, cold, fire, lightning, piercing, slashing, or thunder. You can replace this resistance with another from the same list each time you finish a short or long rest.

You can also spend 2 Ki as a bonus action to replace this damage resistance with another from the list above.

Mighty Form

17th-level Way of the Boulder feature
With spiritual reinforcement, your body has surpassed the normal mortal limits of density and mass. Your Constitution score, and your maximum Constitution score, increase by 2, up to a maximum of 22.

Earthshaker

17th-level Way of the Boulder feature
You can use your supernatural density to cause the earth to quake. Whenever you use the tremor strike Technique, you can choose to affect the area within a 25-foot radius of you in place of the normal 25-foot cone of earth. You can ignore any difficult terrain created by this Technique.

             Finally, you can use your tremor strike Technique
                    without expending Ki a number of times equal to
                      your Constitution modifier (a minimum of once),
                         and you regain all uses when you finish a long
                            rest. When you use it without spending Ki, it
                               takes effect as if you had spent 1 Ki, though
                                   you can spend more Ki to empower your
                                       Technique further, as normal.

Way of the Brawler

An informal Tradition of warriors who learn their martial arts without formal training, Brawlers learn to fight in back alleys and fighting pits in the underbelly of civilized societies.
Often urchins who come from nothing, Brawler Monks
will do whatever it takes to assure their victory. To these ruthless scrapers, every fight is a fight for their survival.

Savage Exploits

3rd-level Way of the Brawler feature
In your underhanded brawls you have picked up many brutal and underhanded exploits. You gain the following features:

Exploit Dice. The Brawler Exploits table shows how many Exploit Dice you have to use your Exploits. To use an Exploit you know, you expend an Exploit Die, and you regain all your expended Exploit Dice when you finish a short or long rest. When you use an Exploit, you always roll the Exploit Die.

High Degree. Your Monk level limits the technicality of the Exploits you are able to perform. This limit is reflected in the High Degree column of the Brawler Exploits table.

Exploits. You learn two Savage Exploits of your choice from those available to the Alternate Barbarian. You can only use one Exploit per ability check, attack, or saving throw, and you cannot use an Exploit and Technique at the same time.

When you gain a Monk level, you can replace one Exploit you know with another Savage Exploit of your choice.

Brutal Cunning. If an Exploit has a Strength prerequisite, you can learn it if your Wisdom also meets that prerequisite.

Saving Throws. If a Savage Exploit requires a creature to make a saving throw, it uses your Technique save DC.

Streetwise

3rd-level Way of the Brawler feature
You have learned what is necessary to survive on the streets. You gain proficiency in Intimidation, and learn to speak, read, and decode Thieves' Cant, the language of criminals.

Violent Enlightenment

6th-level Way of the Brawler feature
The brutality and chaos of battle fuels your spiritual power. Your melee Martial Arts attacks score a critical hit on a roll
of 19 or 20 on the d20.

Also, whenever you score a critical hit with a melee Martial Arts attack, you instantly regain 1 expended Ki.

Infamous Reputation

10th-level Way of the Brawler feature
Your reputation for violence and brutality precedes you. As a bonus action, you can spend 1 Ki to force one creature that can see or hear you within 30 feet to make a Wisdom saving throw against your Technique save DC. On a failed save, it is Frightened of you until the start of your next turn.

Any creature that is Frightened of you has disadvantage on saving throws to resist the effects of your Savage Exploits.

Master of Brutality

17th-level Way of the Brawler feature
You are a master of ruthless combat. You have advantage on Martial Arts attacks against creatures Frightened of you.

Finally, whenever you score a critical hit against a creature with a melee Martial Arts attack, it automatically fails saving
    throws to resist your Techniques or Savage Exploits.

Brawler Exploits
Monk
Level
Exploits
Known
Exploit
Die
Exploit
Dice
High
Degree
3rd 2 d4 2 1st
4th 2 d4 2 1st
5th 3 d4 2 1st
6th 3 d4 2 1st
7th 4 d6 3 2nd
8th 4 d6 3 2nd
9th 4 d6 3 2nd
10th 4 d6 3 2nd
11th 5 d6 3 2nd
12th 5 d6 3 2nd
13th 5 d6 3 2nd
14th 5 d6 3 2nd
15th 6 d8 4 3rd
16th 6 d8 4 3rd
17th 6 d8 4 3rd
18th 6 d8 4 3rd
19th 7 d8 4 3rd
20th 7 d8 4 3rd
Multiclassing & Exploits

Your martial skill depends partly on your combined levels in classes with Exploits, and partly on levels in each class. If you learn Exploits from more than one class, reference Alternate Martial Multiclassing.

Way of Ferocity

While all Monks strive for physical mastery, honing their fists and feet into weapons, creatures born with natural weapons; vicious claws, imposing horns, or sharp fangs, have a natural advantage. They learn to enhance their physical features with Techniques, and combine their mastery of Ki with the ferocity that dwells within all creatures of wild and bestial heritage.

Restriction: Natural Weapons

Only Monks with Natural Weapons from their player race, such as Lizardfolk, Tortles, Tabaxi, or Minotaurs can adopt this Monastic Tradition. Your DM may lift this restriction.

Ferocity Techniques

3rd-level Way of Ferocity 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 crippling strike
5th stunning strike
9th friend of beast & leaf

Natural Predator

3rd-level Way of Ferocity feature
Your martial arts enhance your natural abilities with one of the features below. Once chosen, this cannot be changed:

Bestial Rend. Often adopted by Monks with savage claws or sharp teeth. You can deal slashing damage with unarmed strikes, and each time you do, your target's speed is reduced
   by 5 feet until the start of your next turn. If you reduce its
         speed to zero with this feature, it also has disadvantage
         on Dexterity saving throws for the same duration.

   Deadly Charge. Often adopted by Monks with hooves or
         horns. If you move at least 15 feet in a line, then hit with
          a melee unarmed strike, your target must succeed on a
             Strength saving throw against your Technique save
               DC or be knocked Prone.

          Natural Defenses. Adopted by Monks with natural
             armor like shells or scales. If you are hit by an attack
            that you can see, you can use your reaction to add your
             Martial Arts Die to your Armor Class against only that
                attack, possibly causing it to miss.

                   Primal Intuition

                           6th-level Way of Ferocity feature
                             You gain proficiency in two of the following:
                             Athletics, Insight, Intimidation, Perception,
                        Stealth, or Survival.

    Choose any two skills from the list above that you are
       proficient in. Whenever you make an ability check with
      either of those skills, you gain a bonus to your roll equal
      to your Martial Arts Die.

    Ruthless Savagery

    10th-level Way of Ferocity feature
   No mercy in the wilds. You can use the crippling strike Technique without expending Ki a number of times equal to your Wisdom modifier (a minimum of once), and you regain all uses when you finish a long rest.

If you have already hit the target of your crippling strike with an unarmed strike since the end of your last turn, your target has disadvantage on its Constitution saving throw.

Master of Ferocity

17th-level Way of Ferocity feature
You combine primal instinct with monastic training to reach your true wild potential. You gain one of the features below. Once chosen it cannot be changed:

Bestial Fury. Weakness drives you to a primal fury. When you score a critical hit on a creature with an unarmed strike, its speed is reduced to zero until the start of your next turn, and for the same duration you have advantage on unarmed strikes against that creature.

Deadly Stampede. You can channel a burst of primordial speed. As an action, you can move up to your speed in a line, forcing any creatures you pass through to make a Dexterity saving throw against your Technique save DC. On a failure, targets take bludgeoning damage equal to four Martial Arts Dice and fall Prone. On a success, targets take half damage and do not fall Prone.

Mystical Resilience. Mystical power has increased your already impressive natural defenses. Whenever you take any damage, you reduce the damage by your Wisdom modifier (a minimum of 1), so long as you are not Incapacitated.

Way of the Flowing River

Novices who adopt the Way of the Flowing River are taught a style of martial arts that emphasizes nonviolence and the use of force only when necessary. Named for the masterful grace and fluidity that these warriors exhibit in battle, practitioners of the Flowing River are often known as dancing Monks.

Flowing River Stance

3rd-level Way of the Flowing River feature
As a bonus action, you can enter the Flowing River Stance, which exudes a mystical aura to draw violence through you, as water is guided by the banks of the river. Until the start of your next turn, creatures of your choice within 10 feet of you have disadvantage on attacks against targets other than you.

The radius of this aura grows to match your Unarmored Movement bonus, as shown on the Monk table for your level.

Flowing River Techniques

3rd-level Way of the Flowing River 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 heavenly step

Monastic Acrobat

3rd-level Way of the Flowing River feature
You carry yourself with a delicate grace. You gain proficiency in both Acrobatics and Performance, and whenever you make an ability check with either skill you gain a bonus to your roll equal to your Martial Arts die.

You can also use Dexterity, in place of Charisma, whenever
       you make a Performance check that includes movement.

River's Reprisal

6th-level Way of the Flowing River feature
The serenity that comes with the flow of battle allows you to turn your foe's violent intent against them. When a creature you can see misses you with an attack while you are in your Flowing River Stance, you can force it to make a Dexterity saving throw against your Technique save DC as a reaction. On a failure, it is knocked Prone and its speed is reduced to zero until the start of your next turn.

Also, while you are in your Flowing River Stance, you can use deflect strike and deflect missile without spending Ki.

Grace of the Great Waters

10th-level Way of the Flowing River feature
The mystical power of your abilities has grown. If a creature casts a spell that deals damage or forces a saving throw while it is under the effect of your Flowing River Stance, you must be one of the targets of that spell.

While you are in Flowing River Stance you gain a special reaction that you can take on each creature's turn. It can only be used for River's Reprisal, deflect strike, or deflect missile.

Master of the Flowing River

17th-level Way of the Flowing River feature
You can turn even the most violent blows against your foes. Whenever you use deflect strike or deflect missile, you can spend additional Ki (up to your Wisdom modifier) to reduce the damage by an additional Martial Arts Die per Ki spent.

Finally, when a creature fails its saving throw against your River's Reprisal, you can also knock it back in a straight line
a number of feet, then it falls Prone. The distance you knock a creature back is dependent on size, as shown below:

Tiny 60 feet
Small 40 feet
Medium 30 feet
Large 20 feet
Huge 15 feet
Gargantuan 10 feet

Way of the Hurricane

Where most martial arts traditions focus on quick strikes and quick movement, disciples of the Hurricane technique master mighty weapons. Hurricane Monks wield massive weapons to devastating effect. On the battlefield they become tempests of steel, cutting down any foe who dares to stand against them.

Heavy Warrior

3rd-level Way of the Hurricane feature
Your style of combat incorporates the mightiest weapons. You gain proficiency with Heavy melee weapons, and your attacks with these weapons count as Martial Arts attacks.

In addition, while you are wielding a Heavy melee weapon, you have advantage on all ability checks and saving throws to resist being Grappled or moved against your will.

Hurricane Techniques

3rd-level Way of the Hurricane 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 typhoon strike
5th crushing strike
9th tremmor strike

Tempestuous Strike

3rd-level Way of the Hurricane feature
You can wield your massive weapons with the fury of a great storm. So long as you are wielding a Heavy melee weapon, you can use typhoon strike without expending Ki.

When you do so, you can make a single attack with the end of your Heavy weapon as a bonus action on your turn. On
hit, it deals damage equal to one Martial Arts attack.

Crushing Counter

6th-level Way of the Hurricane feature
You use the great weight of your massive weapons to rebuke your foes. When a creature you can see hits you with a melee attack while you are wielding a Heavy melee weapon, you can attack it with that Heavy weapon as a reaction.

If you hit with this attack, the force of the blow reduces the attacker's speed to zero until the start of your next turn.

Buffeting Winds

10th-level Way of the Hurricane feature
You empower your strikes with great gusts of wind. When you hit a creature with a Heavy melee weapon attack or damage it with typhoon strike, you can spend 1 Ki (per target) to force it to make a Strength saving throw against your Technique save DC. On a failure, it is knocked back in a line a number of feet equal to 5 times your Wisdom modifier (minimum of 5 feet).

Also, whenever you use typhoon strike, you can expend Ki (up to your Wisdom modifier) to empower your Technique. If you do, the Techniques deals bonus thunder damage equal to your Martial Arts Die for each Ki spent. If you do, creatures also take half damage from the Technique on a success.

Master of the Hurricane

17th-level Way of the Hurricane feature
Your skill with massive weapons makes them appear light as a feather. While wielding a Heavy melee weapon you can use your action to disappear and make one melee weapon attack against up to five creatures you can see within 60 feet.

You can use this feature once between each short or long rest, after which, you must spend 5 Ki to use it again.

Way of the Mystic

Meditating on the true spiritual potential of Ki, Mystic Monks gradually forgo their physical training to plumb the depths of their spirit. Often misunderstood to be Wizards or Sorcerers, these mystical sages can draw upon the Ki within their spirits to perform wondrous supernatural feats.

Ascended Warrior

3rd-level Way of the Mystic feature
Your ascended spirit propels your body in battle. You can use Wisdom, in place of Dexterity, for your Martial Arts features.

Mystical Techniques

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

Monk Level Technique
3rd spiritual armor
5th impairing strike
9th commune with self

Mystic Talents

3rd-level Way of the Mystic feature
In your quest for spiritual enlightenment you have
unlocked the true potential of your spirit. You learn
two Mystic Talents from those available to the Psion.
Talents from this feature use the rules below:

Mystical Manifestation. If a Mystic Talent has a
prerequisite Psion level, you can learn it if your Monk
level would meet that prerequisite. You can also use
your Wisdom and your Ki in place of any mentions of Intelligence and Psi Points, respectively

Learning new Talents. You learn another Mystic
Talent of your choice when you reach 6th, 10th, and
17th levels in this class. Finally, whenever you gain a
level, you can replace a Talent you know with another
Talent. However, you cannot replace a Talent if it is a prerequisite for another Talent you know.

Spellcasting. Wisdom is your Spellcasting ability
for any Mystic Talents you know. Mystic Talents also
use your Technique save DC for any saving throws.

Spiritual Assault

6th-level Way of the Mystic feature
You can strike from spirit to spirit, bypassing mortal
flesh. As a bonus action, you can force one creature
that you can see within 15 feet to make a Charisma
saving throw against your Technique save DC.

On a failed save, it takes psychic damage equal to
your Martial Arts Die and it has disadvantage on the
first Intelligence, Wisdom, or Charisma saving throw
that it makes before the start of your next turn.

You can use this feature a number of times equal
to your Wisdom modifier (minimum of once), and
you regain all uses when you finish a long rest. If
you have no uses left, you can spend 1 Ki to use
    your Spiritual Assault feature again.

Warded Soul

10th-level Way of the Mystic feature
Your spirit protects you from supernatural assaults. When you take necrotic, psychic, or radiant damage you can spend 1 Ki to gain resistance to that instance of damage.

Master Mystic

17th-level Way of the Mystic feature
Your spiritual power eclipses that of most living mortals, and some immortal beings. Whenever you deal psychic damage to a creature you add your Wisdom modifier (minimum of 1) to the damage roll if you do not do so already.

Finally, during a long rest, you can meditate for 1 hour and replace one Talent you know with another of your choice.

Way of the Sacred Inks

Students of the Sacred Ink spend years learning
Celestial calligraphy. Once it is mastered, they
ceremonially mark themselves with Celestial
tattoos of heavenly complexity. As the Monk
grows in spiritual knowledge, their tattoos
increase proportionally in complexity, and
in the divine abilities that they bestow.

Celestial Artist

3rd-level Way of the Sacred Inks feature
You have mastered the divine artistry of
Celesital tattooing. You gain proficiency
in calligrapher's supplies, and whenever
you make an ability check that includes
calligrapher's supplies you add double
your Proficiency Bonus to your roll.

You have also learned to speak, read,
and write Celesital, the language of the
divine. However, most Monks will only
speak Celestial when necessary out of
reverence for the divine language.

Divine Conduit

3rd-level Way of the Sacred Inks feature
Your Celestial tattoos allow you to channel the divine power of the heavenly hosts to both heal yourself and allies and to pour out judgment on foes. You gain the features below:

Divine Judgment. You can choose to deal radiant damage with your unarmed strikes instead of their normal damage.

In addition, whenever you hit a creature with an unarmed strike, you can spend 1 Ki to deal bonus radiant damage to it equal to your Martial Arts Die.

Divine Regeneration. Whenever you expend a Hit Die to regain hit points, you can expend 1 Ki to use the maximum value of that Hit Die in place of rolling it.

Divine Touch. As an action, you can touch another willing creature other than yourself and expend 1 Ki. It regains hit points equal to one roll of its Hit Die + your Wisdom modifier.

Sacred Ink Techniques

3rd-level Way of the Sacred Inks 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 divine light
5th impairing strike
9th commune with self

Heavenly Protection

6th-level Way of the Sacred Inks feature
Both your connection to the divine and the complexity of your celestial tattoos has increased, granting you a divine blessing that protects you from death. When you are reduced to 0 hit points, you can choose to fall to 1 hit point instead.

You can use this feature once, and you regain its use after you finish a long rest. Alternately, you can expend 5 Ki as an action on your turn to regain your use of this feature early.

Searing Light

10th-level Way of the Sacred Inks feature
As a bonus action, you can unleash the divine energies within your Celestial tattoos. For 1 minute, you emit bright sunlight out ot a 10-foot radius, and when you expend Ki to use Divine Judgement, your target must also make a Constitution saving throw against your Technique save DC. On a failed save, it is Blinded until the start of your next turn.

This feature ends if you are Incapacitated or if you end it as a bonus action. Once you use this feature, you must complete a short or long rest before you can use it again.

Master of the Sacred Inks

17th-level Way of the Sacred Inks feature
As a bonus action, you can unleash the divine energies within your Celestial tattoos, transforming into a living icon of divine beauty for 1 minute, gaining the following benefits:

  • Your Celestial tattoos manifest angelic wings. You gain a flying speed equal to your walking speed and can hover.
  • You gain the benefits of Searing Light. Its sunlight radius grows to match your Unarmored Movement bonus.

You can transform in this way once between each long rest at no cost, after which, you must spend 5 Ki to use it again.

Way of the Vigilante

Monks who practice this Tradition use their martial arts skill to fight evil and uphold the virtues of justice, liberty, and fair play. Lauded as heroes by some, and derided as extrajudicial criminals by others, these Vigilante warriors will often adopt a Heroic Persona, a larger-than-life identity that they take up to fight against the forces of evil and injustice in the world.

Vigilante Techniques

3rd-level Way of the Vigilante 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 crushing strike
9th indomitable spirit

Combat Ready

3rd-level Way of the Vigilante feature
You are always prepared to stand up and fight for justice. You gain proficiency in either Intimidation or Performance, and whenever you make an ability check with that skill you gain a bonus to your roll equal to your Martial Arts Die.

You also gain proficiency with light and medium armor and shields, and you can still gain the benefits of your Martial Arts and Unarmored Movement features when using them.

Heroic Persona

3rd-level Way of the Vigilante feature
You have created a Heroic Persona, a larger-than-life identity that can include a set of light or medium armor and a shield. As a bonus action, so long as you can't be seen, you can don your Heroic Persona, which grants you temporary hit points equal to your Monk level, and the benefits listed below:

  • As a bonus action, you can spend 1 Ki to gain temporary hit points equal to your Wisdom modifier (minimum 1).
  • When you hit with a Martial Arts attack, you can spend 1 Ki to deal bonus damage equal to your Martial Arts Die.
  • You can use your Wisdom, in place of Dexterity, when calculating your Armor Class in light or medium armor.
  • Ability checks and Divination spells that would discern your true identity automatically fail.

  The effects of your Heroic Persona last until you doff it
     as a bonus action, or you become Unconscious. You can
  don the Heroic Persona any number of times, but you only
  gain temporary hit points from transforming the first time
  you do so each long rest, after that, you must expend 3 Ki
  when you transform to gain the temporary hit points.

Valiant Action

6th-level Way of the Vigilante feature
The mystical power of your Heroic Persona increases your physical abilities. You gain proficiency in either Acrobatics or Athletics, and while your Heroic Persona is donned, you can use indomitable spirit once per turn without spending Ki.

Inspiring Presence

10th-level Way of the Vigilante feature
Your Heroic Persona inspires those who fight alongside you. While your Heroic Persona is donned, you and creatures of your choice within 20 feet have advantage on saving throws to resist being Charmed or Frightened.

As you gain Monk levels, the radius of this effect increases to match your Unarmored Movement bonus.

Master Vigilante

17th-level Way of the Vigilante feature
Your Heroic Persona is a legendary symbol of justice. You are immune to both the Charmed and Frightened conditions, and whenever you hit a creature equal to your size or smaller with an unarmed strike it is knocked back 10 feet in a line.

Variant Rule: Heroic Personality

A Vigilante Monk is meant to evoke the archetypal superhero. For the mechanics to match the heroic fantasy, talk to your DM about using your Charisma, in place of Wisdom, for your Monk class features.

Way of the Void

While all Monks look to unite their will with the cosmos, Void Monks seek unity through annihilation. Nihilistic disciples of this Tradition use their mystic power to accelerate the natural processes of cosmic decay, and see themselves as conscious agents of entropy. All will eventually become one in the Void.

Void Techniques

3rd-level Way of the Void 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 impairing strike
9th aura sight

Entropic Touch

3rd-level Way of the Void feature
You can channel the entropic power of the Void to annihilate pieces of reality. As an action, you can spend 2 Ki and touch a Small or smaller non-magical object that is not being worn or carried, and instantly reduce it to a pile of fine grey dust.

As you reach certain Monk levels, you gain the ability to channel even more of this entropic power to unmake larger objects, spending more Ki, as shown on the table below:

Monk Level Ki Object Size
3rd 2 Small
6th 4 Medium
10th 6 Large
17th 8 Huge
20th 12 Gargantuan

Void Strike

3rd-level Way of the Void feature
You wield the entropic power of the Void as other warriors wield weapons. Once per turn when you hit a creature with an unarmed strike, you can expend 1 Ki to deal bonus force damage equal to your Martial Arts Die, and until the start of your next turn, that creature cannot regain hit points or gain temporary hit points.

If the target of this attack is concentrating on a spell, it has disadvantage on its saving throw to maintain concentration.

Vorpal Step

6th-level Way of the Void feature
You can draw upon the energies of the Void to discorporate. When you use step of the wind, you can move through solid non-magical objects and creatures as difficult terrain.

However, if you stop this special movement while you are inside a solid object or creature, you are instantly shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet you are forced to move to do so.

Unmake Magic

10th-level Way of the Void feature
The entropic power of your spirit allows you to disrupt and destroy magic. You can spend 3 Ki to cast the counterspell ll or dispel magic spells at 3rd level. When you do so, Wisdom is considered your Spellcasting ability for these spells.

Master of Entropy

17th-level Way of the Void feature
Your power is annihilation itself. Once one each of your turns, you can forgo one unarmed strike to instead touch a creature and force it to make a Constitution saving throw against your Technique save DC. On a failed save, it suffers the effects of a disintegrate spell cast at 6th-level.

You can use this feature once per long rest at no cost, after which, you must spend 6 Ki to use this feature again.

Alternate

Monk Expanded

A multitude of extra options for the Alternate Monk class! Includes nineteen Techniques, two Monastic Feats, and Nine Monastic Traditions!

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

The Alternate Monk class can be found Here.

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