The traditional monk class offers a myriad of fun, thematic abilities, but not all players enjoy every feature provided by the class. To solve this problem, this alternate class features Monastic Techniques, which function the same way as Eldritch Invocations (but are gained through rigorous training, not as a gift from a patron).
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the Player's Handbook.
You can use your bonus action to focus your ki into your steps, allowing you to move along vertical surfaces and across liquids on your turn without falling during the move.
When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn, and you can perform your Fury of Blows if you wish.
You can make a Stunning Strike by spending 1 ki point. You can do so any number of times per turn.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
When you make an ability check or saving throw using your Strength modifier, the roll gains a bonus equal to your Wisdom modifier.
Your unarmed strikes ignore damage resistances and immunities.
Your focus on your body has acclimated you to extreme climates. You have resistance to fire and cold damage.
You have advantage on Wisdom (Perception) checks, and you can add your Wisdom modifier to your initiative rolls.
When you use Flurry of Blows, you can spend an extra ki point and make a total of 3 unarmed strikes.
As a reaction when a creature within 5 feet of you begins casting a spell, you can make an unarmed strike or monk weapon attack against the creature, and you can simultaneously cast counterspell on the creature, using Wisdom as your spellcasting ability. All of your attacks impose disadvantage on saving throws made to maintain concentration on spells.
Your mastery of the ki flowing through you makes you immune to poison damage, immune to disease, and immune the following conditions: blinded, deafened, paralyzed, and poisoned.
Whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Your ki sustains you so that you suffer none of the frailty of old age and cannot die of old age. You cannot be aged magically, and you no longer need food, water or sleep, although you still still benefit from finishing short and long rests. You can recover a level of exhaustion by completing a short rest.
You gain immunity to psychic damage, and you cannot be charmed or frightened.
You can spend 1 ki point as a reaction when you are targeted or hit by a melee attack, causing the attack to miss. You can then make one unarmed strike or monk weapon attack against the creature who attacked you. You have advantage on the attack roll, and you deal extra damage equal to your Martial Arts die.
As an action, you can spend 4 ki points to become invisible for 1 minute. During this time, you also have resistance to all damage but force damage.
As an action, you can spend 4 ki points to give yourself a flying (hover) speed equal to your walking speed for 1 minute. Once per turn during this time, you can cause an unarmed strike or monk weapon attack to deal an extra 2d10 force damage.
You gain mastery over the rudimentary Monastic Techniques, which includes every technique that does not have a level requirement.
You gain resistance to radiant, necrotic, and force damage.
Made by Nate Wilson