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.

Techniques

Listed below are the Techniques available to the Monk. If a Technique has a Monk level prerequisite you can learn that Technique at the same time you meet its prerequisite.

Each time you gain a Monk level, you can replace one Technique you know with a Technique of your choice.

Improvised Strikes

You are adept at fighting with whatever is at hand. You gain proficiency with improvised weapons, they count as Martial Arts attacks for you, and you can use your Dexterity, in place of Strength, for improvised weapon attack and damage rolls.

Spiritual Armor

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

The first time a creature deals damage to these temporary hit points, you can use your reaction to cause it to take force damage equal to one roll of your Martial Arts die.

Whirling Strike

As an action, you can spend 1 Ki Point to strike out and force every creature within your reach to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal
    to your Martial Arts die + your Dexterity modifier.

Adept
Fighting Style

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

You gain a +2 bonus to attack rolls with ranged weapons.

Blind Warrior

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.

Defensive Fighting

So long as you are either wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.

Featherweight Fighting

While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light melee weapons and unarmed strikes.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.

Wrestler

When you hit a creature with a melee attack on your turn, you can use a bonus action on that turn to attempt to grapple or shove that creature, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.

Crushing Strike

Prerequisite: 5th level Monk
When you hit with an unarmed strike, you can spend Ki Points (up to your Wisdom modifier) to empower your strike with deadly force and deal additional bludgeoning damage equal to one roll of your Martial Arts die per Ki Point spent.

Divine Light

Prerequisite: 5th level Monk
You learn two cantrips of your choice from the Cleric spell list, and Wisdom is your spellcasting modifier for them.

Unyielding Perseverance

Prerequisite: 5th level Monk
You can draw upon your Ki to find success in times of great need. When you make an ability check or saving throw, you can spend Ki Points (up to your Wisdom modifier) adding a +1 bonus to your roll for each Ki Point spent. You can use this Technique after you roll, but before you know the result.

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 Points to enter a meditative state, which lasts for 10 minutes, and consult your previous lives. At the end of the meditation, you gain information as if you had cast the commune spell.

Friend of Beast & Leaf

Prerequisite: 9th level Monk
You can reach out and mingle your Ki with the latent Ki of the natural world around you. As an action, you can spend 5 Ki Points to enter a meditative state, which lasts for 10 minutes. At the end of your meditation, you gain the same information as if you had cast the commune with nature spell.

Monastic Fortitude

Prerequisite: 9th level Monk
As a reaction when you take damage, you can expend 2 Ki Points to reduce the incoming damage by an amount equal
to two rolls of your Martial Arts die + your Wisdom modifier.

Banishing Strike

Prerequisites: 13th level Monk
When you hit a creature with a melee Martial Arts attack, you can expend 3 Ki Points to empower your blow with legendary force, and force the target to make a Charisma saving throw. It takes additional force damage equal to three rolls of your Martial Arts die on a failure, and half as much on a success.

If this attack reduces the target to 50 hit points or fewer, it is shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied at the end of your next turn.

Supernatural Techniques

Some of the Techniques included here are mystical and more supernatural in nature, and might not be appropriate for the tone of every game world. Make sure to talk to your table and DM before selecting any of the Techniques included in this supplement.

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 Points and cast summon celestial (defender) at 5th-level, with the changes below:

  • It is a Medium creature that resembles a humanoid
    Monk, though it may not be the same race as you are.
  • Its Radiant Mace attacks resemble unarmed strikes
  • When summoned you can infuse it with a number of Ki Points of your choice, and your Ki Point maximum is reduced by the same amount while it is summoned. It
    can use the infused Ki to use any Techniques you know, though it cannot use conjure previous life again.

Awaken the Third Eye

Prerequisite: 18th level Monk
You can open your mind to the Ki that flows through all living things, allowing you to predict the actions of creatures before they happen. You can perform a 1-minute meditative ritual where you expend 8 Ki Points to cast foresight, targeting only yourself. While this effect is active, your Ki Point maximum is reduced by 8. You can end this effect as an action.

Word of Creation

Prerequisite: 18th level Monk
You can draw on your intimate knowledge of the Ki that flows through all things and speak a divine word of creation. As an action, you can spend 7 Ki Points to cast divine word, 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 Arts Initiate

You have some basic martial arts training, giving you some skill in both unarmed combat and unarmed defense.

  • So long as you aren't wearing armor or a shield, your Armor Class equals 13 + your Dexterity modifier.
  • Your unarmed strikes deal bludgeoning damage equal
    to 1d4 + your Strength or Dexterity modifier on hit.
  • When you take the Attack action on your turn and only make unarmed strikes, you can make a single unarmed strike as a bonus action on that same turn.

Ki Warrior

You have studied and mastered monastic Techniques which allow you to perform supernatural feats of spiritual power.

  • You learn two Techniques from the Alternate Monk class. If the Technique has a prerequisite or mentions a Martial Arts die, you can learn it only if you are a Monk and you meet its prerequisites. If a Technique requires the target to make a saving throw to resist its effects, the DC equals 8 + your proficiency bonus + your Wisdom modifier.
  • You gain 2 Ki Points to spend on Techniques. You regain all of your expended Ki Points when you finish a short or long rest. If you have Ki from another feature, these Ki Points are added to your total pool of Ki Points.

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 mountains themselves, this Tradition has been passed down from master to student since the earliest days of civilization. Building their monasteries on mountain peaks and in deep caverns, students of this Tradition focus
on becoming as large and immovable as the mountains.

Monk Level Feature
3rd Boulder Techniques, Solid Body,
Stalwart Strength
6th Rebounding Defense
10th Ki-Infused Bulk
17th Mighty Form, Earthshaker

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 spiritual armor
5th crushing strike
9th friend of beast & leaf

Solid Body

3rd-level Way of the Boulder feature
Your great bulk enhances your offense and defense. When not wearing armor or a shield, your Armor Class is equal to 10 + your Constitution modifier + your Wisdom modifier.

You can also use Constitution, in place of your Strength
or your Dexterity for Martial Arts attack and damage rolls.

Stalwart Strength

3rd-level Way of the Boulder feature
You draw strength from the earth beneath you. When you make a Strength-based ability check or a Strength saving throw while you are touching the ground, you can spend 1
Ki Point to add your Constitution modifier to your roll.

When you reach 11th level in this class, you can use your Stalwart Strength without expending a Ki Point.

Rebounding Defense

6th-level Way of the Boulder feature
When a creature you can see hits you with a melee weapon attack, you can spend 1 Ki Point as a reaction to attempt to absorb the blow with your bulk. Reduce the damage by an amount equal to your Monk level + one roll of your Martial Arts die + your Constitution modifier.

If you reduce the damage of the attack to zero, you can rebound the blow back as part of the same reaction, making
a melee Martial Arts attack against your attacker.

Ki-Infused Bulk

10th-level Way of the Boulder feature
Your dense, Ki-infused, body allows you to resist physical and magical assaults. You gain resistance to one of the following damage types: bludgeoning, piercing, slashing, acid, cold, fire, lighting, or thunder. You can replace this resistance with an
   option from the list above at the end of a short or long rest.

     As a bonus action, you can spend 2 Ki Points to realign
         your Ki and replace the damage resistance from this
            feature with another option from the list above.

Mighty Form

17th-level Way of the Boulder feature
Your body has surpassed the normal limits of mortal density and mass. Both your Constitution score, and your maximum Constitution score, increase by 2 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. As an action, you
can expend 5 Ki Points to crush the ground,
turning the ground within 30 feet of you into
difficult terrain and forcing creatures of your choice
within that range to make a Strength saving throw. On a failed save, creatures take bludgeoning damage equal to
two rolls of your Martial Arts die and are knocked prone.
On a successful save, they take half as much damage.

When you use this feature, you can expend additional Ki Points (up to your Wisdom modifier) to increase the damage by one roll of your Martial Arts die for each Ki Point spent.

Way of the Brawler

An informal Tradition of warriors who learn to use martial arts without formal training, Brawlers learn to fight in back alleys and fighting pits in the underbelly of civilization. Often underdogs who come from nothing, they do whatever it takes to win. To these scrapers, every fight is a fight for survival.

Monk Level Feature
3rd Savage Exploits, Streetwise
6th Spiritual Stamina
10th Infamous Reputation
17th Underworld Master

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.

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.

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

Saving Throws. If an Exploit requires a creature to make a saving throw, the saving throw DC is calculated as follows:

Exploit save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice).

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.

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

Spiritual Stamina

6th-level Way of the Brawler feature
You can draw upon your spiritual power to fuel your martial abilities. As a bonus action, you can expend 2 Ki Points to regain one of your expended Exploit Dice.

Moreover, when you score a critical hit with a Martial Arts attack, you can use one Savage Exploit you know as part of that attack without expending an Exploit Die.

Infamous Reputation

10th-level Way of the Brawler feature
Your reputation proceeds you. As a bonus action, you can spend 1 Ki Point to force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. 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 its saving throws against your Savage Exploits.

Beginning at 11th level, you can use your Ki Adept feature to use Infamous Reputation without expending a Ki Point.

Multiclassing & Exploits

Your martial skill depends partly on your combined levels in classes that learn Exploits, and partly on your individual levels in each class. If your group uses the optional rule for multiclassing and you learn Exploits from more than one class, you use the following rules: Alternate Martial Multiclassing.

Underworld Master

17th-level Way of the Brawler feature
You are a master of your ruthless combat. Your Martial Arts attacks score a critical hit on a roll of 19 or 20 on the d20.

In addition, whenever you score a critical hit against a creature with a Martial Arts attack, your target automatically fails its saving throw against any Savage Exploit that you use as part of that Martial Arts attack.

Way of Ferocity                                     

  While Monks of every Tradition strive for mastery over their
  physical form, honing their bodies into weapons, creatures
   born with natural weapons; vicious claws, imposing horns,
  sharp teeth, or lashing tails, have natural advantages in the
  quest to weaponize their bodies. Monks with these natural
    features often become disciples of the Way of Ferocity.

    Through the practice of this ancient and savage tradition
         they learn to enhance their physical features with secret
             Techniques, and combine their mastery of Ki with the
               natural ferocity that dwells within all creatures of
                  wild and bestial heritage.

Monk Level Feature
3rd Ferocity Techniques, Natural Predator
6th Primal Intuition
10th Power of the Wild
17th Master of Ferocity

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 disciplines below. Once chosen, this cannot be changed:

Bestial Rend

This discipline is most often adopted by Monks with sharp claws and savage teeth. Your unarmed strikes deal slashing damage and inflict deep wounds. Each time you hit a target with an unarmed strike, its movement speed is reduced by a cumulative 5 feet until the beginning of your next turn. If this feature reduces a target's speed to zero, it has disadvantage on Dexterity saving throws until the start of your next turn.

Natural Defenses

This discipline is most often adopted by Monks with armored hides, like scales or shells. When a creature that you can see hits you with an attack you can use your reaction to add one roll of your Martial Arts die to your Armor Class against the attack, possibly turning a hit into a miss.

Savage Charge

This discipline is most often adopted by Monks with hooves or horns. If you move at least 15 feet in a straight line toward a creature, you have advantage on the first Martial Arts attack against that creature before the end of your current turn.

Primal Intuition

6th-level Way of Ferocity feature
You have honed your primal instincts along with your martial prowess. Choose two skills from the following list: Athletics, Insight, Intimidation, Perception, Stealth, or Survival.

You gain proficiency in both skills, and whenever you make an ability check with either of these skills you gain a bonus to your roll equal to one roll of your Martial Arts die.

Power of the Wild

10th-level Way of Ferocity feature
You have trained to augment your physical strikes with the ferocity of your savage Ki. When you hit a creature with an unarmed strike you can spend 1 Ki Point as part of your attack to deal an additional 2d6 damage to the target.

Master of Ferocity

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

Bestial Fury

Like the greatest hunters of the wild, you can whip yourself into a primal fury when your prey is weak. When you score
a critical hit against a creature with an unarmed strike, its movement speed is reduced to zero, and you have advantage on any unarmed strikes that you make against that creature until the beginning of your next turn.

Natural Resilience

You can draw on your wellspring of mystic power to harden your defenses and shrug off assaults. Whenever a creature that you can see hits you with an attack, you can expend Ki Points (up to your Wisdom modifier) to reduce the damage by one roll of your Martial Arts die for each Ki Point spent.

Savage Rush

You can channel a burst of primal speed to trample those in your path. As an action, you can spend 4 Ki Points and move up to your full walking speed in a straight line, and force any creature you pass through to make a Dexterity saving throw. On a failure they take bludgeoning damage equal to four rolls of your Martial Arts die and are knocked prone. On a success, they take half as much damage and are not knocked prone.

Optional Rule: Race Restriction

The Way of Ferocity is typically practiced only by creatures of bestial ancestry. Only creatures with natural weapons, such as Lizardfolk, Tortles, Tabaxi, Minotaurs, Leonin, or other beastfolk can choose to follow this Monastic Tradition. Your table may lift this restriction to better suit your setting.

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.

Monk Level Feature
3rd Flowing River Stance, Flowing Techniques,
Monastic Acrobat
6th Enchanting Flow
10th Graceful Step
17th Master of the Flowing River

Flowing River Stance

3rd-level Way of the Flowing River feature
You have trained to utilize the signature stance of your order. You can use an action on your turn to enter a Flowing River Stance, which lasts until the beginning of your next turn.

While you're in this stance you have a second reaction you can use each round. You gain additional reactions at certain Monk levels: at 6th level (3), 10th level (4), and 17th level (5).

When a creature that you can see misses you with a melee attack while you are in your Flowing River Stance, you can use a reaction to force it to make a Dexterity saving throw.
On a failure, the target is knocked prone and its movement speed is reduced to 0 until the beginning of your next turn.

Flowing 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 patient defense
5th deflect missile
9th heavenly step

Monastic Acrobat

3rd-level Way of the Flowing River feature
Your training allows you to move with a delicate grace not often found in warriors. You gain proficiency in Acrobatics and Performance, and whenever you make an ability check with either of these skills you gain a bonus to your roll equal to one roll of your Martial Arts die.

Monks of your Tradition are also known for their dancing. When you would make a Charisma (Performance) check you can make a make a Dexterity (Performance) check instead.

Enchanting Flow

6th-level Way of the Flowing River feature
When you enter your Flowing River Stance you can spend 1 Ki Point to mystically allure your foes. Until the start of your next turn, creatures of your choice within 10 feet of you have disadvantage on all attacks against targets other than you.

Beginning at 11th level, you can use your Ki Adept feature to use Enchanting Flow without expending a Ki Point.

Graceful Step

10th-level Way of the Flowing River feature
You move with a supernatural level of grace and poise. When you enter your Flowing River Stance, you gain the benefits of patient defense without spending a Ki Point.

Master of the Flowing River

17th-level Way of the Flowing River feature
When a creature fails its saving throw against your Flowing River Stance reaction you can knock it back in a straight line in addition to the reaction's normal effects. When you do so, it is knocked back a number of feet depending on its size:

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

Way of the Hurricane

Where most traditions of martial arts focus on quick strikes and elusive movements, disciples of the Hurricane technique master mighty weapons. These Hurricane Monks wield their heavy weapons to great effect. On the battlefield they become tempests of steel, cutting down all who stand against them.

Monk Level Feature
3rd Heavy Warrior, Hurricane Techniques
Tempestuous Strike
6th Crushing Counter
10th Buffeting Winds
17th Master of the Hurricane

Heavy Warrior

3rd-level Way of the Hurricane feature
You have trained in a style of martial arts that incorporates heavy weapons. You gain proficiency with all melee weapons with the heavy property, and attacks with these heavy melee weapons count as Martial Arts attacks for you.

In addition, while you are wielding a melee weapon with the heavy property, you have advantage on 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 whirling strike
5th stunning strike
9th monastic fortitude

Tempestuous Strike

3rd-level Way of the Hurricane feature
You can wield your heavy weapons with the fury of a raging storm. So long as you are wielding a heavy melee weapon, you use whirling strike without expending any Ki Points.

                                    Moreover, you can choose to add your
                                           Strength modifier, in place of your
                                              Dexterity, to the damage roll of
                                                whirling stike.

Crushing Counter

6th-level Way of the Hurricane feature
You can use the weight of your heavy weapons to rebuke your enemies. When a creature you can see hits you with an attack while you are wielding a heavy melee weapon, you can use your reaction to make a Martial Arts attack against it. On hit, you can choose to reduce the creature's speed to 0 until the start of your next turn in addition to the normal damage.

Buffeting Winds

10th-level Way of the Hurricane feature
You empower your strikes with great gusts of wind. When you hit a creature with an attack with a heavy melee weapon, you can spend 1 Ki Point and force it to make a Strength saving throw. On a failed save, you can choose to either knock it
prone, or knock it back in a straight line a number of
feet equal to five times your Wisdom modifier.

In addition, whenever you use whirling strike, you
can spend 1 additional Ki Point to cause it to deal
bonus thunder damage equal to one roll of your
Martial Arts die on a failed saving throw.

Beginning at 11th level, you can use your Ki Adept
feature to use either feature without expending Ki.

Master of the Hurricane

17th-level Way of the Hurricane feature
Despite their great weight you wield your weapons as a
blur of whirling steel. As an action, you can disappear
and instantly make a single melee weapon attack
against up to five creatures you can see within 60
feet. You then appear next to one of your targets.
You must be wielding a melee weapon with the
heavy property to use this feature.

Once you use this feature you must finish a short
or long rest before you can use it again. If you have no
uses left, you can expend 5 Ki Points to use it again.

Way of the Mystic

Delving fully into the use of their mystical Ki, Monks
known as Mystics will gradually forgo their physical
training to unlock their maximum spiritual potential.
Often misunderstood to be Wizards or Sorcerers,
these mystical sages can draw upon the Ki within
their soul to perform wondrous supernatural feats.

Monk Level Feature
3rd Awakened Mind, Mystic Talents
6th Spiritual Sundering
10th Warded Soul
17th Master Mystic

Awakened Mind

3rd-level Way of the Mystic feature
You can augment your physical abilities with your
spiritual prowess. You can use Wisdom, in place of
your Dexterity, for the attack rolls (but not damage)
of any Martial Arts attacks that you make.

Moreover, when you are not wearing any armor
or wielding a shield, your Armor Class is equal to
13 + your Wisdom modifier (minimum of 1).

Mystic Talents

3rd-level Way of the Mystic feature
In your quest for spiritual enlightenment you have unlocked the true potential hidden within you. You learn two Mystic Talents of your choice from those available to the Psion.

If a Talent has a Psion level prerequisite, you can learn it if your Monk level would meet that prerequisite. Though, you must meet any other prerequisites that a Talent may have.

If a Talent you learn uses your Intelligence modifier, you can choose to use your Wisdom modifier instead.

If a Talent allows you to spend Psi Points to empower its effects, you can spend Ki Points to achieve that effect.

Finally, at certain levels in this class, you learn additional Mystic Talents of your choice: at 6th level (3 Talents), at 10th level (4 Talents), and finally at 17th level (5 Talents).

Whenever you gain a level in this class you can replace a Mystic talent you know with another Talent of your choice.

Spiritual Sundering

6th-level Way of the Mystic feature
As a bonus action, you can spend 1 Ki Point to strike out with pure Ki and force one creature you can see within 15 feet to make a Charisma saving throw. On a failure, it takes psychic damage equal to one roll of your Martial Arts die and it has disadvantage on the first Intelligence, Wisdom, or Charisma saving throw it makes before the start of your next turn.

Beginning at 11th level, you can use your Ki Adept feature to use Spiritual Sundering without expending a Ki Point.

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 Point 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 even some immortal beings. You gain the following benefits:

  • Whenever you deal psychic damage to a creature you can add your Wisdom modifier (minimum of 1) to the damage roll if you do not do so already.
  • At the end of each long rest, you can replace on Mystic Talent you know with another Talent of your choice.

Way of the Sacred Inks                       

    Initiates of the Sacred Inks spend years practicing celestial
       calligraphy. Once they are ready, the Monks ceremonially
           mark their bodies with increasingly complex celestial
             tattoos, granting them access to divine power. As the
              Monk's spiritual connection to the divine grows, so
                does the beauty of their celestial tattoos.

Monk Level Feature
3rd Celestial Artist, Divine Conduit,
Sacred Ink Techniques
6th Heavenly Protection
10th Light of the Heavens
17th Master of the Sacred Inks

               Celestial Artist

                    3rd-level Way of the Sacred Inks feature
                   You have been taught the techniques of a celestial
                  tattoo artist. You learn to speak, read, and write in
               Celestial. Though most Monks will refuse to speak
           Celestial out loud out of reverence for the divine.

             In addition, you gain proficiency with calligrapher's supplies, and whenever you make a check with calligrapher's supplies you add double your proficiency bonus to your roll.

 Divine Conduit

  3rd-level Way of the Sacred Inks feature
  Your celestial tattoos allow you to channel the radiant power
  of the upper planes. You gain the features listed below:

  • Whenever you spend a Hit Die to regain your hit points during a short rest you can spend 1 Ki Point to regain the maximum amount of hit points, in place of rolling.
  • When you hit a target with a Martial Arts attack you can spend Ki Points (up to your Wisdom modifier) to deal additional radiant damage to the target equal to one roll
    of your Martial Arts die per Ki Point spent.
  • As an action you can touch a creature and spend 2 Ki Points to restore a number of its hit points equal to one roll of your Martial Arts 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 spiritual armor
5th divine light
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.

Once you use this feature you must finish a long rest before you can use it again.

Light of the Heavens

10th-level Way of the Sacred Inks feature
As a bonus action, you can unveil the divine light of
your celestial tattoos and cause them to emit bright
sunlight in a 10-foot radius for 1 minute. While your
tattoos are revealed, you add your Wisdom modifier (minimum of +1) to hit points you restore and radiant damage you deal with Divine Conduit.

This feature ends early if you are incapacitated or if
you use a bonus action on your turn to end it. Once you
use this feature you must finish a short or long rest before you can unveil your celestial tattoos in this way again.

Master of the Sacred Inks

17th-level Way of the Sacred Inks feature
You are a sanctified master of the Sacred Inks, and your tattoos are a direct reflection of divine beauty. As an action, you can draw out the power of your tattoos to take on an angelic form for 1 minute, granting you the benefits below:

  • Your tattoos manifest angelic wings. You gain a flying speed equal to your walking speed and can hover.
  • When you hit a creature with an unarmed strike you can choose to deal radiant damage instead of bludgeoning.
  • You gain all the benefits of Light of the Heavens.

Once you use this feature you must complete a long rest before you can use it again. If you have no uses remaining you can spend 5 Ki Points to use this feature 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.

Monk Level Feature
3rd Combat Ready, Heroic Persona,
Vigilante Techniques
6th Valiant Action
10th Inspiring Presence
17th Master Vigilante

Combat Ready

3rd-level Way of the Vigilante feature
You gain proficiency in either Intimidation or Performance, and when you make an ability check with that skill you gain a bonus to your roll equal to one roll of your Martial Arts die.

You also gain proficiency in light and medium armor and with shields. When wearing armor or using a shield you still gain the benefits of Martial Arts and Unarmored Movement.

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.

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 Point to gain temporary hit points equal to your Wisdom modifier.
  • When you hit with a Martial Arts attack, you can spend 1 Ki Point to deal an additional 1d10 damage to the target.
  • 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 for 1 hour, and end early if you use a bonus action to end it. Once you adopt your Heroic Persona you can't do so again until you finish a short or long rest, unless you expend 3 Ki Points to use it again.

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 heavenly step

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. You also gain the indomitable spirit Technique and it doesn't count against your number of Techniques Known.

Moreover, while your Heroic Persona is active, you can use indomitable spirit once per turn without spending a Ki Point.

Inspiring Presence

10th-level Way of the Vigilante feature
The presence of your Heroic Persona inspires confidence in those who fight alongside you. While your Heroic Persona is active, creatures of your choice within 15 feet have advantage on saving throws to resist being charmed or frightened.

At 17th level, the radius of this ability increases to 30 feet.

Master Vigilante

17th-level Way of the Vigilante feature
Your Heroic Persona is a paragon of absolute
virtue. When you adopt your Heroic Persona
its mystical effects last until you dismiss it.

In addition, when you use crushing strike,
the target must succeed on a Strength saving
throw or it is knocked back 10 feet in a straight
line per Ki Point you spent as part of that Technique.

Way of the Void

While all Monks seek unity with the cosmos as something to be desired, Monks of the Way of the Void seek unity through annihilation. The nihilistic students of the Tradition use their mystical power to accelerate the natural processes of cosmic decay. All will eventually become one in the inescapable Void.

Monk Level Feature
3rd Entropic Techniques, Entropic Touch,
Void Strike
6th Vorpal Step
10th Dispelling Touch
17th Master of Entropy

Entropic 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 slowing strike
9th aura sight

Entropic Touch

3rd-level Way of the Void feature
You can channel the entropic power of the Void to destroy.
As an action, you spend 2 Ki Points and touch a Tiny non-magical object and instantly reduce it to a pile of fine dust.

At certain Monk levels you can use this feature to destroy non-magical objects of greater size: at 6th level (Medium), at 10th level (Large), and finally at 17th level (Huge).

Void Strike

3rd-level Way of the Void feature
When you hit a target with an unarmed strike, you can spend 1 Ki Point to deal additional force damage to the target equal to a roll of your Martial Arts die. If it is concentrating, it has disadvantage on its saving throw to maintain concentration.

Beginning at 11th level, you can use your Ki Adept feature to use Void Strike without expending a Ki Point.

Vorpal Step

6th-level Way of the Void feature
When you use step of the wind, you can channel the Void to temporarily discorporate. Until the end of your turn, you can move through non-magical objects and creatures as if they were difficult terrain. If you stop inside an object or creature, you are shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet you are forced to move.

Dispelling Touch

10th-level Way of the Void feature
You can channel the power of the Void to disrupt spells. You can spend 3 Ki Points to cast counterspell LL or dispel magic at 3rd-level, using Wisdom as your spellcasting modifier.

Master of Entropy

17th-level Way of the Void feature
As an action, you can 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 the disintegrate spell as if it had been cast at 6th-level.

Once you use this feature you must complete a long rest before you can use it again. If you have no uses remaining, you can spend 6 Ki Points to use this feature again.

Alternate

Monk Expanded

A multitude of additional options to be used with the Alternate Monk: fourteen additional Techniques, two exclusive Monastic Feats,
and Nine new Monastic Traditions!

Version 3.0.1 - Created by /u/laserllama

The Alternate Monk class can be found Here.

Additional Laserllama Homebrew content
can be found for free on GM Binder.

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