Alternate Monk - GM Binder
Alternate Monk - GM Binder
Alternate Monk - GM Binder
The Monk
The young man took a deep breath and
Mystic Asceticism
Often trained in hidden monasteries or by reclusive masters, Multiclassing and the Monk
monks must often give up any inheritance or titles in order to If your group uses the optional multiclassing rule,
be accepted as monastic students. Some grand masters even here's what you need to know if you choose to
require years of servitude and dedication to the monastery take a level in the monk class.
before they will even begin to train a new pupil. Once begun, Ability Score Minimum. As a multiclass character,
a monks training does not stop until they die. They put all of you must have at least a 13 in both Dexterity and
their heart, mind, and soul in their quest for a perfect self. Wisdom to take a level in this class, or to take a
Even the greatest monastic masters will sometimes seek level in another class if you are already a monk.
out other monasteries, entering as a novice, even in old age. Proficiencies. If monk isn't your initial class, here
The quest for perfection is never ending, and despite great are the proficiencies you gain when you take your
spiritual progress, the greatest view themselves as novices, first level as a monk: simple weapons, shortswords.
eager to progress on the next step to enlightenment.
The Monk
Martial
Unarmored
Techniques
Martial Arts
Class Features You honed your body itself into a weapon, mastering multiple
Hit Points styles of martial arts. For the purposes of your monk abilities,
Hit Dice: 1d10 per monk level Martial Arts attacks are your unarmed strikes, and attacks
Hit Points at 1st Level: 10 + your Constitution modifier. with melee weapons without the heavy or special properties.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Beginning at 1st level, so long as you are not wearing heavy
modifier per monk level after 1st armor, wielding a shield, or wielding a heavy weapon, your
Proficiencies Martial Arts attacks gains the benefits listed below:
Armor: none You can use your Dexterity, in place of Strength, for the
Weapons: Simple weapons, shortswords attack and damage rolls or your Martial Arts attacks.
Tools: A set of artisan's tools or a musical instrument You can make a Dexterity (Athletics) check to grapple or
Saving Throws: Strength, Dexterity shove in place of the normal Strength (Athletics) check.
Skills: Choose two of the following: Acrobatics, Athletics, You can roll your Martial Arts die in place of the normal
History, Insight, Nature, Religion, and Stealth damage of a Martial Arts attack. This die starts out as a
Drunken Fist
Timeless Body Where most monks are serious and contemplative, students
Beginning at 15th level, you have detached yourself from the of the Drunken Fist seek out joy wherever they go. Masters of
desires of the flesh. You no longer require food or water and a style that mimics the unpredictable movements of a drunk,
you suffer none of the frailty of old age. Additionally, for every these monks will use their considerable skills to play the fool
10 years that pass your body ages only 1 year and make others laugh, or to embarrass haughty nobles.
Ascended Soul Drunken Fist Techniques
You have gained such mastery over your spirit that you can You learn certain Techniques at the levels noted in the table
meditate even while performing other actions. At 20th level, below. They don't count against your number of Techniques
light activity, such as traveling, eating, and talking, counts as Known and they cannot be switched upon gaining a level.
short resting for you for the purposes of regaining your Ki. Monk Level Technique
3rd step of the wind
Monastic Traditions 5th deflect missiles
Choose one of the following Monastic Traditions that best 9th heavenly step
represents the philosophy and training of your monk: the
Ways of the Drunken Fist, the Open Hand, Radiance, the Jovial Performer
Reaper, the Shadow Arts, the Wu Jen, or the Wuxia.
When you join this Monastic Tradition at 3rd level, you learn
to use your martial arts to bring joy. You gain proficiency in
Additional Monastic Traditions
Performance, improvised weapons and brewer's supplies.
Moreover, your melee attacks with improvised weapons
Looking for additional subclass options? Check out count as Martial Arts attacks.
the Alternate Monk: Expanded for eight additional
Monastic Traditions, including the Ways of the Drunken Style
Boulder, Ferocity, Hurricane, and the Sacred Inks! You move about battle with chaotic grace. Beginning at 3rd
The Alternate Monk class as presented here is
also compatible with any subclass for the monk,
level, each time you hit a creature with a Martial Arts attack,
official or homebrew, that grants subclass features
your speed increases by 5 feet until the end of your turn.
at the official levels of 3rd, 6th, 11th, and 17th. In addition, when you hit a creature with a Martial Arts
attack, that creature has disadvantage on any opportunity
attacks it makes against you until the start of your next turn.
Way of the Open Hand
While all monks are warriors, monks who follow the Way of
the Open Hand train relentlessly, forging their bodies into
deadly weapons. They do not neglect spiritual training, but
disciples of the Open Hand pride themselves on their skill
with martial arts, and it is exceptionally rare to see an Open
Hand monk who wields a weapon other than their fists.
Open Hand Techniques
You learn certain Techniques at the monk levels noted in the
table below. These don't count against your total number of
Techniques Known. Moreover, when you gain a monk level,
you can replace one strike Technique you learned through
this feature with another strike Technique of your choice.
Monk Level Technique
3rd empowered strike
5th stunning strike
9th indomitable spirit
Practiced Strikes
Starting when you join this Tradition at 3rd level, when you
hit a creature with an unarmed strike, you can choose to use
a strike Technique you know without expending a Ki Point.
You can do so a number of times equal to your Wisdom
modifier (minimum of once), and you regain all expended
uses each time you finish a long rest.
Ebb and Flow
Beginning at 6th level, you can use your the momentum of
your foes against them. When a creature misses you with a
melee attack, you can use one of the following reactions:
You force it to make a Dexterity saving throw. On a failed
save, it is knocked prone and has its speed reduced to 0
until the end of its turn. Creatures at least one size larger
than you have advantage on their saving throw.
You can make one unarmed strike against the creature.
Open Hand Strike
Unpredictable Sway Starting at 11th level, your fists strike with enough force to
Your erratic movements have become more complicated and disrupt the flow of your foe's Ki. When you score a critical hit
unpredictable. At 6th level, you gain the following benefits: with an unarmed strike, the target has disadvantage on any
When you are prone you can stand up without expending saving throw you force it to make as part of that attack.
movement, rather then expending half your movement. Master of Many Forms
When a creature misses you with a melee attack, you can You are able to master new Techniques with ease. Beginning
use your reaction to spend 1 Ki Point and force it to attack at 11th level, whenever you finish a long rest, you can replace
another creature of your choice within 5 feet of you. one of the Techniques you know with another Technique of
Chaotic Luck your choice that you meet the prerequisites for.
You have an almost comical way of turning your misfortunes Grand Master of the Open Hand
on their head. Starting at 11th level, when you make an attack You are an unparalleled master of unarmed martial arts and
roll, ability check, or saving throw with disadvantage, you can are able to strike with wondrous speed and overwhelming
spend 1 Ki Point to cancel the disadvantage on that roll. power. At 17th level, you gain the following benefits:
Grand Master of the Drunken Fist When you use Flurry of Blows you can make three
You flit and fly about the battlefield with unparalleled chaos. unarmed strikes as part of that bonus action.
Beginning at 17th level, when you take the Attack action on When you make an opportunity attack against a creature,
your turn, you can make a Martial Arts attack against each you can make two unarmed strikes in place of that attack.
creature you move past on that turn, even if the number of When you use Ebb and Flow to make an unarmed strike
attacks you make exceeds your normal limit. against a creature, you can make two unarmed strikes.
Way of Radiance Way of the Reaper
Legends tell of wandering sages that channel bursts of light While most monasteries teach their students to live their life
from within their bodies. These students of Radiance have to its full potential, some are obsessed with the taking of life.
such fine control over their spirit that they can assault others One such order is the Way of the Reaper. These monks are
with radiant blasts of Ki. These luminous warriors travel the experts at snuffing out the lives of other mortals and they
land promoting harmony and justice amongst all peoples. learn to use deathly ki to fuel their own martial power.
Radiant Techniques Reaper Techniques
You learn certain Techniques at the levels noted in the table You learn certain Techniques at the levels noted in the table
below. They don't count against your number of Techniques below. They don't count against your number of Techniques
Known and they cannot be switched upon gaining a level. Known and they cannot be switched upon gaining a level.
Monk Level Technique Monk Level Technique
3rd mystic healing 3rd crippling strike
5th seeking strike 5th slowing strike
9th aura sight 9th indomitable spirit
You become wreathed in light. You shed bright sunlight in a creature in place of one of your attacks and spend up to 10
a 30-foot radius and dim sunlight for 30 feet beyond that. Ki Points. The target must make a Constitution saving throw.
You can extinguish or restore the light as a bonus action. A creature takes 2d10 necrotic damage per each Ki Point you
The radiant damage of your Radiant Bolt, Searing Blast, spent on a failed save, and half as much on a successful save.
and Luminous Burst all count as true sunlight. Creatures that are frightened of you has disadvantage on
You are immune to radiant damage and being blinded. their Constitution saving throw.
Left to Right: Shadow Monk,
pass without trace, or silence. You can see through magical of moil, targeting only yourself, without expending a spell
darkness produced by the effects of any spell you cast. slot or material components. You can cast each spell once,
You can cast each spell once, and you regain the ability to and you regain the ability to cast it when you finish a long
cast them when you finish a long rest. If you have no uses left, rest. If you have no uses left, you can spend 4 Ki Points to
you can spend 2 Ki Points to cast one of these spells again. cast one of these spells again.
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 channel their Ki into displays of elemental power.
Disciple of the Elements
When you join this Monastic Tradition at 3rd level, you learn
ancient monastic arts that allow you cast spells.
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 three
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 choose a Wu Jen spell you
know and replace it with another spell from the Wu Jen spell
list, which must be of a level for which you have spell slots.
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
entangle D
meld into stone E
3rd patient defense
fog cloud A
minute meteors F
5th seeking strike
frost fingers W
plant growth D
9th heavenly step
hellish rebuke F
sleet storm W
ice knife W
speak with plants D
Student of Steel
sanctuary E
thunder step A
attack roll with a Wuxia Weapon, you can repeat your Wuxia to one roll of your Martial Arts die + your Wisdom modifier.
Weapon attack with advantage against the same target. Patient Defense
You quiet your spirit, entering a defensive stance to better
Techniques defend against incoming blows. You can spend 1 Ki Point
Below are the Techniques available to the monk. Each time to take the Dodge action as a bonus action on your turn.
you gain a level in this class, you can replace one Technique When you reach 11th level in this class, you can use this
you know with another Technique of your choice. Technique once per turn without expending a Ki Point.
If a Technique has a monk level prerequisite you can learn
that Technique at the same time you meet its prerequisite. Slow Fall
You move through the air as light as a feather. Any falling
Arresting Strike damage you would take is reduced by an amount equal to
When you hit a creature with a melee Martial Arts attack, you five times your monk level, so long as you are conscious.
can spend 1 Ki Point and force the target to make a Dexterity
saving throw. On a failed save, the creature's speed is reduced Step of the Wind
to zero until the beginning of your next turn. You move with the speed of the wind. You can take the Dash
When you reach 11th level in this class, you can use this or Disengage action as a bonus action. When you do so, your
Technique once per turn without expending a Ki Point. jump distance is doubled until the end of your current turn.
Deflect Missile Indomitable Spirit
Prerequisite: 5th level monk
Prerequisite: 9th level monk
As a reaction when you are hit by a ranged weapon attack, You can augment your physical abilities with spiritual power.
you can try to catch the projectile and reduce the damage by When you make a Strength (Athletics) or Dexterity (Athletics)
an amount equal to your monk level + Martial Arts die + your check you can spend 1 Ki Point to add your Wisdom modifier
Dexterity modifier. If you reduce the incoming damage to 0 (minimum of +1) to your roll. You can use this Technique after
you catch the projectile if you have a free hand. you roll, but before you know if you succeed or fail.
If you catch the projectile, you can make a ranged (20/60)
Martial Arts attack with the projectile as part of the same Armor of the Ascetic
reaction. You are proficient with this ranged weapon attack. Prerequisite: 13th level monk
Starting at 11th level, you can spend 1 Ki Point as part of You exude an aura of peace. At the end of a short or long rest,
this reaction to deflect spells that require an attack roll. you gain the effects of sanctuary, which lasts until the start of
your next short or long rest. This spell ends early as normal.
Gentling Touch
Prerequisite: 5th level monk
Enlightened Integrity
In place of an attack, you can expend 1 Ki Point and touch a Prerequisite: 13th level monk
creature, and manipulate their Ki to put them to sleep. Roll Your sense of self and strength of your will are unshakable.
your Martial Arts die five times. If the target's remaining hit You are immune to the charmed and frightened conditions.
points are less than or equal to the amount you rolled, they Mantle of Courtesy
fall unconscious for 10 minutes. They wake up if they take Prerequisite: 13th level monk
damage or another creature uses an action to wake them. You gain proficiency in Persuasion and it becomes a Wisdom
You can expend additional Ki to increase the number of based skill for you. When you make a Wisdom (Persuasion)
Martial Arts dice you roll for this technique. For each extra
check you can treat a roll of 9 or lower on the d20 as a 10.
Ki Point you spend you can roll two more Martial Arts dice.
Seeking Strike Tongue of Sun and Moon
Prerequisite: 5th level monk
Prerequisite: 13th level monk
Your spirit will guide your strikes when your body fails. When You can touch the Ki of other minds and communicate with
you miss with a Martial Arts attack, you can spend 1 Ki Point any creature that speaks language. Creatures that speak no
to re-roll your attack. You must use the new result. languages can communicate and understand simple ideas.
Slowing Strike Empty Body
Prerequisite: 5th level monk
Prerequisite: 18th level monk
When you hit a creature with a melee Martial Arts attack, you As a bonus action on your turn, you can spend 4 Ki Points to
can spend 1 Ki Point to interrupt their Ki flow, forcing the become invisible for 1 minute. While invisible in this way, you
target to make a Charisma saving throw. On a failed save, the gain resistance to all damage except for force damage.
creature suffers the effects of the slow spell until the start of You can also spend 8 Ki Points to cast astral projection,
your next turn. You do not need to concentrate on this effect. without needing material components. When you do so, you
target only yourself and can't take other creatures with you.
Stunning Strike Quivering Palm
Prerequisite: 5th level monk
Prerequisite: 18th level monk
When you hit a creature with a melee Martial Arts attack, you When you hit a creature with a melee Martial Arts attack, you
can spend 1 Ki Point to strike them with deadly force, forcing can spend 5 Ki Points to infuse its spirit with imperceptible
it to make a Constitution saving throw. On a failed save, the vibrations, which last for a maximum number of days equal
creature is stunned until the beginning of your next turn. to your monk level. So long as you and the creature are on the
Aura Sight same plane of existence, you can use your action to end these
Prerequisite: 9th level monk
vibrations, forcing the creature to make a Constitution saving
You can reach out with your Ki to sense your surroundings. throw. It is reduced to 0 hit points on a failed save and takes
You gain blindsight with a range of 10 feet. Within that range, 10d10 necrotic damage on a successful save.
you can see anything that isn't behind total cover, even if you You can have only one creature under the effect of this
are blinded or in darkness. You can see invisible creatures in feature at a time and using this feature on another target
that range, unless the creature successfully hides from you. harmlessly ends the effects on any other creatures.
As you gain levels in this class the range of this blindsight
increases; at 13th level (20 feet) and 18th level (40 feet).
Master even more Techniques!
Heavenly Step Want more mystical or supernatural Techniques for
Prerequisite: 9th level monk
your Alternate Monk? Make sure to check out the
You can move along vertical surfaces, across liquids, and Alternate Monk: Expanded, a free supplement for
upside down on ceilings without falling during the move. the Alternate Monk that includes a multitude of
If you end your movement on a vertical surface, liquid, or additional Techniques for your monk to master and
upside down on a ceiling, you can spend 1 Ki Point to remain eight more Monastic Traditions to choose from!
in place without falling until the beginning of your next turn.
The Alternate
Monk
Become the master of Martial Arts that you were
meant to be with this alternate take on the Monk
class for 5e! Includes twenty-two Techniques
and seven revised Monastic Traditions.
Artist Credits: