Home Artists Posts Import Register

Downloads

Content

Hey all! 

I've been working diligently trying to "fix" the monk class in a way that fits with the design philosophy of 5e (simple mechanics for an evocative archetype). The monk, with its (frankly) wild number of class features and niche thematic archetype was a bit of a challenge. I decided I wanted the Alternate Monk to do a few things different than the monk class as presented in the Player's Handbook:

Reduce the MADness of the Class: To play an effective PHB monk you need high Dexterity, Wisdom, and Constitution. I decided that I wanted my Alternate Monk to be able to focus solely on Dexterity and Wisdom, so I changed a few things. 

- The class now has a d10 hit die (like most other martial classes). You can afford to have a lower Constitution score and get by just fine.

- Quickened Healing Technique (I'll explain Techniques in a bit). This allows you to spend 2 ki as a bonus action to heal for your Marital Arts die + WIS.

Defined Combat Role: The monk in the PHB is very fast, but unless you land stunning strikes, you can't keep up with the other martial classes. I've decided to make my Alternate Monk a "martial controller" who imposes status effects fairly easily; prone, grappled, reduced movement etc. So I've done a few things:

- Increased size of your Martial Arts die. Starts as a d6 and scales to a d12. Doing 1d4 damage on hit just doesn't feel that great and this puts you in line with other martial builds as long as you hit the majority of attacks.

- Ability to use Dexterity (Athletics) checks to make grapple and shove attacks. Duh.

- Mystic Techniques! I've moved a ton of features into Techniques, and you get to pick which ones you've learned. I've added quite a few in the vein of Stunning Strike, so you can customize your monk to be a grappler, mage slayer, or harrier. 

Changes from the Player's Handbook Monk Class:

  • Class Features // Hit Dice // Upgraded to 1d10.
  • Class Features // Equipment // Added an option for Shortbow and 20 arrows
  • Martial Arts // Rewrote the language around “unarmed strikes and monk weapon attacks” to just “Martial Arts attacks”.
  • Martial Arts // Allows you to use Dexterity (Athletics) for grapple or shove attacks.
  • Ki // Rewrote the Ki resource explanation to be more in line with other 5e resources (ie: Combat Superiority, Psi Dice, etc).
  • Ki // Mystic Techniques // Moved some of the ribbon-esque abilities out of the base class and added in Techniques that you can choose to learn. Flurry of Blows is now a class feature, and Step of the Wind and Patient Defense have been moved to the list of Techniques.
  • Unarmored Movement // The buff (running on walls) you get at 9th level was moved to the Technique list.
  • Enlightened Fist // New feature, based on the optional Ki-Fueled attack feature from TCoE. Also causes your unarmed strikes to be magical so long as you have at least 1 ki point remaining. Early compared to other martial classes, but I thought it worked as a thematic thing for the monk!
  • Monastic Traditions // Included adjusted version of the Open Hand, Shadow (now Shadow Arts), and Four Elements (now Wu Jen).
  • Slow Fall // You don’t land prone if you reduce the damage to zero.
  • Deflect Missiles // Moved to 5th level rather than moved to an optional Technique. I felt it was core to the identity of the monk to do this sort of thing.
  • Stunning Strike // Now a Technique.
  • Tongue of Sun and Moon // Now a Technique.
  • Diamond Soul // Replaced with Awakened Soul. Allows you to add your WIS mod to all saves instead of proficiency. Similar to Paladin Aura.
  • Empty Body // Now a Technique
  • Perfect Self // Replaced with Ascended Soul. As a bonus action you can regain ki points equal to your WIS mod. Wild enough for a capstone ability!
  • Way of the Open Hand // Open Hand Technique // Replaced with two features: Disciple of Many forms (you learn an extra Technique), and Flurry of Fists (you can grapple or shove as part of your Flurry of Blows or Enlightened Fist attacks).
  • Way of the Open Hand // Master of Many Forms // New feature that allows you to switch out one Technique over a long rest.
  • Way of the Open Hand // Wholeness of Body // Replaced with Ebb and Flow to give you some cool reaction-based Marital Arts options.
  • Way of the Open Hand // Tranquility // Now a Technique. Replaced with extra Martial Arts die damage once per turn.
  • Way of the Open Hand // Quivering Palm // Now a Technique. Replaced with Grand Master of the Open Hand, massive damage ability.
  • Way of the Shadow Arts // Eyes of Night // New ability that gives darkvision and eventually a devil's sight equivalent.
  • Way of the Shadow Arts // Shadow Arts // You now have adv on Stealth checks made to hide in darkness.
  • Way of the Shadow Arts // Opportunist. Rolled into Cloak of Shadows. Replaced with Grand Master of Shadows. Improved Shadow Arts and new spells.
  • Way of the Wu Jen // Totally rebuilt from the ground up as an elemental spell caster Monk. You can learn extra elemental spells instead of Techniques.

Files

Alternate Monk by laserllama

The young man took a deep breath and focused himself as the ogre charged forward. He thought back to his training at the monastery and prepared to counter the incoming blow. As the ogre's club struck the dirt where he had been only moments before, the young man drew upon the reservoir of spiritual power within himself and unleashed a flurry of blows upon the unsuspecting creature.

Comments

Anonymous

This looks great! Love the customizability and excited to try out the Wu Jen. Only concern is the level 17 open hand feature seems pretty powerful to be able to do it on more than one attack in a turn.

laserllama

Glad you like it! I tend to give martial classes a bit of leeway on their high level abilities, especially anything after 17th level. That’s when full spellcasters get access to 9th level spells which can do some pretty wild stuff. I could definitely see limiting it to once per turn though! It also takes 20% of your ki to use, two actions, and a failed CON save to get the insta-kill as well.

laserllama

Thinking of making it so Patient Defense and Step of the Wind cost 0 ki to use as well!