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Hey all, finally got around to finishing my next update for the Alternate Monk! I've made a good amount of small changes based on feedback from Patreon and Reddit. The most requested is the addition of revised versions of the Monk subclasses from the Sword Coast Adventurer's Guide: the Way of Radiance (Sun Soul) and the Way of the Reaper (Long Death). More detailed changes and PDF below:

Change Log v1.0.1

  • Martial Arts // Now excludes weapons with the Special property.
  • Martial Arts // Reworded to allow it to work with thrown weapons.
  • Martial Arts // Bonus action attack limited to unarmed strike
  • Ki // Saving Throws // Your Technique Save DC is now based on Wisdom.
  • Open Hand // Disciple of Many Forms // The technique you learned is limited to a Strike.
  • Open Hand // Flurry of Fists // You can make an additional unarmed strike as part of your attack, but you don’t get the free bonus action attack unless you Flurry of Blows.
  • Open Hand // Ebb and Flow // Dex save ability reduces movement speed to 0.
  • Open Hand // Empowered Strike // When you crit with an unarmed strike creatures have disadvantage on and technique saving throw they make against that hit.
  • Open Hand // Grand Master // Extra unarmed strikes for Flurry of Fists and Ebb and Flow.
  • Way of Radiance // New Monastic Tradition based on the Way of the Sun Soul
  • Way of the Reaper // New Monastic Tradition based on the Way of the Long Death
  • Techniques // Arresting Strike // Now forces a Dexterity saving throw. On a failed save it reduces movement speed to zero.
  • Wu Jen // Fist of Five Ways // You get a bonus action attack when you cast a spell.
  • Wu Jen // Grand Master of the Elements // Reworked into an “avatar state”
  • Wu Jen // Wu Jen Spell List // Removed *longstrider* and *daylight*
  • Techniques // Patient Defense // Back to costing 1 ki point.
  • Techniques // Stunning Strike // Creature can attempt to break out on their turn as an Action.

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

I love the ideia of the Sun Soul Monk, so I can't even explain how happy I'm to see it in this class! Just some things I thought while reading it: 1 - While is really implied that the Radiant Bolt deals radiant damage, in actuality nothing in its text says it deal radiant damage. Maybe say at the end "Your radiant bolts count as ranged Martial Arts attacks with a normal range of 30 feet and a long range of 90 feet that deals radiant damage" 2 - This subclass gains very little at 3rd level when compared to the others, which was also a problem with the original Sun Soul. While I unfourtunally don't have suggestions for what more to give, I think it having one more ability at 3rd level like the others you made would be great. 3 - I loved the part on the 17th level where your attacks counts as sunlight, however, from what I've seen, since stuff like sunlight sensitivity works IF the creature STARTS ITS TURN on sunlight, so technically speaking a sunlight attack won't do much (maybe it does affect something, since I don't know about all creatures on the game). Maybe if instead the bright light the PC exudes counted as sunlight instead of the attacks. While I'm at it, what if while a creature is inside the bright light, it takes an extra Martial Arts dice of radiant damage with the first attack that hits him (like Dreadful Strikes from the Fey Wanderer Ranger Sorry the long comment, but I reaaaally love the Sun Soul, so I want to give my thoughts on the matter. I hope this helped in any way, be for a change or for reaffirming your decisions