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Hey all! Following up the major update I released for my Alternate Monk last week, I have an update for my Alternate Monk: Expanded - a compendium of additional options for my Alternate Monk that includes 14 Techniques, 2 Monastic Feats, and 9 Monastic Traditions.

(I’ve also made some small but significant updates to the Alternate Monk).

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Alternate Monk: Expanded

Techniques. Here, I’ve included some more overtly mystical and magical Techniques that may not be appropriate to every game setting. But, if you like “weeaboo fightin’ magic” (like I do), then these Techniques are for you!

Monastic Feats. I’ve also included two Feats that allow other characters to share in the marital arts and Techniques of the Monk, or for Monks to take to increase their mystical abilities.

Monastic Traditions. I’ve made some pretty significant updates to the eight Traditions that were already part of this compendium and added a brand new Tradition: the psionic/mystical Way of the Mystic!


As always, let me know what you think!

~laserllama

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Change log: Alternate Monk v3.0.1

  • Martial Arts // Reverted Martial Arts die scaling
  • Spirit of Tranquility // Moved up to 9th level. Added a 1 Ki Point cost.
  • Ki Adept // Specified that this is once on your turn.
  • Purity of Body // Moved back to 13th level. Added CON save proficiency.
  • Techniques // Slow Fall // Now just “level” instead of “Monk Level”.
  • Techniques // Deflect Missile // Changed 11th level to “spell attacks”.
  • Techniques // Mystical Integrity // Reworked.
  • Astral Warrior // Astral Self // Cost changed to 2 Ki
  • Astral Warrior // Signature Techniques // Added Mantle of Courtesy
  • Astral Warrior // Master Astral Warrior // Reworked into a barrage of punches.
  • Rising Dragon // Elemental Breath // Moved “expending Ki to empower” here.
  • Wuxia // Student of Steel // Masterful Aim reworked. Now is a version of “reliable talent” as a bonus action with Wuxia attacks.
  • Yin & Yang // Touch of Life // Can be used in place of any unarmed strike.
  • Yin & Yang // Touch of Death // Removed once per turn limitation.

Change Log: Alternate Monk Expanded v3.0.1

  • General // Art, formatting, and grammar corrections.
  • Techniques // Spiritual Armor // Made it a bonus action to activate and removed the Ki Point cost to deal damage as a reaction.
  • Techniques // Adept Fighting Style // Updated to most recent Fighting Styles.
  • Techniques // Crushing Strike // Now scales with your Marital Arts die.
  • Techniques // Divine Light // Now grants two Cleric cantrips
  • Feats // Ki Warrior // Renamed (Ki Adept). Now accounts for Martial Arts dice.
  • Monastic Traditions // Moved all 11th level features to 10th level.
  • Boulder // Stalwart Strength // Renamed (Strength of the Mountains). Reworked.
  • Boulder // Rebounding Defense // Reworked to be closer to Deflect Missile.
  • Boulder // Earthshaker // Now scales with your Martial Arts die.
  • Brawler // Streetwise // Renamed (Underhanded). Streamlined
  • Brawler // Savage Exploits // Realigned with other Exploit subclasses, this subclass now uses Exploits from the Alternate Barbarian.
  • Brawler // Spiritual Stamina // NEW 6th level feature.
  • Ferocity // Natural Predator // Bestial Rend // Reducing a creature’s speed to 0 now only imposes disadvantage on DEX saves (no longer restrains).
  • Ferocity // Natural Predator // Natural Defense // Now uses Martial Arts die
  • Ferocity // Natural Predator // Savage Charge // Now all Marital Arts attacks.
  • Ferocity // Primal Intuition // Streamlined. Now a Martial Arts die bonus.
  • Apex Predator // Natural Resilience // Reworked to scale with WIS mod and your Martial Arts die.
  • Apex Predator // Savage Rush // Scales with your Martial Arts die.
  • Flowing River // Flowing River Stance // Now has explicit scaling for extra reactions instead of PB (same as PB if you single-class Monk).
  • Flowing River // Monastic Acrobat // Renamed (Dancing Monk). Now grants a bonus equal to your Martial Arts die roll (instead of Expertise).
  • Hurricane // Heavy Warrior // Melee heavy weapons are Martial Arts attacks.
  • Hurricane // Tempestuous Strike // Renamed (Hurricane Strike).
  • Hurricane // Buffeting Winds // Combined both features from this level, and empowering whirling strike now adds thunder damage.
  • Mystic // NEW Tradition that borrows from my Psion class.
  • Sacred Inks // Divine Conduit // Streamlined this feature.
  • Sacred Inks // Light of the Heavens // Rewrote to match Divine Conduit.
  • Sacred Inks // Master of the Sacred Inks // Renamed and (slightly) reworked.
  • Vigilante // Combat Ready // Renamed (Bonus Proficiencies). Now you add a Marital Arts die bonus to your chosen skill.
  • Vigilante // Heroic Persona // Clarified rules.
  • Vigilante // Vigilante Techniques // Added Heavenly Step.
  • Vigilante // Valiant Action // Reworked around Indomitable Spirit.
  • Vigilante // Master Vigilante // “New” feature - combined the 17th level features and reworked the knock back around Crushing Strike.
  • Void // Entropic Techniques // Renamed (Void Techniques).
  • Void // Entropic Touch // (greatly) simplified to just instantly destroy objects. It costs Ki all the time now, but the cost has been reduced by 1.
  • Void // Void Strike // Renamed (Void Wielder). Now scales with Marital Arts die.
  • Void // Dispelling Touch // Renamed (Degraded Form). Now allows you to spend Ki to cast dispel magic and counterspell. Removed buff to Vorpal Step.
  • Void // Master of Entropy // Renamed (Avatar of Entropy).

Files

Alternate Monk: Expanded by laserllama

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.

Comments

Anonymous

Really love the QoL changes to the void monk. Such a cool concept

laserllama

Thank you! I think I was overthinking the previous versions. Sometimes simple is best. The Way of the Void might also be the strongest anti-mage subclass I’ve created.

Jeff Potato

Way of the Mystic is really cool and I like it a lot, although the level 17 ability doesn't seem very strong for level 17...but I guess you're also presumably getting one of the highest-level psion talents at 17, so there's that. Sacred Inks definitely looks better than I remember as well. I really think I must be missing something about Flowing River, though. Luring enemies into attacking you and knocking them prone is cool, but I feel like it needs *some* kind of offense. Or at least a bit of extra damage when it knocks enemies prone or something. Or is there some other way to take advantage of all the extra reactions I'm missing? ...Also, now that I think about it, if the Flowing River monk is using the free Patient Defense when it enters Flowing River Stance (likely, since monk AC isn't that great for someone who *wants* to be attacked), does Enchanting Flow really give enemies much motivation to attack the monk instead of someone else? They're getting disadvantage either way. Also, perhaps Enchanting Flow should only affect creatures of the monk's choice (i.e. only enemies) instead of just "creatures within 10 feet of you?" Way of the Oni is nifty, although the flavor text feels a little off since "oni" in D&D aren't actually a type of demon (and "infernal" in D&D generally refers to devils, not demons). But flavor text is an easy change, so we can always call it Way of the Infernal Fist or Way of the Burning Tiger or something.

laserllama

Thanks for checking out the update! The Mystic could honestly just get access to Talents and that would be a powerful subclass. Some of the top-tier Talents are pretty wild (telekinesis at will?!). Flowing River gives you extra reactions (breaking one of the big rules of homebrewing in the DMG), but you don't have to use them for your Flowing River reaction. You could use them for opportunity attacks or pick up a quarterstaff and the Sentinel Feat and lockdown an area, etc.

Jeff Potato

I don't think I've ever seen NPCs provoke more than one AoO in a *session*, much less a round, but you do have a point about Sentinel. I dislike having to take a feat to make full use of a subclass's abilities (giving up an ASI early *hurts*), but I guess this subclass just isn't my style (and also I don't care for some of 5e's design decisions, like needing to give up ASIs for feats). TBH, I was a lot more concerned about the Savant's extra reactions than the Flowing River Monk's, even though the monk gets considerably more, because the monk has to give up their action to get them and is getting pretty much nothing out of their subclass on turns where they don't do so. (My DM has discussed putting some limitations on how a Savant can actually use the extra reactions if anyone in our group ever plays one; I believe he fears some kind of elaborate rapid-counterspelling multiclass build. And now that I think of it, the Alternate Bard didn't even exist yet when we had that conversation...) Also, I'm kind of curious now how a Mystic who focuses on Restoration stacks up against a Yin & Yang monk. Metamorphosis or Precognition probably have more synergy for a monk who actually wants to fight, though. >_>

Anonymous

I love the changes to the Monk so far. I've been waiting for Monk to get an update for a while and it seems like most everything I had a problem with is either fixed or mitigated! I still have a couple sparse little notes but it's awesome work; 1. Earthshaker I think could use a lift in it's AOE size specifically. 15ft isn't a whole lot realistically, so unless you're jumping straight into a mosh-pit kind of goblin horde you're likely only getting the same value out of that ground pound than even a 3rd level Rising Dragon's basic Breath typically would (FAR less by 17th level). It's damage is perfectly fine, but I think increasing AOE by 5ft along with each extra damage die, or increasing to 30ft at a set Ki threshold, could help it be more flexible. 3. Master of the Hurricane I think could be a tiny bit more wacky. Possibly hit a couple more targets (maybe add Wis mod to amount?) and maybe even let them knock people around/prone as per Buffeting Wind's control effects. It doesn't really *need* a change but I think it would be more fun battlefield control since that seems to be Hurricane's main role.

Anonymous

Loving these changes so far, though I would personally integrate the level 17 feature for Flowing River into the level 3 feature's Dexterity save so that you aren't forced to choose between them. Other than that, I'd probably make damage from Techniques also count as magical at the same time as unarmed strikes. I also had an idea for another subclass called Way of the Flagellant. Basically a Monk/Blood Hunter hybrid that acts as a devil/demon parallel to Way of the Sacred Inks. It would be able to sacrifice HP in place of Ki, and use their knowledge of anatomy and bloodletting to strike their opponent's weak points to cripple them. Might be a little too dark though.

Jeff Potato

A couple more minor questions: Indomitable Spirit says "When you make a Strength (Athletics) or Dexterity (Athletics) check..." Should that say "Dexterity (Acrobatics)," or is there some occasion where Dexterity (Athletics) checks are used in your games? Drunken Fist's Drunken Spirit activates "when you hit a unique creature with a Martial Arts attack." Do I correctly understand this to mean that you only get the +5 feet of movement once per distinct creature hit? (That is, if you hit two different creatures you get +10 feet of movement, but if you hit one creature twice you only get +5 feet.)

laserllama

For Indomitable Spirit, remember that Martial Arts allows you to make Dexterity (Athletics) checks in certain cases. You are understanding Drunken Fist correctly.

IvyReed

This is a lovely class rework, my player is so excited to try it out! (they were JUST about to make a vanilla monk too) Question about Featherweight fighting: As far as I understand it Unarmed Strikes are NOT light weapons, Does this mean you go faster if you pick up a weapon than if you're unarmed?

laserllama

I’d probably still allow the speed bump even without the light weapons. If they picked up other weapons though, it would drop.

Anonymous

Hi, just noticed some things while looking at your archetypes. The Way of Ferocity says, for Savage Strikes (3rd level feature): "Your martial arts damage die increases to a d6 for your unarmed strikes. Your martial arts die for unarmed strikes increases again at 5th level (1d8), 11th level (1d10), and 17th level (1d12)." But, this is already your monk's unarmed strike damage die progression, according to The Monk Table. This might be redundant, or am I missing something? Also, not sure if it was intentional or if the Kensei used the same wording, but the Way of the Wuxia has some redundancies: the Wuxia weapons are considered Martial Arts attacks, which means that listing that they bypass magical resistance in the Ki-Infused Weapons feature is unnecessary, correct? I'm not sure if that helps but I noticed it and was curious. Further, I don't know if you take suggestions for subclasses, but have you considered a mounted monk? Pathfinder had the Sohei, which was pretty great! I mention it only because I see you have made some of your own animal companion subclasses elsewhere. Finally, I noticed a minor typo in Marial Arts: "You can use your Dexterity, in place of Strength, for the attack and damage rolls or your Martial Arts attacks." I think the "or" in "or your Martial Arts attacks" should be "of"?