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Alternate Monk

Expanded


the 5e community, the monk is widely regarded as falling

In

of the fantasy it tries to capture. The Alternate Monk

short

to capture the fantasy of playing a master of martial

strives

Included here are more options for the Alternate Monk:

arts.

Techniques. The Techniques included with the

Additional

Monk emulate the most common abilities used by

Alternate

The Techniques included here can be more exotic,

monks.

or dangerous for those who makes use of them.

specific,

Feats. The feats included here allow all player

Monastic

to share in the abilities of the Alternate Monk.

characters

Monastic Traditions. Included below are eight

Additional

Traditions for monks to choose from at 3rd level.

additional

are the Techniques available to the monk. Each time

Below

gain a level in this class, you can replace one Technique

you

know with another Technique of your choice.

you

a Technique has a monk level prerequisite you can learn

If

are adept at fighting with whatever is at hand. You gain

You

with improvised weapons, they count as Martial

proficiency

attacks for you, and you can use your Dexterity, in place

Arts

Strength, for improvised weapon attack and damage rolls.

of

can reinforce your physical form with spiritual power.

You

an action, you can spend 1 Ki Point to gain temporary

As

points equal to your Wisdom modifier (minimum of 1).

hit

a creature damages these temporary hit points, you

When

use your reaction to spend 1 Ki Point to cause them to

can

force damage equal to your Martial Arts die.

take

an action, you can spend 1 Ki Point to strike out and force

As

creature within your reach to make a Dexterity saving

every

On a failed save, they take bludgeoning damage equal

throw.

your Martial Arts die + your Dexterity modifier.

to

5th level monk

Prerequisite:

have trained in a specialized style of fighting. You gain a

You

Style of your choice from the list below. As a monk,

Fighting

can only gain one Fighting Style through this Technique.

you

Archery

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

You

Fighting

Blind

in Tasha's Cauldron of Everything

Available

Fighting

Defensive

wearing armor or wielding a shield, you gain a +1

While

Dueling

you are wielding a melee weapon in one hand and no

When

Fighting

Featherweight

you are wielding only light weapons, your movement

While

increases by 10 feet and you gain a +2 bonus to your

speed

rolls with light weapons, so long as you are not

damage

Protection

a creature you can see attacks a target other than you

When

is within 5 feet of you, you can use your reaction to

that

disadvantage on the attack roll. You must be wielding

impose

Weapon Fighting

Thrown

in Tasha's Cauldron of Everything

Available

Wrestler

you hit a creature with a melee attack, you can attempt

When

grapple that creature as a bonus action on that turn, so

to

as you have a free hand to do so. Also, you can drag

long

Alternate

Monk Expanded

Adept

Fighting Style

Techniques

bonus to your Armor Class.

Technique at the same time you meet its prerequisite.

that Improvised Strikes

other weapons, you gain a +2 bonus to damage rolls with it.

wearing medium armor, heavy armor, or wielding a shield.

Spiritual Armor

a melee weapon or a shield to use this reaction.

Whirling Strike

grappled creatures up to your full movement speed.


5th level monk

Prerequisite:

you hit a creature with an unarmed strike, you can

When

Ki Points to deal extra bludgeoning damage equal to

spend

per Ki Point. The maximum amount of Ki you can spend

1d6

5th level monk

Prerequisite:

learn one cantrip of your choice from those available to

You

5th level monk

Prerequisite:

can draw upon your Ki to find success in times of great

You

When you make an ability check or saving throw, you

need.

spend any number of Ki Points and add +1 bonus to your

can

for each Ki Point you spend. You can use this feature

roll

you roll, but before you know if you succeed or fail.

after

9th level monk

Prerequisite:

have gained the ability to contact the Ki of your previous

You

to gain information. As an action, you can spend 5 Ki

lives

to enter a meditative state, which lasts for 10 minutes,

Points

consult your previous lives At the end of your meditation,

and

gain the same information as if you had cast commune.

you

9th level monk

Prerequisite:

can enter a meditative state to commune your Ki with

You

of the natural world around you. As an action, you can

that

5 Ki Points to enter this meditative state, which lasts

spend

10 minutes. At the end of your meditation, you gain the

for

information as if you had cast commune with nature.

same

9th level monk

Prerequisite:

a reaction when you take damage, you can expend 2 Ki

As

to reduce the incoming damage by an amount equal

Points

two rolls of your Marital Arts die + your Wisdom modifier.

to

13th level monk

Prerequisites:

you hit a creature with a melee Martial Arts attack, you

When

expend 3 Ki Points to empower your blow with legendary

can

and force the target to make a Charisma saving throw.

force,

takes additional force damage equal to three rolls of your

It

Arts die on a failure, and half as much on a success.

Martial

this attack reduces the target to 50 hit points of fewer, it

If

to a harmless demiplane where it is incapacitated.

shunted

creature reappears in the unoccupied space nearest to

The

last space it occupied at the end of your next turn.

the

13th level monk

Prerequisite:

can draw upon the Ki of your previous lives and summon

You

specter of a past life to come to your aid. As an action, you

a

spend 5 Ki Points to cast summon celestial (defender)

can

is a Medium creature that resembles a humanoid monk,

It

it may not be the same race as you are.

though

Radiant Mace attacks resemble unarmed strikes

Its

summoned you can infuse it with a number of Ki

When

of your choice, and your Ki Point maximum is

Points

by the same amount while it is summoned. It can

reduced

18th level monk

Prerequisite:

can open your mind to the Ki that flows through all living

You

allowing you to predict the actions of creatures before

things,

happen. You can perform a 1 minute meditative ritual

they

you expend 8 Ki Points to cast foresight, targeting only

where

While this effect is active, your Ki Point maximum is

yourself.

18th level monk

Prerequisite:

can draw on your intimate knowledge of the Ki that flows

You

all things and speak a divine word of creation. As an

through

you can spend 7 Ki Points to cast divine word, using

action,

as your spellcasting modifier.

Wisdom

you use your Ki to cast divine word, you must finish a

Once

feats here allow all characters to share in the abilities of

The

Alternate Monk and can be selected in place of an ASI.

the

have some basic martial arts training, giving you some

You

in both unarmed combat and unarmed defense.

skill

long as you aren't wearing armor or a shield, your

So

Class equals 13 + your Dexterity modifier.

Armor

unarmed strikes deal bludgeoning damage equal

Your

1d4 + your Strength or Dexterity modifier on hit.

to

you take the Attack action on your turn and only

When

unarmed strikes, you can make a single unarmed

make

have studied monastic Techniques which allow you to

You

supernatural feats of spiritual power.

perform

learn two Techniques from the Alternate Monk class.

You

the Technique has a prerequisite or mentions a Martial

If

die, you can learn it only if you’re a monk and you

Arts

its prerequisites. If a Technique requires the target

meet

make a saving throw to resist its effects, the DC equals

to

+ your proficiency bonus + your Wisdom modifier.

8

gain 2 Ki Points to spend on Techniques. You regain

You

of your expended Ki Points when you finish a short or

all

rest. If you have Ki from another feature, these Ki

long

are added to your total pool of Ki Points.

Points

Crushing Strike

Conjure Previous Life

once on this Technique equals your Wisdom modifier.

at Divine Light

at 5th-level. When summoned, it has the following changes:

cleric, and Wisdom is your spellcasting modifier for it.

the Unyielding Perseverance

the Ki to use any Techniques you know.

use infused Awaken the Third Eye

Commune with Self

by You can end this effect as an action.

reduced 8. Word of Creation

Friend of Beast and Leaf

or long rest before you can cast it in this way again.

short Monastic Feats

Monastic Fortitude

Martial Arts Initiate

Banishing Strike

as a bonus action on that same turn.

strike Ki Adept

Supernatural Techniques

Some of the Techniques included in this Expanded

supplement to the Alternate Monk are wondrous

and more supernatural in nature. These Techniques

may not be appropriate for the tone of every game.

Make sure to talk to your table before selecting any

of the Techniques included in this supplement.


3rd level, a monk chooses their Monastic Tradition.

At

following options are available to an Alternate Monk,

The

addition to those in the base class: Ways of the Boulder,

in

Brawler, Ferocity, the Flowing River, the Hurricane,

the

ancient as the mountains themselves, this Tradition has

As

passed down from master to student since the earliest

been

of civilization. Building their monasteries on mountain

days

and in deep caverns, students of this Tradition focus on

peaks

learn certain Techniques at the levels noted in the table

You

They don't count against your number of Techniques

below.

you adopt this Tradition at 3rd level, you can use your

When

bulk to enhance your offense and defense. When not

physical

armor or a shield, your Armor Class is equal to 10 +

wearing

Constitution modifier + your Wisdom modifier.

your

can also use Constitution, in place of your Strength

You

your Dexterity for Martial Arts attack and damage rolls.

or

at 3rd level, you can draw on the earth to reinforce your

Also

As a reaction when you make a Strength ability check

frame.

saving throw, you can grant yourself advantage on the roll.

or

can use this reaction a number of times equal to your

You

modifier (minimum of once), and you regain all

Constitution

uses when you finish a long rest. If you have no

expended

6th level, you can absorb blows with your body. When you

At

hit by a melee weapon attack, you can use your reaction

are

spend 1 Ki Point and reduce the damage by an amount

to

to 1d12 + your Constitution modifier + your monk level.

equal

you reduce the damage of the triggering attack to zero,

If

can rebound the blow back at your attacker, making a

you

Martial Arts attack against the attacker as part of the

melee

reaction. You are proficient with this attack.

same

at 11th level, your dense, Ki Infused, physical form

Beginning

you to resist both physical and elemental assaults. At

allows

end of each short or long rest, choose one of the following

the

types: bludgeoning, piercing, slashing, acid, cold, fire,

damage

or thunder. You are resistant to that type of damage

lighting,

the end of your next short or long rest.

until

a bonus action, you can pend 2 Ki Points to realign your

As

and switch the damage resistance you gained from this

Ki

reaching 17th level, your body surpasses the normal

Upon

limits of density and mass. Both your Constitution

mortal

at 17th level, you can use your supernatural density

Starting

shake the earth. As an action, you can expend 3 Ki Points

to

crush the earth, forcing creatures of your choice within 15

to

to make a Strength saving throw. Creatures take 2d10

feet

damage and fall prone on a failed save, and half

bludgeoning

much damage and remain upright on a successful save.

as

ground in this 15-foot radius becomes difficult terrain.

The

you use this feature, you can expend additional Ki

When

increasing the damage of the stomp by 1d10 for each

Points,

Ki Point you spend, to a maximum of 10d10.

additional

Monastic Tradition

Sacred the Vigilante, and the Void.

the Inks, Way of the Boulder

becoming as large and immovable as the mountains.

of the Boulder Features

Way

Monk Level Feature

3rd

6th

11th

17th

Boulder Techniques, Solid Body,

Strength of the Mountains

Rebounding Defense

Ki-Infused Bulk

Mighty Form, Earthshaker

Boulder Techniques

and they cannot be switched upon gaining a level.

Known

Monk Level Technique

3rd

5th

9th

Solid Body

spiritual armor

crushing strike

AME

AME

friend of beast and leaf

AME

Ki Infused Bulk

Strength of the Mountains

to another damage resistance from the list above.

ability Mighty Form

available, you can spend 1 Ki Point to use this reaction.

uses Rebounding Defense

and maximum Constitution score, increase by 2.

score, Earthshaker


Way of the Brawler is an informal Monastic Tradition

The

masters use to denote those who never received formal

that

arts training. Brawlers are those who learn to fight in

martial

back alleys and fighting pits. They are often underdogs

the

come from nothing, and will do whatever it takes to win.

who

these brutish scrapers, every fight is a fight for survival.

To

have studied and learned various advanced martial

You

At 3rd level, you gain the following features:

techniques.

Exploits. You learn two Exploits of your choice

Martial

the list at the end of this Tradition. You can only use one

from

per ability check or attack. When you gain a level, you

Exploit

replace an Exploit you know with another of your choice.

can

Dice. You have three d6 Exploit Dice. To use an

Exploit

you must expend one of these dice, and you regain all

Exploit

Exploit Dice when you finish a short or long rest.

expended

Throws. Some of your Exploits require your target

Saving

make a saving throw to resist your Marital Exploit's effects.

to

saving throw DC is calculated as follows:

The

save DC = 8 + your proficiency bonus + your

Exploit

or Dexterity modifier (your choice).

Strength

then join a formal Monastic Tradition, you learned to

Rather

in the streets. At 3rd level you gain the benefits below:

fight

learn to communicate and understand Thieves' Cant,

You

secret mix of dialect, jargon, and code that allows you to

a

messages in seemingly normal conversation.

hide

gain proficiency in Intimidation and you can make

You

underhanded style of fighting has improved. At 6th level,

Your

gain one additional Exploit Die (for a total of four), and all

you

your Exploit Dice become d8s. You also learn two more

of

of your choice from the list of Brawler Exploits.

Exploits

reputation as a ruthless brawler proceeds you. Starting

Your

11th level, you can use a bonus action to spend 1 Ki Point

at

force a creature within 30 feet that can see you to make a

and

saving throw. On a failed save, it is frightened of you

Wisdom

the beginning of your next turn.

until

that are frightened of you have disadvantage on

Creatures

are a master of the ruthless combat of the underworld.

You

at 17th level, any Martial Arts attacks you make

Beginning

creatures that are frightened, grappled, prone, or

against

score a critical hit on a roll of 19 or 20 on the d20.

stunned

also gain another Exploit Die (for a total of five), and all

You

your your Exploit Dice become d10s. You also learn two

of

Exploits listed below are available to Brawler monks,

The

focus on defeating foes with overwhelming force.

who

Strike. As a bonus action, you can expend an

Blinding

Die and force a creature within 10 feet to make a

Exploit

saving throw. On a failed save, the creature is

Constitution

until the beginning of your next turn.

blinded

Up. As a bonus action, you can expend an Exploit

Brace

to instantly gain temporary hit points equal to your

Die

Die + your Constitution modifier (minimum of 1).

Exploit

Guile. When you make a Dexterity (Sleight of

Charlatan's

or a Charisma (Deception) check, you can expend an

Hand)

Die and add it to your roll. You can use this Exploit

Exploit

you roll, but before you know the roll's result

after

When you hit a creature with a Martial Arts

Disarm.

you can expend an Exploit Die to force it to make a

attack,

saving throw. On a failure, it takes extra damage

Strength

to your Exploit Die and drops an item of your choice.

equal

Strike. When you hit a creature with a melee

Sweeping

Arts attack, you can expend an Exploit Die to force it

Martial

make a Dexterity saving throw. On a failure, it falls prone

to

takes bludgeoning damage equal to your Exploit Die.

and

larger than you have advantage on their roll.

Creatures

Strike. When you make a melee Martial Arts attack,

Wild

can expend an Exploit Die as part of the attack to strike

you

wild abandon. You have advantage on your attack roll,

with

you must subtract your Exploit Die from your attack rolls.

but

on hit, you deal additional damage equal to two

However,

of your Exploit Die.

rolls

Underhanded

(Intimidation) checks using your martial arts.

Strength Improved Exploits

Infamous Reputation

saving against your Brawler Exploits.

their throws Champion of the Underworld

Way of the Brawler

Brawler Exploits of your choice (for a total of six).

additional Brawler Exploits

of the Brawler Features

Way

Monk Level Feature

3rd

6th

11th

17th

Brawler's Exploits, Underhanded

Improved Exploits

Infamous Reputation

Brawler's Exploits

Champion of the Underworld


monks of every Tradition strive for mastery over their

While

form, honing their bodies into weapons, creatures

physical

with natural weapons; vicious claws, imposing horns,

born

teeth, or lashing tails, have a natural advantage in their

sharp

to weaponize their bodies for combat.

quest

with these natural advantages often adopt the Way

Monks

Ferocity. Through the practice of this ancient and savage

of

they enhance their physical features with secret

tradition

and combine their mastery of Ki with the primal

techniques,

that dwells within all creatures of wild heritage.

ferocity

learn certain Techniques at the levels noted in the table

You

They don't count against your number of Techniques

below.

adopting this Tradition at 3rd level, your enhance your

Upon

abilities with one of the disciplines below. Creatures

natural

master disciplines that enhance their natural features.

often

Rend. This discipline is most often adopted by

Bestial

with sharp claws and teeth. Your unarmed strikes

creatures

deal slashing damage, and inflict deep wounds on your

now

Each time you hit a creature with an unarmed strike,

target.

movement speed is reduced by a cumulative 5 feet until

its

start of your next turn. If you reduce a creature's speed to

the

they are restrained until the start of your next turn.

0,

Defense. This discipline is most often adopted by

Natural

with scales or shells. When a creature you can see

creatures

you with an attack you can use your reaction to add your

hits

bonus to your Armor Class against the attack.

proficiency

Charge. This discipline is most often adopted by

Savage

with hooves or horns. If move at least 15 feet in a

creatures

line toward a creature, you have advantage on the

straight

unarmed strike you make against that creature.

first

training has honed your instincts and senses along with

You

physical prowess. At 6th level, choose a skill proficiency

your

gained from your race. You add double your proficiency

you

to any ability check you make with that skill.

bonus

you didn't gain a skill proficiency from your race, you

If

proficiency in one of the following skills: Athletics,

gain

your training you have learned to augment your physical

In

with the power of Ki. Starting at 11th level, when you

strikes

a creature with an unarmed strike you can expend 1 Ki

hit

to deal an additional 2d6 damage to the target.

Point

have brought forth the true potential of your wild body.

You

17th level, you learn one of the following disciplines:

At

Fury. You can whip yourself into a primal fury

Bestial

hunting your foes. When you score a critical hit against

when

creature with an unarmed strike, its speed is reduced to 0,

a

you have advantage on any unarmed strikes you make

and

that creature until the start of your next turn.

against

Resilience. You can harden your body to absorb

Natural

assaults. Whenever you take damage and are not

incoming

you can expend Ki to reduce the damage you

incapacitated,

take by 1d12 for each Ki Point you spend.

would

Rush. You can draw upon primal speed to trample

Savage

in your path. As an action, you can expend 4 Ki Points

those

move up to your full movement speed in a straight line.

and

creature you pass through must make a Dexterity saving

Any

On a failure, a creature takes 8d6 bludgeoning damage

throw.

is knocked prone. On a successful save, a creature takes

and

damage and is not knocked prone.

half

Way of Ferocity

of Ferocity

Way

Monk Level Feature

3rd

6th

11th

17th

Ferocity Techniques, Natural Predator

Primal Intuition

Power of the Wild

Apex Predator

Ferocity Techniques

and they cannot be switched upon gaining a level.

Known

Monk Level Technique

3rd

5th

9th

crippling strike

stunning strike

Natural Predator

friend of beast and leaf

AME

Primal Intuition

Intimidation, Stealth, or Survival.

Insight, Perception, Power of the Wild

Apex Predator

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 practice

this Monastic Tradition. Though, your table may lift

this restriction to suit your campaign setting.


who adopt the Way of the Flowing River are taught a

Novices

of martial arts that emphasizes non-violence and only

style

force when necessary. Named for the masterful grace

using

fluidity that these warriors exhibit, practitioners of the

and

you adopt this Monastic Tradition you learn to move

When

a delicate grace rarely found among warriors. At 3rd

with

you gain proficiency in Acrobatics and Performance.

level,

you make an Acrobatics or Performance check,

Whenever

can treat a roll of 7 or lower on the d20 as an 8.

you

of your Tradition are known for their graceful

Monks

at 3rd level, you can use your action to enter the

Beginning

River Stance, which lasts until the start of your next

Flowing

While you are in this stance, you have a number of

turn.

reactions equal to your proficiency bonus.

additional

a creature misses you with a melee attack while in

When

Flowing River Stance, you can use your reaction to force

your

to make a Dexterity saving throw. On a failure, it falls prone

it

its speed is reduced to 0 until the start of your next turn.

and

learn certain Techniques at the levels noted in the table

You

They don't count against your number of Techniques

below.

can skirt attacks with the grace of a gentle stream. At 6th

You

you learn the patient defense Technique , and it doesn't

level,

against your total number of Techniques Known.

count

when you enter your Flowing River Stance, you can

Also,

at 11th level, you can expend 2 Ki Points when you

Starting

your Flowing River Stance to allure the foes around

enter

For the duration of that Stance, any creature that starts

you.

turn within 10 feet of you has disadvantage on attacks

its

17th level, when a creature misses you with a melee

Starting

while in your Flowing River Stance, you can force it to

attack

a Strength saving throw as a reaction. On a failure, it is

make

back a number of feet depending on its size:

knocked

Dancing Monk

You make Dexterity (Performance) checks.

dancing. can Flowing River Stance

Flowing River Techniques

and they cannot be switched upon gaining a level.

Known

Monk Level Technique

3rd

5th

9th

Graceful Step

step of the wind

deflect missiles

heavenly step

patient defense without expending a Ki Point.

use Enchanting Flow

creatures than until the end of their turn.

against other you Wrath of the Flowing River

Way of the Flowing River

Tiny

60 feet

Large

20 feet

Small

40 feet

Huge

15 feet

Flowing River are often known as dancing monks.

Medium

30 feet

Gargantuan

10 feet

of the Flowing River

Way

Monk Level Feature

3rd

6th

11th

17th

Dancing Monk, Flowing River Stance,

Flowing River Techniques

Graceful Step

Enchanting Flow

Wrath of the Flowing River

Acrobats, Dancers, and Performers

While the monk class encourages you to play as an

ascetic warrior, monks of the Flowing River can be

flavored as entertainers, dancers, and acrobats!


most monks master martial arts that focus on rapid

While

and elusive movement, those who follow the Way of

strikes

Hurricane master mighty weapons. Using their signature

the

the students of this Tradition become walls of whirling

style,

have trained to wield heavy weapons in conjunction with

You

martial arts. When you adopt this Tradition at 3rd level,

your

gain proficiency with all martial melee weapons with the

you

property, and they qualify for your Martial Arts attacks.

heavy

addition, while you are wielding a melee weapon with

In

heavy property, you have advantage on saving throws to

the

3rd level, you learn to wield your heavy weapons with

At

fury of a storm. While you are wielding a heavy melee

the

you use whirling strike without expending Ki.

weapon,

you can choose to add your Strength modifier,

Moreover,

learn certain Techniques at the levels noted in the table

You

They don't count against your number of Techniques

below.

6th level, you use your weight to rebuke your attackers.

At

you are hit by an attack while you are wielding a heavy

When

weapon, you can use your heavy weapon to make an

melee

against the attacker as a reaction. On hit, the attacker's

attack

use the weight of your weapon to create gusts of wind

You

empower your strikes. Starting at 11th level, when you

which

a creature with a heavy weapon, you can force it to make a

hit

saving throw. On a failed save, the creature is either

Strength

prone, or it is knocked back a number of feet equal

knocked

five times your proficiency bonus (your choice).

to

can use this feature a number of times equal to your

You

modifier (minimum of once), and you regain all

Wisdom

uses when you finish a long rest. If you have no

expended

remaining, you can spend 1 Ki Point to use it again.

uses

at 11th level, when you use whirling strike, creatures

Starting

fail their saving throw take damage equal to two rolls of

that

Martial Arts die + your Strength or Dexterity modifier

your

choice) on a failure, and half as much on a success.

(your

wield your weapon as a blur of steel. Beginning at 17th

You

you can use an action to disappear and make a separate

level,

attack against up to five creatures you can see within

melee

feet, reappearing next to one of the creatures you hit. You

60

be wielding a heavy melee weapon to use this feature.

must

you use this feature you must finish a short or long

Once

before you can use it again. When you have no uses

rest

you can expend 5 Ki Points to use it again.

remaining,

Way of

the Hurricane

Crushing Counter

of the Hurricane Features

Way

Monk Level Feature

3rd

6th

11th

17th

Heavy Warrior, Hurricane Strike,

Hurricane Techniques

Crushing Counter

Buffeting Winds, Improved Hurricane Strike

Tempest of Steel

is reduced to 0 until the beginning of your next turn.

speed Buffeting Winds

steel, cutting down any who dare to stand against them.

Heavy Warrior

Improved Hurricane Strike

being grappled or moved against your will.

resist Hurricane Strike

Tempest of Steel

place of your Dexterity, to the damage of whirling stike.

in Hurricane Techniques

and they cannot be switched upon gaining a level.

Known

Monk Level Technique

3rd

5th

9th

whirling strike

stunning strike

AME

monastic fortitude

AME

Hurricane Monks & the Tetsubo

While Hurricane monks can use any heavy weapon,

they traditionally wield a Tetsubo, a martial melee

weapon with the heavy and two-handed properties

that deals 2d6 bludgeoning damage on hit.


of the Sacred Inks spend years practicing celestial

Initiates

Once they are ready, the monks mark their bodies

calligraphy.

increasingly complex celestial tattoos, granting them

with

to divine power. As the monk's spiritual connection to

access

you adopt this Tradition at 3rd level, you are taught the

When

of a celestial tattoo artist. You learn to speak, read,

techniques

write Celestial. Though most monks will refuse to speak

and

Celestial out loud out of reverence for the divine.

in

also gain proficiency with calligrapher's supplies, and

You

double your proficiency bonus to any ability check you

add

celestial tattoos allow you to channel the radiant power

Your

the upper planes through your hands. Starting at 3rd level,

of

can align yourself with an aspect of the upper planes. At

you

end of a short or long rest, choose one of the following

the

which lasts until the end of your next rest.

abilities,

Touch. Your sacred tattoos can channel the gift of

Healing

healing. When you spend a Hit Die to regain hit points

divine

regain the maximum amount, in place of rolling.

your

addition, you can use your action to spend 2 Ki Points

In

touch a creature, restoring their hit points by an amount

and

to 1d8 + your Wisdom modifier (minimum of 1).

equal

Strike. Your sacred tattoos channel divine wrath.

Radiant

you hit with an unarmed strike or monk weapon, you

When

expend Ki Points to deal additional radiant damage to

can

target equal to one roll of your martial arts die per Ki

the

The maximum number of Ki Points you can expend

Point.

learn certain Techniques at the levels noted in the table

You

They don't count against your number of Techniques

below.

your connection to the divine light and the complexity of

Both

celestial tattoos has increased, granting you a blessing of

your

from death. Beginning at 6th level, each time you

protection

a long rest, you gain the benefits of death ward without

finish

at 11th level, your sacred tattoos provide a glimpse

Starting

the divine. As a bonus action, you can unveil your celestial

of

and emit bright sunlight in a 10-foot radius from you.

tattoos

your tattoos are revealed in this way, you can add your

While

modifier (minimum of 1) to the hit points you restore

Wisdom

your Healing Touch, and the additional radiant damage

with

deal each time you use your Radiant Strike.

you

feature lasts for 1 minute unless you end it as a bonus

This

or fall unconscious. Once you use this feature you

action

finish a short or long rest before you can use it again.

must

have become a master of the Order of Sacred Inks, and

You

celestial tattoos are a direct reflection of divine beauty.

your

17th level, you can use an action to assume a celestial

At

For the next minute you gain the following benefits:

form.

tattoos manifest angelic wings. You gain a flying

Your

equal to your movement speed and can hover.

speed

you hit a creature with an unarmed strike you can

When

to deal radiant in place of bludgeoning damage.

choose

attacks deal an additional 1d6 radiant damage on hit.

Your

gain access to all of your Divine Conduit features for

You

you use this feature you must finish a long rest before

Once

can use it again, unless you expend 6 Ki Points to use it.

you

Way of the Sacred Inks

the divine grows, so does the beauty of their celestial tattoos.

of the Sacred Ink Features

Way

Monk Level Feature

3rd

6th

11th

17th

Celestial Artist

Celestial Artist, Divine Conduit,

Sacred Ink Techniques

Heavenly Protection

Light of the Heavens

Celestial Aspect

that uses your calligrapher's supplies proficiency.

make Divine Conduit

Light

of the Heavens

once equal to your Wisdom modifier (minimum of 1).

at is Sacred Ink Techniques

and they cannot be switched upon gaining a level.

Known

Monk Level Technique

3rd

5th

9th

spiritual armor

divine light

commune with self

Heavenly Protection

AME

AME

AME

Celestial Aspect

the duration, and their Ki Point costs are reduced by 1.

expending a spell slot or the material components.


all monks strive for perfection in one way or another,

While

of this Tradition stand as paragons of justice, liberty,

monks

fair play. Lauded as heroes by some, and derided as

and

criminals by others, Vigilante monks work to

extrajudicial

ever more impressive feats of heroism.

perform

signature mark of a Vigilante monk is their Heroic

The

a mantle they create for themselves that protects

Persona,

true identity. Vigilante monks almost always have a

their

personal reason for donning their Heroic Persona

deeply

working to thwart villains of all kinds. What is yours?

and

you adopt this Tradition at 3rd level, you gain the skills

When

succeed as a heroic Vigilante. You gain proficiency in your

to

of either Intimidation or Performance.

choice

also gain proficiency with light armor, medium armor,

You

shields. When wearing armor or using a shield you still

and

the benefits of Martial Arts and Unarmored Movement.

gain

3rd level, you design your Heroic Persona, a lager than life

At

usually marked by a thematic costume or flashy suit

identity

armor. As a bonus action, so long as you cannot be seen,

of

can adopt your Heroic Persona, which can include a suit

you

light or medium armor and a shield. When you do so, you

of

temporary hit points equal to your monk level, and while

gain

a bonus action, you can spend 1 Ki Point to gain

As

hit points equal to your Wisdom modifier.

temporary

you hit with a Martial Arts attack, you can spend 1

When

Point to deal an additional 1d10 damage to the target.

Ki

can use your Wisdom, in place of Dexterity, when

You

your Armor Class in light or medium armor.

calculating

checks and divination spells that would discern

Ability

true identity automatically fail.

your

Heroic Persona lasts for 1 hour, and ends early if you

Your

a bonus action to doff your Persona. Once you adopt your

use

Persona you can't do so again until you finish a short

Heroic

long rest, unless you expend 3 Ki Points to use it again.

or

learn certain Techniques at the levels noted in the table

You

They don't count against your number of Techniques

below.

the reputation and power of your Heroic Persona grows,

As

gain enhanced physical abilities. At 6th level, you gain

you

in your choice of either Acrobatics or Athletics.

proficiency

whenever you make a Strength (Athletics), Dexterity

Also,

or Dexterity (Acrobatics) check while your Heroic

(Athletics)

is active, you treat a d20 roll of 9 or lower as a 10.

Persona

presence of your Heroic Persona inspires confidence in

The

who fight alongside you. Beginning at 11th level, while

those

Heroic Persona is active, creatures of your choice within

your

feet that can see or hear you have advantage on saving

15

to resist being charmed or frightened.

throws

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

At

at 17th level, you can channel all that you are into

Beginning

devastating blow. As an action, you can touch a creature

one

spend 1 or more Ki Points, forcing it to make a Strength

and

throw. On a failure, it takes 1d10 bludgeoning damage

saving

is knocked back 10 feet for each Ki Point you spent. On a

and

it takes half that damage and is not moved.

success,

true identity and your Heroic Persona have become one.

Your

at 17th level, when you adopt your Heroic Persona, it

Starting

Way of the Vigilante

of the Vigilante Features

Way

Monk Level Feature

3rd

6th

11th

17th

Bonus Proficiencies, Heroic Persona,

Vigilante Techniques

Valiant Action

Inspiring Presence

Bonus Proficiencies

Heroic Strike, Paragon of Virtue

Heroic Persona

Valiant Action

your Heroic Persona is active you gain the following benefits:

Inspiring Presence

Vigilante Techniques

Heroic Strike

and they cannot be switched upon gaining a level.

Known

Monk Level Technique

3rd

5th

9th

slow fall

unyielding perseverance

monastic fortitude

AME

AME

Paragon of Virtue

lasts until you choose to dismiss it as a bonus action.


all monks seek unity with the cosmos as something to

While

desired, those who follow the Way of the Void seek unity

be

annihilation. The nihilistic students of the Tradition

through

their power to accelerate this natural process of cosmic

use

Mortal or immortal, mundane or magical in origin, all

decay.

eventually become one in the inescapable void.

will

you adopt this Tradition at 3rd level, you learn to draw

When

the power of the void to destroy. As an action, you can

upon

a tiny, non-magical, object that is not being worn or

touch

and shunt it to an extradimensional space.

carried

object remains in this extradimensional space for as

The

as you can maintain your concentration on it, as if you

long

concentrating on a spell. If you maintain concentration

were

1 hour, the object is permanently destroyed. If you break

for

concentration, the object reappears in an unoccupied

your

as close as possible to its previous location.

space

you use this feature to permanently destroy and

Once

you can't use it again until you finish a long rest,

object,

learn certain Techniques at the levels noted in the table

You

They don't count against your number of Techniques

below.

at 3rd level, your connection to the nothingless void

Starting

you to channel its power through your strikes. Once

allows

turn, when you hit a Martial Arts attack, you can spend 1

per

Point to deal an extra 1d12 force damage to the target.

Ki

you use this feature to deal force damage to a creature

If

is concentrating on a spell, it has disadvantage on its

that

at 6th level, when you use Step of the Wind, you

Beginning

upon the power of the void to discorporate. Until the

draw

of your current turn, you can move through non-magical

end

and creatures as if they were difficult terrain.

objects

you end this movement inside an object or creature, you

If

instantly shunted to the nearest unoccupied space, taking

are

force damage for every 5 feet you are forced to move.

1d10

addition, you can destroy non-magical objects that are

In

entropic touch can undo arcane magic. Starting at 11th

Your

you can use an action to touch a creature, object, or

level,

effect and spend 4 Ki Points to cast dispel magic at

magical

using Wisdom as your spellcasting modifier.

3rd-level,

when you pass through a creature with Vorpal Step,

Also,

can force it to make a Constitution saving throw. On a

you

save it takes force damage equal to your Martial Arts

failed

+ your Wisdom modifier (minimum of 1). You can only

die

a creature to make this saving throw once per turn.

force

addition, you can destroy non-magical objects that are

In

at 17th level, you can use your action to touch a

Beginning

and force it to make a Constitution saving throw. On

creature

failed save, the creature suffers the effects of disintegrate as

a

it had been cast at 6th-level.

if

you use this ability to cast disintegrate you must

Once

a long rest before you can use it again at no cost,

complete

which, you must spend 6 Ki Points to use it again.

after

addition, you can destroy non-magical objects that are

In

Way of the Void

Void Wielder

of the Void

Way

Monk Level Feature

3rd

6th

11th

17th

Entropic Touch, Void Techniques,

Void Wielder

Vorpal Step

Entropic Touch

Degraded Form

Avatar of Entropy

saving throw to maintain its concentration.

Constitution Vorpal Step

and smaller with your Entropic Touch ability.

Medium Degraded Form

you expend 3 Ki Points to use this feature again.

unless Void Techniques

and with your Entropic Touch ability.

Large smaller Avatar of Entropy

and they cannot be switched upon gaining a level.

Known

Monk Level Technique

3rd

5th

9th

step of the wind

slowing strike

aura sight

Huge and smaller with your Entropic Touch ability.


Alternate

Monk Expanded

A multitude of additional options to be used

with the Alternate Monk: additional Techniques,

Feats, and Eight Monastic Traditions!

Version 2.0.1 - Created by /u/laserllama

Artist Credits:

Covers - M. Villeneuve - Narset Transcendent

Page 1 - Livia Prima - Unquenchable Fury

Page 3 - Alayna Danner - Rugged Highlands

Page 4 - A. Kuzinskiy - Dwarven Reinforcements

Page 5 - Rudy Siswanto - Breaker of the Coil

Page 6 - Yongjae Choi - Celestial Wind

Page 7 - A. Manzanedo - Ironsoul Enforcer

Page 8 - Randy Vargas - Sigiled Contender

Page 9 - Joseph Weston - Kitsune Ace

Page 10 - L. Mastroianni - Glimpse the Cosmos

The Alternate Monk class can be found Here.

Additional Laserllama Homebrew content,

including classes, subclasses, and player races,

can be found for free on GM Binder.

Like what you see? Support me on Patreon for

access to an exclusive Monastic Tradition!

Unleash Infernal Power with The Way of the Oni


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