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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.
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including classes, subclasses, and player races,
can be found for free on GM Binder.
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