Monastic Traditions - GM Binder

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Monastic Traditions

Rebounding Defense
New Monastic Traditions 6th-level Way of the Boulder feature
At 3rd level, monks gain the Monastic Tradition feature. The When a creature you can see hits you with a melee weapon
following Monastic Traditions are available to monks, along attack, you can spend 1 ki point as a reaction to attempt to
with those in the Player's Handbook and official options: absorb the blow with your bulk. Reduce the damage by an
amount equal to your monk level + one roll of your martial
Boulder Flowing River Sacred Inks
arts die + your Constitution modifier.
Brawler Hurricane Vigilante If you reduce the damage of the attack to zero, you can
rebound the blow back as part of the same reaction, making
Ferocity Mystic Void
a melee weapon attack against your attacker. You make this
attack with proficiency, and the rebounded attack counts as
Way of the Boulder a monk weapon for the purposes of this reaction attack.
As old as the mountains themselves, the Way of the Boulder
has been passed from masters to disciples since the earliest Ki-Infused Bulk
days of civilization. Building their monasteries on mountain 11th-level Way of the Boulder feature
peaks and in deep caverns, students of this Tradition focus Your dense, ki-infused, body allows you to resist physical and
on becoming as large and immovable as the mountains. magical assaults. You gain resistance to one of the following
damage types: bludgeoning, piercing, slashing, acid, cold, fire,
Monk Level Feature
lighting, or thunder. You can replace this resistance with an
3rd Solid Body, Stalwart Strength option from the list above at the end of a short or long rest.
6th Rebounding Defense As a bonus action, you can spend 2 ki points to realign your
ki and replace the damage resistance from this feature with
11th Ki-Infused Bulk another option from the list above.
17th Mighty Form, Earthshaker
Mighty Form
Solid Body 17th-level Way of the Boulder feature
3rd-level Way of the Boulder feature Your body has surpassed the normal limits of mortal density
Your great bulk enhances your offense and defense. When and mass. Both your Constitution score and your maximum
not wearing armor or a shield, your Armor Class is equal to Constitution score, increase by 2 to a maximum of 22.
10 + your Constitution modifier + your Wisdom modifier.
You can also use your Constitution, in place of Strength
Earthshaker
17th-level Way of the Boulder feature
or Dexterity for your attack and damage rolls for both your
As an action, you can expend 5 ki points to crush the ground,
unarmed strikes and your melee monk weapons.
turning the ground within 30 feet of you into difficult terrain
Stalwart Strength and forcing creatures of your choice within that area to make
3rd-level Way of the Boulder feature a Strength saving throw. On a failure, they take bludgeoning
You draw strength from the earth beneath you. When you damage equal to five rolls of your martial arts die and are
make a Strength-based ability check or a Strength saving knocked prone. On a success, they take half that damage.
throw while you are touching the ground, you can add your When you use this feature, you can expend additional ki
Constitution modifier (minimum of +1) to your roll. points (up to your Consitution modifier) to increase the
damage by a roll of your martial arts die for each point.
Way of the Brawler
An informal Monastic Tradition assigned to any warrior who
learned to use martial arts without formal training, Brawlers
often learn to fight in combat pits common in the underbelly
of settlements. They are often underdogs
that come from nothing and do anything
it takes to win. To these scrapers, every
fight they are in is a fight for their survival.
Monk Level Feature
Combat Superiority,
3rd
Streetwise
6th Improved Technique
11th Infamous Reputation
17th Underworld Master

Combat Superiority
3rd-level Way of the Brawler feature
You have learned martial arts skills and techniques not
taught by formal Traditions. You gain the following features:
Maneuvers. You learn two Maneuvers of your choice from
the list of Maneuvers available to the Battle Master Fighter
Archetype. You can use only one Maneuver per attack. When
you gain a level in this class you can replace one Maneuver
you know with another Maneuver of your choice.
Superiority Dice. You have three Superiority Dice, which
are d6s for you. You must expend a Superiority Die as part of
your attack to use a Maneuver, and you regain all expended
Superiority Dice each time you finish a short or long rest.
Saving Throws. Some of your Maneuvers require your
target to make a saving throw to resist the effects of that
Maneuver. The saving throw DC is calculated as follows:
Improved Technique
Maneuver save DC = 8 + your proficiency bonus + your 6th-level Way of the Brawler feature
Strength or Dexterity modifier (your choice) Your underhanded fighting style has improved. You gain one
additional Superiority Die (for a total of four), and all of your
Streetwise Superiority Dice from this class become d8s. You also learn
3rd-level Way of the Brawler feature two additional Maneuvers of your choice (for a total of four).
Rather than become a disciple of a formal Tradition, you have Also, when you score a critical hit with an unarmed strike
learned what was necessary to eke out a living on the streets: or a monk weapon attack, you can use a Maneuver you know
as part of that attack without expending a Superiority Die.
You can use your Dexterity, in place of Strength, whenever
you make an Athletics check to grapple or shove a target. Infamous Reputation
You learn to communicate and understand Thieves' Cant, 11th-level Way of the Brawler feature
a secret mix of dialect, jargon, and code that allows you to Your infamous reputation proceeds you. As a bonus action,
hide messages in seemingly normal conversation. you can spend 1 ki point to force one creature within 30 feet
You gain proficiency in Intimidation, and you can use your that can see or hear you to make a Wisdom saving throw
marital arts to make Dexterity (Intimidation) checks. against your Maneuver save DC. On a failure, the creature is
frightened of you until the beginning of your next turn.
Additionally, any creature that is frightened of you has
Alternate Rule: Savage Exploits disadvantage on saving throws against your Maneuvers.
The Monastic Traditions presented here are meant
to be used with the official content in the Player's Underworld Master
Handbook, and use Battle Master Maneuvers. 17th-level Way of the Brawler feature
If you would like a more expansive system of You are the unquestioned master of the ruthless combat style
martial combat for your Brawler Monk, check out of the underworld. Your unarmed strikes and monk weapon
the Alternate Way of the Brawler included in the attacks against creatures that are frightened, grappled, prone,
Alternate Monk: Expanded. This version makes use or stunned score a critical hit on a roll of 19 or 20 on the d20.
of the Savage Exploits found with my revision of You also gain a final Superiority Die (for a total of five), and
the official Barbarian Class, The Alternate Barbarian. your Superiority Dice from this class become d10s. You also
learn two additional Maneuvers (for a total of six).
Natural Predator
3rd-level Way of Ferocity feature
Your martial arts enhance your natural abilities with one of
the disciplines below. Once chosen, this cannot be changed:

Bestial Rend
This discipline is most often adopted by Monks with sharp
claws and savage teeth. Your unarmed strikes deal slashing
damage and inflict deep wounds. If you hit a target with
an unarmed strike, its movement speed is reduced by a
cumulative 5 feet until the start of your next turn. If this
feature reduces its speed to 0, it has disadvantage on all
Dexterity saving throws until the start of your next turn.

Natural Defenses
This discipline is most often adopted by monks with
an armored hide, scales, or shell. When a creature you
can see hits you with an attack you can use a reaction
to add one roll of your martial arts die to your Armor
Class against the attack, possibly causing it to miss.

Savage Charge
This discipline is most often adopted by monks
with hooves or horns. If you move at least 15
feet in a straight line toward a creature, you have
advantage on the first unarmed strike or monk weapon
attack against that creature before the end of your turn.

Savage Strikes
3rd-level Way of Ferocity feature
Your body has evolved natural weapons, and your physical
form has an innate advantage in combat. 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).

Primal Intuition
Way of Ferocity 6th-level Way of Ferocity feature
While monks of every Tradition strive to master their physical You have honed your primal instincts along with your martial
form, creatures born with natural weapons; claws, horns, or prowess. Choose two skills from the following list: Athletics,
teeth, have natural unarmed advantages when compared to Insight, Intimidation, Perception, Stealth, or Survival.
other monks. Through the practice of this savage Tradition, You gain proficiency in both skills, and whenever you make
creatures learn to leverage these physical advantages with an ability check with either of these skills you gain a bonus to
secret techniques, and combine their mastery of ki with the your roll equal to one roll of your martial arts die.
ferocity that dwells within all creatures of bestial heritage.
Power of the Wild
Monk Level Feature 11th-level Way of Ferocity feature
3rd Natural Predator, Savage Strikes You have trained to augment your physical strikes with the
ferocity of your savage ki. When you hit a creature with an
6th Primal Intuition
unarmed strike you can spend 1 ki point as part of your
11th Power of the Wild attack to deal an additional 2d6 damage to the target.
17th Master of Ferocity Master of Ferocity
17th-level Way of Ferocity feature
You combine your primal instincts with your monastic
Optional Rule: Race Restriction training to reach your true savage potential. You gain one
The Way of Ferocity is typically practiced only by of the disciplines below. Once chosen it cannot be changed:
creatures of bestial ancestry. Only creatures with
natural weapons, such as Lizardfolk, Tortles, Tabaxi, Bestial Fury
Minotaurs, Leonin, or other beastfolk can choose When you score a critical hit against a creature with an
to follow this Monastic Tradition. Your table may unarmed strike, its movement speed is instantly reduced to
lift this restriction to better suit your setting. 0, and you have advantage on any unarmed strikes that you
make against that creature until the start of your next turn.
Natural Resilience
You can draw on your wellspring of mystic power to harden
your defenses and shrug off assaults. Whenever a creature
that you can see hits you with an attack, you can expend ki
points (up to your Wisdom modifier) to reduce the damage by
one roll of your martial arts die for each ki point spent.

Savage Rush
You can channel a burst of primal speed to trample those in
your path. As an action, you can spend 4 ki points and move
up to your full walking speed in a straight line, and force any
creature you pass through to make a Dexterity saving throw.
On a failure they take bludgeoning damage equal to four rolls
of your martial arts die and are knocked prone. On a success,
they take half as much damage and are not knocked prone.

Way of the Flowing River


Novices who adopt the Way of the Flowing River are taught a
style of martial arts that emphasizes nonviolence and the
use of force only when absolutely necessary. Named for
the masterful grace and fluidity these warriors exhibit
in the midst of battle, disciples of the Flowing River
are often known by common folk as dancing monks.
Monk Level Feature
3rd Flowing River Stance, Monastic Acrobat
6th Enchanting Flow
11th Graceful Step
17th Master of the Flowing River

Flowing River Stance


3rd-level Way of the Flowing River feature
You have trained to utilize the signature stance of your order. Enchanting Flow
You can use an action on your turn to enter a Flowing River 6th-level Way of the Flowing River feature
Stance, which lasts until the beginning of your next turn. When you enter your Flowing River Stance you can spend 1
While you're in this stance you have a second reaction you ki point to mystically allure your foes. Until the start of your
can use each round. You gain additional reactions at certain next turn, creatures of your choice within 10 feet of you have
monk levels: at 6th level (3), 10th level (4), and 17th level (5). disadvantage on all attacks against targets other than you.
When a creature that you can see misses you with a melee Beginning at 11th level, you can use this feature once per
attack while you are in your Flowing River Stance, you can turn without expending a ki point.
use a reaction to force it to make a Dexterity saving throw.
On a failure, the target is knocked prone and its movement Graceful Step
speed is reduced to 0 until the beginning of your next turn. 11th-level Way of the Flowing River feature
You move with a supernatural level of grace and poise. When
Monastic Acrobat you enter your Flowing River Stance, you gain the benefits of
3rd-level Way of the Flowing River feature Patient Defense without spending a ki point.
You learn to move with delicate grace. You gain proficiency in Moreover, you can use Step of the Wind as a bonus action
Acrobatics and Performance, and when you make an ability on your turn without expending a ki point.
check with either skill you gain a bonus to your roll equal to
one roll of your martial arts die. Master of the Flowing River
Monks of your Tradition are also known for their dancing. 17th-level Way of the Flowing River feature
When you would make a Charisma (Performance) check you When a creature fails its saving throw against your Flowing
can make a make a Dexterity (Performance) check instead. River Stance reaction you can knock it back in a straight line
in addition to the reaction's normal effects. When you do so, it
is knocked back a number of feet depending on its size:
Acrobats, Dancers, and Performers
While the monk encourages you to play an ascetic Tiny 60 feet Large 20 feet
Eastern warrior, the Way of the Flowing River can Small 40 feet Huge 15 feet
be used to create heroic dancers and performers.
Medium 30 feet Gargantuan 10 feet
Way of the Hurricane Buffeting Winds
11th-level Way of the Hurricane feature
Where most Traditions of martial arts focus on quick strikes You empower your strikes with great gusts of wind. When you
and elusive movements, disciples of the Hurricane technique hit a creature with an attack with a heavy melee weapon, you
master mighty weapons. These Hurricane monks wield their
can force it to make a Strength saving throw. On a failed save,
heavy weapons to great effect. On the battlefield they become
you can choose to either knock the creature prone or knock it
tempests of steel, cutting down all who stand against them.
back in a straight line a number of feet equal to five times
Monk Level Feature your Wisdom modifier (minimum of 5 feet).
You can use this feature a number of times equal to your
3rd Heavy Warrior, Whirling Strike
Wisdom modifier (minimum of once), and you regain all
6th Crushing Counter expended uses when you finish a long rest. If you have no
11th Buffeting Winds uses remaining, you can spend 1 ki point to use it again.

17th Master of the Hurricane Master of the Hurricane


17th-level Way of the Hurricane feature
Heavy Warrior You wield weapons as a blur of whirling steel. As an action,
3rd-level Way of the Hurricane feature you can disappear and make a melee weapon attack against
You have trained in a style of martial arts that incorporates up to five creatures you can see within 60 feet. You then
heavy weapons. You gain proficiency with all melee weapons appear next to one of these targets. You must be wielding a
with the heavy property, and attacks with these heavy melee melee weapon with the heavy property to use this feature.
weapons count as monk weapons for you. Once you use this feature you must finish a short or long
In addition, while you are wielding a melee weapon with rest before you can use it again. If you have no uses left, you
the heavy property, you have advantage on saving throws to can expend 5 ki points to use it again.
resist being grappled or moved against your will.
Way of the Mystic
Whirling Strike Delving fully into the use of mystical ki, the monks known as
3rd-level Way of the Hurricane feature
Mystics gradually forgo their physical training to unlock their
You have learned to wield the heaviest weapons with the fury
spiritual potential. Often misunderstood to be wizards or
of a storm. As an action while you are wielding a heavy melee
sorcerers, these mystical sages can draw upon the ki within
weapon, you can force every creature within 10 feet to make
their soul to perform wondrous supernatural psionic feats.
a Dexterity saving throw. On a failure, creatures take damage
equal to one roll of your martial arts die + your Strength or Monk Level Feature
Dexterity modifier (your choice). 3rd Awakened Mind, Mystic Talents
When you reach 11th level, creatures take half as much
damage from this feature on a successful saving throw. 6th Spiritual Sundering
11th Warded Soul
Crushing Counter
6th-level Way of the Hurricane feature 17th Master Mystic
You can use the weight of your heavy weapons to rebuke your
enemies. When a creature you can see hits you with an attack
Awakened Mind
3rd-level Way of the Mystic feature
while you are wielding a heavy melee weapon, you can use
You can augment your body with spiritual power. You can use
your reaction to make a monk weapon attack against it. On
Wisdom, in place of Dexterity, for the attack and damage rolls
hit, you can choose to reduce the creature's speed to 0 until
the start of your next turn in addition to the normal damage. of your unarmed strikes. Also, your
Unarmored Defense Armor Class is
equal to 13 + your Wisdom modifier.
Mystic Talents Way of the Sacred Inks
3rd-level Way of the Mystic feature
In your quest for spiritual enlightenment you have unlocked Initiates of the Sacred Inks spend years practicing celestial
the true potential of your mind. You learn two Talents of your calligraphy. Once they are ready, the monks mark their body
with increasingly complex celestial tattoos, granting them
choice from the list below. You learn one additional Talent of
access to divine power. As their spiritual connection to the
your choice at 6th level, 11th level, and 17th level.
divine grows, so does the beauty of their celestial tattoos.
Celerity. You can use Step of the Wind without expending
a ki point. Also, you can spend 1 ki point when you use it to Monk Level Feature
gain the benefits of both the Dash and Disengage actions.
3rd Celestial Artist, Divine Conduit
Iron Body. As a bonus action, you can spend 1 ki point to
gain temporary hit points equal to your Wisdom modifier. 6th Heavenly Protection
Precognition. You cannot be surprised unless you are 11th Light of the Heavens
incapacitated, and when you roll initiative you can add your
Wisdom modifier (minimum of +1) to the result of your roll. 17th Master of the Sacred Inks
Restoration. You know the spare the dying spell, and
can cast it at a range of 30 feet.
Telekinesis. You learn the mage hand spell, and
when you cast it the spectral hand is invisible.
Telepathy. You can telepathically communicate
with any creature you can see within 60 feet. You
don’t need to share a language, but the target must
speak at least one language to respond. You can only
communicate with one creature at a time.

Spiritual Sundering
6th-level Way of the Mystic feature
As a bonus action, you can spend 1 ki point to strike
out with pure ki and force one creature you can see
within 15 feet to make a Charisma saving throw. On
a failure, it takes psychic damage equal to one roll of
your martial arts die and it has disadvantage on the
first Intelligence, Wisdom, or Charisma saving throw
it makes before the beginning of your next turn.
Starting at 11th level, you can use this bonus action
on each of your turns without expending a ki point.

Warded Soul
11th-level Way of the Mystic feature
Your spirit protects you from supernatural assaults.
When you take necrotic, psychic, thunder, or radiant
damage you can spend 1 ki point to gain resistance
to that instance of damage.

Master Mystic
17th-level Way of the Mystic feature
Your spiritual power eclipses that of most mortals,
and even some of the great immortal spiritual masters.
You gain the benefits listed below:
Whenever you deal psychic damage to a creature
you can add your Wisdom modifier (minimum of +1)
to the damage roll if you do not do so already.
At the end of each long rest, you can replace one
Talent you know with another Talent of your choice.

Awaken both Mind & Spirit


Enjoy the themes and mechanics of the Way
of the Mystic presented here? Make sure to
check out the Psion Class, the true master of
the esoteric powers of both mind and soul!
Heavenly Protection
6th-level Way of the Sacred Inks feature
Your connection to the divine and the complexity of your
celestial tattoos has increased, granting you a blessing that
protects you from death. When you are reduced to 0 hit
points, you can choose to fall to 1 hit point instead.
Once you use this feature you must finish a long
rest before you can use it again.

Light of the Heavens


11th-level Way of the Sacred Inks feature
As a bonus action, you can unveil the divine light
of your celestial tattoos and cause them to emit
bright sunlight in a 10-foot radius for 1 minute.
While your tattoos are revealed, you add your
Wisdom modifier (minimum of +1) to any hit
points that you restore and any radiant damage
that you deal with a Divine Conduit feature.
This feature instantly ends early if you are
incapacitated or if you use your bonus action
to end it. Once you use this feature you must
finish a short or long rest before you can unveil
your celestial tattoos in this way again.

Master of the Sacred Inks


17th-level Way of the Sacred Inks feature
You are a sanctified master of the Sacred Inks. As an
action, you can draw out the power of your tattoos to take on
an angelic form for 1 minute, granting you the benefits below:
Your tattoos manifest angelic wings. You gain a flying
speed equal to your walking speed and can hover.
When you hit a creature with an unarmed strike you can
choose to deal radiant damage instead of bludgeoning.
You gain all the benefits of Light of the Heavens.
Once you use this feature you must complete a long rest
before you can use it again. If you have no uses remaining
you can spend 5 ki points to use this feature again.

Celestial Artist Way of the Vigilante


3rd-level Way of the Sacred Inks feature Monks who practice this Tradition use their martial arts skill
You have been taught the ancient techniques of a celestial to fight evil and uphold the virtues of justice, liberty, and fair
tattoo artist. You learn to speak, read, and write in Celestial. play. Lauded as heroes by some, and derided as extrajudicial
Though most monks will refuse to speak Celestial out loud. criminals by others, these Vigilante warriors will often adopt
You also gain proficiency with calligrapher's supplies, and a Heroic Persona, a larger-than-life identity that they take up
whenever you make a check with calligrapher's supplies you to fight against the forces of evil and injustice in the world.
add double your proficiency bonus to your roll.
Monk Level Feature
Divine Conduit 3rd Combat Ready, Heroic Persona
3rd-level Way of the Sacred Inks feature
Your celestial tattoos allow you to channel the radiant power 6th Valiant Action
of the upper planes. You gain the features listed below: 11th Inspiring Presence
Whenever you spend a Hit Die to regain your hit points 17th Master Vigilante
during a short rest you can spend 1 ki point to regain the
maximum amount of hit points, in place of rolling.
When you hit a target with an unarmed strike you can
spend ki points (up to your Wisdom modifier) to deal
Variant Rule: Heroic Personality
additional radiant damage to the target equal to one A Vigilante Monk is meant to evoke the archetypal
roll of your martial arts die per ki point spent.
superhero. For the mechanics to match the heroic
fantasy, talk to your DM about using your Charisma,
As an action you can touch a creature and spend 2 ki
in place of Wisdom, for all of your monk features.
points to restore a number of its hit points equal to one
roll of your martial arts die + your Wisdom modifier.
Combat Ready
3rd-level Way of the Vigilante feature
You gain proficiency in your choice of Intimidation or
Performance, and whenever you make an ability check
with that skill you gain a bonus to your roll equal to
one roll of your martial arts die.
You also gain proficiency in light and medium armor
and shields. When using armor or a shield you can gain
the benefits of Martial Arts and Unarmored Movement.

Heroic Persona
3rd-level Way of the Vigilante feature
You have created a signature Heroic Persona, a larger-
than-life identity that can include a set of light or medium
armor and a shield. As a bonus action, so long as you can't
be seen, you can instantly don your Heroic Persona, which
grants you temporary hit points equal to your monk level, in
addition to granting you the benefits listed below:
As a bonus action, you can spend 1 ki point to gain
temporary hit points equal to your Wisdom modifier.
When you hit with an unarmed strike, you can spend 1
ki point to deal an additional 1d10 damage to the target.
You can use your Wisdom, in place of Dexterity, when
calculating your Armor Class in light or medium armor.
Ability checks and divination spells that would discern
your true identity automatically fail.
The effects of your Heroic Persona last for 1 hour, and
end early if you use your bonus action to end it. Once you
adopt your Heroic Persona you can't do so again until
you finish a short or long rest, unless you expend 3 ki
points to don your Heroic Persona again.

Valiant Action
6th-level Way of the Vigilante feature
The mystical power of your Heroic Persona increases your
physical abilities. You gain proficiency in either Acrobatics or
Athletics, and whenever you make an ability check with either
of these skills you gain a bonus to your roll equal to one roll Way of the Void
of your martial arts die.
Finally, once per turn if you make a Dexterity (Acrobatics) While all monks seek unity with the cosmos as something to
or Strength (Athletics) check while your Heroic Persona is be desired, monks of the Way of the Void seek unity through
active you can add your Wisdom modifier to your roll. annihilation. The nihilistic students of the Tradition use their
mystical power to accelerate the natural processes of cosmic
Inspiring Presence decay. All will eventually become one in the inescapable Void.
11th-level Way of the Vigilante feature Monk Level Feature
The presence of your Heroic Persona inspires confidence in
those who fight alongside you. While your Heroic Persona is Entropic Touch,
3rd
active, creatures of your choice within 15 feet have advantage
Void Strike
on saving throws to resist being charmed or frightened. 6th Vorpal Step
At 17th level, the radius of this ability increases to 30 feet.
11th Dispelling Touch
Master Vigilante 17th Master of Entropy
17th-level Way of the Vigilante feature
Your Heroic Persona is a paragon of absolute virtue. When Entropic Touch
you adopt your Heroic Persona it lasts until you dismiss it. 3rd-level Way of the Void feature
Also, when you hit a target with an unarmed strike, you can You can channel the entropic power of the Void to destroy.
spend ki points (up to your Wisdom modifier) to empower the As an action, you spend 2 ki points and touch a Tiny non-
strike with deadly force. For each ki point you spent it takes magical object and instantly reduce it to a pile of fine dust.
additional bludgeoning damage equal to one roll of your At certain monk levels, you can use this feature to destroy
marital arts die and is knocked back 10 feet. Any creature non-magical objects of greater size: at 6th level (Medium), at
that is more than one size larger than you is not moved. 10th level (Large), and finally at 17th level (Huge).
Void Strike Alternate
3rd-level Way of the Void feature
When you hit a target with an unarmed strike, you can spend
1 ki point to deal additional force damage to the target equal
Monastic Traditions
Below are alternate versions of official Monastic Traditions
to a roll of your martial arts die. If it is concentrating, it has for the monk that may be found to be underwhelming or have
disadvantage on its saving throw to maintain concentration. mechanics that are considered to be unsatisfying to some:
Upon reaching 11th level in this class, you can use this
feature once per turn without expending a ki point. Alternate Four Elements Alternate Sun Soul
Vorpal Step Alternate Four Elements
6th-level Way of the Void feature
When you use Step of the Wind, you can channel the Void to The Way of the Four Elements was published in the Player's
temporarily discorporate. Until the end of your turn, you can Handbook, and is widely considered to be one of the most
move through non-magical objects and creatures as if they unsatisfying subclasses in 5e. The Alternate Way of the Four
were difficult terrain. If you stop inside an object or creature, Elements presented here is an attempt to bring this monk
you are shunted to the nearest unoccupied space and take subclass up to par with other official Monastic Traditions.
1d10 force damage for every 5 feet you are forced to move. Monk Level Feature
Dispelling Touch 3rd Disciple of the Elements
10th-level Way of the Void feature 6th Fist of the Four Ways
You can channel the power of the Void to disrupt spells. You
can spend 3 ki points to cast counterspell or dispel magic at 11th Spiritual Flow
3rd-level, using Wisdom as your spellcasting modifier. 17th Master of the Elements
Master of Entropy
17th-level Way of the Void feature Variant Rule: Spellcasting
As an action, you can touch a creature and force it to make a
The Alternate Way of the Four Elements presented
Constitution saving throw against your Ki save DC. On a
here uses the warlock class, rather than the wizard,
failed save, it suffers the effects of the disintegrate spell as if
as the basis for its spellcasting abilities to better
it had been cast at 6th-level. represent the raw power of nature. If you prefer
Once you use this feature you must complete a long rest more traditional spellcasting, use the progression
before you can use it again. If you have no uses remaining, found in the Eldritch Knight Fighter Archetype.
you can spend 6 ki points to use this feature again.
Disciple of the Elements Spiritual Flow
3rd-level Way of the Four Elements feature 11th-level Way of the Four Elements feature
You learn ancient monastic arts that allow you to cast spells: You weave your martial arts with spiritual magic. When you
Cantrips. You learn two cantrips of your choice from the cast a Four Elements spell with a casting time of 1 action,
Four Elements spell list at the end of this Tradition. You learn you can expend 2 ki points to cast it as a bonus action.
one additional Four Elements cantrip at 10th and 17th level.
Spell Slots. The Four Elements Spellcasting table shows
Master of the Elements
how many spell slots you have, and the level of those slots. All 17th-level Way of the Four Elements feature
of your spell slots are the same level. To cast a Four Elements As an action, you can draw all four elements into yourself to
spell of 1st-level or higher, you must expend a spell slot. You take on an Elemental Form, gaining the following benefits:
use the spell's casting time and other rules, but your body is You gain a flying speed equal to your walking speed.
the spellcasting focus for these spells, and you don't need to You resist bludgeoning, piercing, and slashing damage.
provide any material components. You regain expended Four Critical hits against you become normal hits.
Elements spell slots when you finish a short or long rest. Opportunity attacks against you have disadvantage.
For example, at 7th level, you have two 2nd-level spell slots. You can gain temporary hit points equal to your Wisdom
To cast the 1st-level spell burning hands, you must spend one modifier (minimum of 1) at the start of each of your turns.
of these Four Elements slots, and you cast it at 2nd-level.
Ki Casting. You can draw upon your ki to regain your Your Elemental Form lasts for 1 minute, but it ends early
if you are incapacitated or use a bonus action to end it. Once
elemental powers. As a bonus action on your turn, you can
you use this feature you must finish a long rest before you
expend a number of ki points equal to 1 + your Slot Level
can use it again. When you have no uses remaining, you can
to regain one of your expended Four Elements spell slots.
expend 6 ki points to take on your Elemental Form again.
Spells Known of 1st-Level and Higher. You learn two
1st-level spells of your choice from the Four Elements spell
Four Elements Spellcasting
list at the end of this Tradition. The Spells Known column of
the Four Elements Spellcasting table shows when you learn Monk Level Spells Known Spell Slots Slot Level
more spells. A spell you choose must be of a level no higher 3rd 2 1 1st
than what's shown in the Slot Level column for your level.
4th 2 2 1st
Whenever you gain a monk level, you can choose one Four
Elements spell you know and replace it with another spell of 5th 3 2 1st
your choice from the Four Elements spell list, which must be
6th 3 2 1st
of a level for which you have Four Elements spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability 7th 4 2 2nd
for your Four Elements spells, so you use Wisdom when a 8th 4 2 2nd
spell refers to your spellcasting ability, when setting a saving
throw DC, and when making a spell attack roll. 9th 5 2 2nd
10th 5 2 2nd
Spell save DC = 8 + your proficiency bonus
+ your Wisdom modifier 11th 5 2 2nd
Spell attack modifier = your proficiency bonus 12th 5 2 2nd
+ your Wisdom modifier
13th 6 2 3rd
Fist of the Four Ways 14th 6 2 3rd
6th-level Way of the Four Elements feature 15th 6 2 3rd
You can infuse your fists with the power of the four elements.
Whenever you make an unarmed strike, you can choose for it 16th 6 2 3rd
to deal bludgeoning, cold, fire, or thunder damage. 17th 7 2 3rd
In addition, when you empower an unarmed strike in this
way, your reach with that unarmed strike increases by 5 feet.
18th 7 2 3rd
Finally, when you use your action to cast a Four Elements 19th 7 2 4th
spell, you can make one unarmed strike as a bonus action.
20th 7 2 4th
Four Elements Spell List Radiant Bolt
3rd-level Way of the Sun Soul feature
Here's is the spell list you consult to learn a Four Elements You have trained to focus your ki into bolts of searing light.
spell. Spells are organized by spell level, not character level. Whenever you would be able to make an unarmed strike, you
The spells below are from the Player's Handbook, Xanathar's
can replace the unarmed strike attack with a Radiant Bolt.
Guide to Everything*, and Tasha's Cauldron of Everything**.
Radiant Bolts are ranged (30/90) monk weapon attacks
Cantrips (0-Level) hold person that you are proficient in. On hit, they deal radiant damage
blade ward levitate equal to your martial arts die + your Dexterity modifier.
control flames* misty step Finally, you learn the light spell, and you use Wisdom as
create bonfire* scorching ray your spellcasting modifier for it.
druidcraft shatter
frostbite snowball swarm*
Searing Blast
6th-level Way of the Sun Soul feature
gust spike growth
light warding wind* You can channel searing blasts of radiant ki. As a bonus
magic stone* action, you can expend 1 ki point to force all creatures in
mold earth*
3rd-Level an adjacent 15-foot cone to make a Dexterity saving throw
produce flame call lighting against your Ki save DC. Creatures take radiant damage
ray of frost erupting earth* equal to four rolls of your martial arts die on a failed save,
shape water fireball and half as much radiant damage on a successful save.
thunderclap* fly Upon reaching 11th level in this class, you can use this
gaseous form feature once per turn without expending a ki point.
1st-Level lighting bolt
absorb elements meld into stone Luminous Burst
armor of agathys minute meteors* 11th-level Way of the Sun Soul feature
burning hands sleet storm Your spirit brims with a luminous radiance that you can
create or destroy water thunder step* channel to purify the world. As an action, you can unleash a
earth tremor* tidal wave* wondrous blast of radiant ki in a 5-foot wide, 100-foot long
fog cloud wall of sand* line, forcing all creatures within that area to make a Dexterity
frost fingers** wall of water* saving throw against your Ki save DC. Creatures take radiant
hellish rebuke wind wall damage equal to seven rolls of your martial arts die on a
ice knife* failure, and half as much radiant damage on a success.
sanctuary
4th-Level You can expend ki points (up to your Wisdom modifier) to
thunderwave control water empower your Luminous Burst, adding one roll of your
witch bolt elemental bane* martial arts die to the damage for each ki point spent.
fire shield
You can use this feature a number of times equal to your
2nd-Level freedom of movement
Wisdom modifier (a minimum of once), and you regain all
continual flame ice storm
expended uses when you complete a long rest. When you
dust devil* resilient sphere have no uses left, you can spend 3 ki points to use it again.
earthbind* stone shape
earthen grasp* stoneskin Master of Light
flame blade storm sphere* 17th-level Way of the Sun Soul feature
flaming sphere wall of fire Your radiant spirit is a shining beacon of hope for all who
gust of wind watery sphere stand and fight against evil. You gain the benefits below:
You gain a flying speed equal to your movement speed
Alternate Sun Soul and while you are flying in this way you can hover.
You become wreathed in light. You shed bright sunlight
The Way of the Sun Soul originally published in the Sword
in a 30-foot radius and dim sunlight 30 feet beyond that.
Coast Adventurer's Guide has mechanics that do not live up
You can extinguish or restore the light as a bonus action.
to the fantasy of playing a radiant monk, but also do not work
The radiant damage of your Radiant Bolt, Searing Blast,
cleanly with the official rules of 5e. The Alternate version of
and Luminous Burst features all count as true sunlight.
Way of the Sun Soul seeks to fix both of these issues.
You gain resistance to necrotic damage, immunity to all
Monk Level Feature radiant damage, and immunity to the blinded condition.
3rd Radiant Bolt You, and creatures of your choice within 60 feet have
advantage on saving throws to resist being frightened.
6th Searing Blast
11th Luminous Burst
17th Master of Light
Monastic
Traditions
Channel the power of ki with Eleven New &
Alternate Monastic Traditions for the Monk!

Ways of the:
Boulder - Brawler - Ferocity - Flowing River
Hurricane - Mystic - Sacred Inks - Vigilante - Void
Alternate Four Elements - Alternate Sun Soul

Version 4.0.0 - Created by /u/laserllama

Artist Credits:
Covers - Luis Lasahido - Zephyr Scribe
Page 1 - Dan Scott - Rasaad yn Bashir
Page 2 - A. Kuzinskiy - Dwarven Reinforcements
Page 3 - Rudy Siswanto - Breaker of the Coil
Page 4 - Jason Rainville - Myth Realized
Page 5 - David Gaillet - Whisper Monk
Page 6 - Alix Branwyn - Far Traveler
Page 7 - Randy Vargas - Sigiled Contender
Page 8 - Jason Chan - Arena Athlete
Page 9 - L. Mastroianni - Glimpse the Cosmos
Page 10 - Chris Rallis - Flusterstorm

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