# Alternate Monk
*Source: Alternate Monk p. 1*
> [!tldr] Class and Feature Progression
>
> <table class="class-progression">
> <thead>
> <tr><th colspan='6'></th></tr>
> <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th><th class="value">Martial Arts</th><th class="value">Unarmored Movement</th><th class="value">Techniques Known</th></tr>
> </thead><tbody>
> <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Martial Arts (Level 1)' class='internal-link'>Martial Arts</a>, <a href='#Unarmored Defense (Level 1)' class='internal-link'>Unarmored Defense</a></td><td class="value">1d6</td><td class="value">+0</td><td class="value">⏤</td></tr>
> <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"><a href='#Ki (Level 2)' class='internal-link'>Ki</a>, <a href='#Flurry of Blows (Level 2)' class='internal-link'>Flurry of Blows</a>, <a href='#Unarmored Movement (Level 2)' class='internal-link'>Unarmored Movement</a></td><td class="value">1d6</td><td class="value">+10</td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Monastic Tradition (Level 3)' class='internal-link'>Monastic Tradition</a></td><td class="value">1d6</td><td class="value">+10</td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"><a href='#Ability Score Improvement (Level 4)' class='internal-link'>Ability Score Improvement</a></td><td class="value">1d6</td><td class="value">+10</td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"><a href='#Extra Attack (Level 5)' class='internal-link'>Extra Attack</a></td><td class="value">1d8</td><td class="value">+10</td><td class="value">4</td></tr>
> <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Enlightened Strikes (Level 6)' class='internal-link'>Enlightened Strikes</a>, <a href='#Monastic Tradition Feature (Level 6)' class='internal-link'>Monastic Tradition Feature</a></td><td class="value">1d8</td><td class="value">+15</td><td class="value">4</td></tr>
> <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Evasion (Level 7)' class='internal-link'>Evasion</a></td><td class="value">1d8</td><td class="value">+15</td><td class="value">5</td></tr>
> <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"><a href='#Ability Score Improvement (Level 8)' class='internal-link'>Ability Score Improvement</a></td><td class="value">1d8</td><td class="value">+15</td><td class="value">5</td></tr>
> <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"><a href='#Spirit of Tranquility (Level 9)' class='internal-link'>Spirit of Tranquility</a></td><td class="value">1d8</td><td class="value">+15</td><td class="value">6</td></tr>
> <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Monastic Tradition Feature (Level 10)' class='internal-link'>Monastic Tradition Feature</a></td><td class="value">1d8</td><td class="value">+20</td><td class="value">6</td></tr>
> <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"><a href='#Warrior's Spirit (Level 11)' class='internal-link'>Warrior's Spirit</a></td><td class="value">1d10</td><td class="value">+20</td><td class="value">7</td></tr>
> <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 12)' class='internal-link'>Ability Score Improvement</a></td><td class="value">1d10</td><td class="value">+20</td><td class="value">7</td></tr>
> <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"><a href='#Purity of Body (Level 13)' class='internal-link'>Purity of Body</a></td><td class="value">1d10</td><td class="value">+20</td><td class="value">8</td></tr>
> <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Purity of Mind (Level 14)' class='internal-link'>Purity of Mind</a></td><td class="value">1d10</td><td class="value">+25</td><td class="value">8</td></tr>
> <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"><a href='#Timeless Body (Level 15)' class='internal-link'>Timeless Body</a></td><td class="value">1d10</td><td class="value">+25</td><td class="value">9</td></tr>
> <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"><a href='#Ability Score Improvement (Level 16)' class='internal-link'>Ability Score Improvement</a></td><td class="value">1d10</td><td class="value">+25</td><td class="value">9</td></tr>
> <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"><a href='#Monastic Tradition Feature (Level 17)' class='internal-link'>Monastic Tradition Feature</a></td><td class="value">1d12</td><td class="value">+25</td><td class="value">9</td></tr>
> <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"></td><td class="value">1d12</td><td class="value">+30</td><td class="value">10</td></tr>
> <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"><a href='#Ability Score Improvement (Level 19)' class='internal-link'>Ability Score Improvement</a></td><td class="value">1d12</td><td class="value">+30</td><td class="value">10</td></tr>
> <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"><a href='#Purity of Spirit (Level 20)' class='internal-link'>Purity of Spirit</a></td><td class="value">1d12</td><td class="value">+30</td><td class="value">10</td></tr>
> </tbody></table>
^class-progression
## Hit Points
- **Hit Dice**: 1d10 per Alternate Monk level
- **Hit Points at First Level:** 10 + CON
- **Hit Points at Higher Levels:** add 6 OR 1d10 + CON (minimum of 1)
## Starting Alternate Monk
- **Saving Throw Proficiencies**: Dexterity, Strength
- **Skill Proficiencies**: *Choose 2:* Acrobatics, Athletics, History, Insight, Nature, Religion, or Stealth
- **Weapon Proficiencies**: Simple weapons and shortswords
- **Tool Proficiencies**: a set of artisan's tools or a musical instrument
**Starting Equipment:** You start with the following items, plus anything provided by your background.
- (a) a shortsword or (b) any simple weapon
- (a) a shortbow and 20 arrows or (b) 20 darts
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a holy symbol or (b) a musical instrument
## Multiclassing Alternate Monk
**Ability Score Minimum:** Dexterity 13, Wisdom 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
- **Weapon Proficiencies**: Simple weapons, shortswords
## The Monk
The young man took a deep breath and steadied himself as the ogre charged him. Thinking back to his training he prepared to counter the incoming blow. As the ogre's club struck the dirt where he had been only moments before, the young man drew upon his reservoir of spiritual power and let fly a flurry of blows upon the unsuspecting beast. Before the hulking ogre realized what had happened, it lay stunned in the mud. Hopefully, when the ogre regained consciousness it would think twice before raiding the local homesteads.
Moving silently through the darkness of the moonless night, a squad of hobgoblin assassins approached the tent of the enemy general. Trained in Martial Arts from birth, the lethal warriors slew the enemy guards without a sound. As the general stirred from sleep, his eyed widened as the hobgoblins seemed to appear from the darkness itself. He tried to call for help, but no sound came from his mouth as his life was ruthlessly snuffed out by the assassins. As quietly as they had arrived, the dark hobgoblin assassins disappeared into the night.
The Grand Master stepped forward to block the pass. As her students reluctantly fled into the mountains, she studied the horde of goblins that would soon be upon her. Though she was the most powerful living Wu Jen master, even in her prime she could not hope to slay half this many foes. She dropped her cloak from her shoulders, and her tattoos glistened with elemental magic as she prepared to bring down the mountain itself down upon her. Though she would most certainly perish, the pass would be blocked, and most importantly, her students would be able to escape.
### Mastery of Body and Mind
Where most warriors strive for physical perfection, monks spend their lives training both their body and mind to work together. When both aspects of themselves are mastered, a monk is able to channel the life giving spiritual energy within themselves, their ki. Drawing upon this hidden power, these reclusive warriors can perform supernatural physical feats.
Looking always inward, monks often eschew any material possession they cannot carry on their backs, instead focusing on immaterial wealth. Whether enlightenment, happiness, challenging foes, or tests of might, all monks usually have an ideal or goal that they are constantly striving toward.
### Mystic Asceticism
Often trained in hidden monasteries or by reclusive masters, monks must often give up any inheritance or titles in order to be accepted as monastic students. Some grand masters even require years of servitude and dedication to the monastery before they will even begin to train a new pupil. Once begun, a monks training does not stop until they die. They put all of their heart, mind, and soul in their quest for a perfect self.
Even the greatest monastic masters will sometimes seek out other monasteries, entering as a novice, even in old age. The quest for perfection is never ending, and despite great spiritual progress, the greatest view themselves as novices, eager to progress on the next step to enlightenment.
### Creating Your Monk
When you create your monk, consider who instructed you in the ways of martial arts, and what they gave up in order to become a student. Were you an orphan left on the steps of a mountain monastery, raised from birth as a student of the Eternal Mountain technique? Or were you the lesser child of a noble family who gave up everything in order to learn the Shadow Arts in a quest for vengeance? Whatever the reason for your training, consider why you left a life of solitude and introspection for the dangerous life of an adventurer.
**Example Monasteries**
| Name | Monastic Tradition |
|------|--------------------|
| Disciples of the Way | Way of the Open Hand |
| Iron Shadow Assassins | Way of the Shadow Arts |
| Order of the Gravekeepers | Way of the Reaper |
| Sacred Light Monastery | Way of Radiance |
| Temple of the Five Ways | Way of the Wu Jen |
^example-monasteries
#### Quick Build
You can make a monk quickly by using these suggestions. First, make Dexterity your highest ability score, followed by your Constitution if you wish to focus on physical power, or your Wisdom if you wish to focus on spiritual enlightenment. Second, choose either the acolyte or the hermit background.
## Class Features
### Martial Arts (Level 1)
You honed your body into a weapon, mastering many styles of martial arts. For the purposes of your Monk abilities, Martial Arts attacks are your unarmed strikes and attacks with melee weapons without Heavy or Special properties.
Beginning at 1st level, so long as you are not wearing heavy armor, wielding a shield, or wielding a weapon with the Heavy property, your training grants you the following benefits:
- You can use your Dexterity, in place of Strength, for the attack and damage rolls or your Martial Arts attacks.
- You can use your Dexterity, in place of Strength, when you make an Athletics check to Grapple or Shove a creature.
- When you make a Martial Arts attack, you can roll your Martial Arts Die, a d6, in place of the normal damage die. As you gain Monk levels, the size of this Die grows, as shown in the Martial Arts column of the Monk table. If a feature uses this Die, always roll the Martial Arts Die.
- Whenever you take the Attack action and make at least one Martial Arts attack, you can use your bonus action on that turn to make a single unarmed strike attack.
Some styles of Martial Arts make use of exotic weapons like nunchaku (clubs), kamas (sickles), or sai (daggers).
### Unarmored Defense (Level 1)
You have trained to defend yourself from deadly attacks even when unarmored. Beginning at 1st level, so long as you aren't wearing any armor or wielding a shield, your Armor Class is equal to 10 + your Dexterity and Wisdom modifiers.
### Ki (Level 2)
At 2nd level, you learn to manipulate the spiritual energy that resides within you, known as Ki. You can draw on your Ki to perform supernatural physical feats known as Mystic Techniques:
#### Ki
Your spiritual power is represented by a pool of Ki, equal to your Monk level + your Wisdom modifier (a minimum of 0). Ki is expended when you use it, and you regain all spent Ki whenever you finish a short or long rest. To regain your Ki, you must spend at least 30 minutes of the rest meditating.
You can only expend Ki on one feature or Technique per attack, ability check, reaction, or saving throw.
#### Techniques Known
At 2nd level, you know three [Mystic Techniques](/3-Mechanics/CLI/lists/list-optfeaturetype-llam-t.md) from the list at the end of this class. To learn a Technique you must meet any prerequisites it has. Whenever you gain a Monk level, you can replace one Technique you know with another.
At certain Monk levels you learn additional Techniques, as shown on the Techniques Known column of the Monk table.
#### Saving Throws
Techniques rely on your mastery of body and spirit, and grow in proportion to your self-control. When a Technique requires a saving throw, its saving throw DC is calculated as follows:
<span class='abilityDc'>**Technique save DC**: Wisdom + Proficiency Bonus</span>
### Flurry of Blows (Level 2)
All Monks, no matter their training or level of enlightenment, can channel spiritual power to strike their foes with blinding speed. As a bonus action on each of your turns, you can spend 1 Ki to make two unarmed strikes.
### Unarmored Movement (Level 2)
Your pursuit of physical perfection has awakened the hidden potential of your body. At 2nd level, your speed increases by 10 feet so long as you are not wearing armor or a shield.
This speed bonus increases as you gain levels, as indicated in the Unarmored Movement column of the Monk table.
### Monastic Tradition (Level 3)
At 3rd level, choose one of the following Monastic Traditions that best represents your training and philosophy as a Monk.
The Monastic Tradition you choose grants you features at 3rd level, and again when you reach 6th, 10th, and 17th level.
#### Signature Techniques
Most Traditions have a list of Signature Techniques that you learn at the Monk levels as noted in your Tradition. These do not count against your number of Techniques Known. These Techniques also cannot be replaced with other Techniques.
### Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
### Extra Attack (Level 5)
Upon reaching 5th level, you can attack twice, instead of once, whenever you take the Attack action.
Moreover, if you use your action to Disengage or Dash, you can make a single Martial Arts attack as a bonus action on that same turn.
### Enlightened Strikes (Level 6)
You infuse your spiritual power into every strike. Starting at 6th level, the damage dealt by your unarmed strikes is magical, and the damage dealt by your other Martial Arts attacks is also magic so long as you have Ki remaining.
### Monastic Tradition Feature (Level 6)
At 6th level, you gain a feature granted by your Monastic Tradition.
### Evasion (Level 7)
Your supernatural agility lets you dodge out of the way of certain area effects, like a black dragon's acid breath or a lightning bolt spell. Starting at 7th level, whenever you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
### Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
### Spirit of Tranquility (Level 9)
Starting at 9th level, you can draw on your spiritual vigor to bolster your physical and mental defenses. Whenever you are forced to make a saving throw, you can expend 1 Ki to add your Wisdom modifier (minimum of +1) to the result of your roll.
### Monastic Tradition Feature (Level 10)
At 10th level, you gain a feature granted by your Monastic Tradition.
### Warrior's Spirit (Level 11)
Mastery over your mind makes it nearly impossible to control you. Starting at 14th level, if you are Charmed or Frightened at the beginning of your turn, you can expend 1 Ki to end the Charmed or Frightened condition for yourself.
### Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
### Purity of Body (Level 13)
Starting at 13th level, mastery over your physical form wards you from every ailment, granting you certain benefits. You are immune to all disease and the Poisoned condition, and you gain proficiency in Constitution saving throws.
### Purity of Mind (Level 14)
Starting at 14th level, if you are charmed or frightened when you start your turn, you can spend 1 Ki Point to instantly end either the charmed or frightened condition for yourself.
### Timeless Body (Level 15)
Beginning at 15th level, you have detached yourself from the desires of the flesh. You no longer require food or water and you suffer none of the frailty of old age. Additionally, for every 10 years that pass your body ages only 1 year.
### Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
### Monastic Tradition Feature (Level 17)
At 17th level, you gain a feature granted by your Monastic Tradition.
### Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
### Purity of Spirit (Level 20)
You have attained mastery over your inner spiritual life. Upon reaching 20th level, you only need 1 minute of light activity to complete a short rest, in place of the normal 1 hour.
This spiritual mastery also means you can never be caught off guard if danger strikes. When you roll initiative, you regain expended Ki equal to your Wisdom modifier (minimum of 1), and your Warrior's Spirit feature allows you to regain 2 Ki at the start of each of your turns in combat.
## Optional Features
> [!example]- Optional Features: Alternate Monk; Mystic Techniques
> 
^list-optfeature-llam-t