Monk
Base Class: Monk

Way of the Alpha

Monks who follow the Way of the Alpha become the ultimate guardians of their pack. An Alpha stands at the center of the battlefield, drawing the attention of enemies while protecting allies from harm. Through speed, discipline, instinct, and unwavering determination, the Alpha becomes a nearly immovable force that refuses to let its pack fall.

An Alpha does not rely solely on endurance. They control the battlefield, punish enemies who threaten their allies, and use their martial abilities to keep dangerous foes focused on them.

Alpha's Challenge — 3rd Level

As a bonus action, you can challenge any number of creatures you can see within 60 feet of you. A creature remains Challenged for 1 minute.

While a creature is Challenged, it has disadvantage on attack rolls against creatures other than you. Its movement toward creatures other than you counts as difficult terrain.

If a Challenged creature damages one of your allies, you can immediately use Patient Defense without spending Ki.

When a Challenged creature enters your reach, you can make an opportunity attack against it without using your reaction.

You always know the direction of a Challenged creature while it is within 1 mile of you.

You can have any number of creatures Challenged at the same time.

Alpha Strike — 3rd Level

When you use Flurry of Blows, you make one additional unarmed strike.

If at least one attack made as part of your Flurry of Blows hits a Challenged creature, you can choose one of the following effects without using an additional action:

  • Knock the creature prone.

  • Push the creature up to 20 feet.

  • Attempt to grapple the creature.

Pack Wall — 6th Level

Your presence protects the members of your pack.

Intercept

When an ally within 30 feet of you takes damage, you can use your reaction to move to an unoccupied space adjacent to that ally and take the damage instead.

Alpha's Endurance

Whenever you take damage, you can reduce the damage by an amount equal to twice your Monk level plus your Constitution modifier.

You can use this feature once per round without spending Ki.

Unmovable

You cannot be knocked prone, grappled, restrained, pushed, or pulled against your will unless you choose to be.

Undying Alpha — 11th Level

When you would be reduced to 0 hit points, you instead remain standing at 1 hit point and immediately regain hit points equal to half your maximum hit points.

Every Challenged creature within 60 feet of you must make a Wisdom saving throw against your Ki save DC.

On a failed save, the creature becomes Frightened and Stunned until the end of your next turn.

You can use this feature twice per long rest.

Apex Alpha — 17th Level

As a bonus action, you enter your Apex State for 1 minute.

While in Apex State, you gain the following benefits:

Absolute Defense

You gain resistance to all damage.

If you already have resistance to a particular damage type, you instead take one-quarter of the damage from that type.

Regeneration

At the beginning of each of your turns, you regain 10 hit points plus your Constitution modifier and proficiency bonus.

Pack Protector

All allies within 60 feet of you gain a +5 bonus to AC, advantage on saving throws, and resistance to bludgeoning, piercing, and slashing damage.

Alpha's Presence

Challenged creatures within 60 feet of you cannot willingly move more than 60 feet away from you or teleport away from you.

They also have disadvantage on saving throws against your Monk abilities.

Whenever a Challenged creature damages one of your allies, it takes psychic damage equal to your Wisdom modifier.

Alpha's Retaliation

Whenever a creature damages one of your allies, you can immediately make three unarmed strikes against that creature without using your reaction.

Refuse to Die

If you would die while in Apex State, you instead remain at 1 hit point.

This can happen once during each use of Apex State.

Way of the Alpha

As a bonus action, you can challenge any number of creatures you can see within 60 feet of you. A creature remains Challenged for 1 minute.

While a creature is Challenged:

  • It has disadvantage on attack rolls against creatures other than you.
  • Its movement toward creatures other than you counts as difficult terrain.
  • If it damages one of your allies, you can immediately use Patient Defense without spending Ki.
  • When a Challenged creature enters your reach, you can make an opportunity attack against it without using your reaction.
  • You always know the direction of a Challenged creature while it is within 1 mile of you.
  • You can have any number of creatures Challenged at the same time.

The challenge ends early if you become incapacitated or if you choose to end it.

Alpha Strike

When you use Flurry of Blows, you make one additional unarmed strike.

If at least one attack made as part of your Flurry of Blows hits a creature affected by your Alpha’s Challenge, you can choose one of the following effects without using an additional action:

  • Knock Down: The creature must succeed on a Strength saving throw against your Ki save DC or fall prone.
  • Drive Back: The creature is pushed up to 20 feet away from you.
  • Hold: You can attempt to grapple the creature.

Pack Wall

Your bond with your pack allows you to intercept attacks and endure punishment that would bring down another warrior.

Intercept. When a creature you can see within 30 feet of you takes damage, you can use your reaction to move up to your speed toward that creature without provoking opportunity attacks. If you end this movement adjacent to the creature, you can take the damage instead.

Alpha’s Endurance. Whenever you take damage, you can reduce that damage by an amount equal to twice your Monk level + your Constitution modifier. You can use this benefit once per round without spending Ki.

Unmovable. You cannot be knocked prone, grappled, restrained, pushed, or pulled against your will unless you choose to be.

Undying Alpha

When you are reduced to 0 hit points, you can refuse to fall.

Instead of falling unconscious, you remain at 1 hit point and immediately regain hit points equal to half your maximum hit points.

Every creature affected by your Alpha’s Challenge within 60 feet of you must make a Wisdom saving throw against your Ki save DC. On a failed save, the creature is Frightened and Stunned until the end of your next turn. On a successful save, it is Frightened until the end of your next turn.

You can use Undying Alpha twice, and you regain all expended uses when you finish a long rest.

Apex Alpha

As a bonus action, you enter your ultimate Alpha State for 1 minute. While in this state, you become the ultimate guardian of your pack.

Absolute Defense. You have resistance to all damage. If you already have resistance to a damage type, you instead take one-quarter of the damage from that type.

Regeneration. At the start of each of your turns, you regain hit points equal to 10 + your Constitution modifier + your proficiency bonus.

Pack Protector. Allies within 60 feet of you gain a +5 bonus to AC, have advantage on saving throws, and gain resistance to bludgeoning, piercing, and slashing damage.

Alpha's Presence. Creatures affected by your Alpha's Challenge within 60 feet of you cannot willingly move more than 60 feet away from you or teleport. They have disadvantage on saving throws against your Monk abilities. Whenever a Challenged creature damages one of your allies, it takes psychic damage equal to your Wisdom modifier.

Alpha's Retaliation. Whenever a creature damages one of your allies while you are in your Alpha State, you can immediately make three unarmed strikes against that creature without using your reaction.

Refuse to Die. If you would be reduced to 0 hit points while in your Alpha State, you instead remain at 1 hit point. This effect can occur once each time you use Apex Alpha.

Once you use Apex Alpha, you cannot use it again until you finish a long rest.

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