Astral rip was written for a different subclass but moved to this one since I felt it worked out better. Some people were confused by it, despite it having nearly the exact same effect as Quivering Palm.

Ethereal step originally was effectively reflavored flight, but after thinking about how to specify vertical reach, I realized that you can smack people into the ground (which I thought was really cool), and launch people up into the air. Effectively, it's spending some ki to curbstop people or fling them into the air.

Justapose came about as just a flavorful defensive ability. I've always wanted to play around with changing stunning strike as a class ability- just because it occupies so much power budget that making monk classes (which are rather tight, especially around lvl 6).

This monk was probably inspired by mechanics I was experimenting with while developing some other monks: This is a monk with reach and the ability to do additional damage depending on how much forced movement is remaining. Initially the 3rd level feature was worded quite different but the idea is that you can push someone back regardless of whether your attack hits, and it adds some situational damage.

Here is a list of WIP titles for the monk subclasses to come, as well as general design notes. Feel free to tell me if one in particular interests you and I can bump it up the release schedule. Most monks will require some polish before I'll show them off but I should be able to accommodate requests.

Hey guys, here's whats up. I will be releasing a bunch of monks, usually about once per day. Most of them are already mostly done, but I want some feedback on them before I make them into a compendium. Depending on feedback/popularity I'll work on polishing and reworking the best ones and wrapping them up with nice art into a compendium.



























































Way of the Planar Jouster

Monks of the Way of the Planar Jouster have an uncanny attunement with planes outside the prime material. Through strict training, they can project forces out of their bare hands, disappear briefly into the ethereal plane, and use a near-forbidden technique to dislocate an enemy’s soul into the Astral Plane.

Supernatural Flurry

Whenever you attack a target using your Flurry of Blows, you can disrupt the planar space around them. At the end of your turn, you can move the target up to 5 feet away for each attack granted by flurry you directed at them. If this movement would force the target to impact a stationary object, such as terrain, it takes 1d4 bludgeoning damage per 5 feet of forced movement remaining. Additionally, unarmed strikes on your turn have a reach of 10 feet. You have disadvantage on attacks against targets beyond 5 feet.

Juxtapose

At 6th level, you can thrust yourself into the Ethereal Plane at a moment's notice. When another creature hits you with a melee attack, you can use your reaction to vanish into the ethereal plane as if by the etherealness spell and make that attack miss. On the start of your next turn you appear within 10 feet of the space you vanished from. You must finish a short or long rest before you can use this feature again.

Additionally, any time a creature fails their saving throw against your Stunning Strike monk feature, you can choose for that creature to be instead under the effects of the banishment spell until the end of your next turn.



























































Ethereal Step

Beginning at 11th level, you can spend one ki point to project power from the many planes out of your feet. You can climb through the air, if you move at least 5 feet horizontally for each 5 feet vertically.

When you are 10 feet above a medium sized creature you are considered out of their reach. When you are prone and 5 feet away from a creature, you can use a shove or your supernatural flurry to push people upwards.

Astral Rip

At 17th level, you gain the ability to forcibly push someone's spirit into the astral plane, disrupting their soul's connection with their body. When you hit a creature with an unarmed strike, you can spend 3 ki points to partially dislodge their spirit, which lasts for many days equal to your monk level. This effect is harmless until you take an action to make the special melee attack. The creature must make a wisdom saving throw. If it fails, their spirit is ripped from their body and propelled into the astral plane resulting in the creature dropping to 0 hit points. On a success, the creature is blinded and incapacitated until the end of its turn.

You can have only one creature under the effect of this feature at a time. You can choose to end the effect harmlessly without using an action.