Monks

Warrior of the Open Hand

The following adjustments to the 2024 Open Hand Monk are in effect at my table, subject to refinement if necessary:

Level 3: Open Hand Technique

You gain this feature basically as presented (whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose an effect on that target), but instead of granting you Addle, Push, and Topple at 3rd level it allows you to gain three Techniques of your choice from the below Open Hand Techniques table.

Additionally, you choose one more Technique you don't already have from the table when you reach Monk levels 6 and 11.

Open Hand Techniques
Technique Description
Addle The target must succeed on a Constitution saving throw or lose the ability to take a Reaction until the start of its next turn.
Demoralize The target must succeed on a Wisdom saving throw or gain the Frightened condition. If they fail, the target can repeat their saving throw at the end of each of their turns.
Disarm The target must succeed on a Strength or Dexterity saving throw (their choice) or drop one object of your choice that it's holding, with the object landing in its space.
Hobble The target must succeed on a Constitution saving throw or have their Speed reduced by 15 feet until the end of their next turn.
Push The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
Sicken The target must succeed on a Constitution saving throw or gain the Poisoned condition. If they fail, the target can repeat their saving throw at the end of each of their turns.
Topple The target must succeed on a Dexterity saving throw or have the Prone condition.
Weaken The target must succeed on a Constitution saving throw or have their maximum Hit Points reduced (to a minimum of 1 Hit Point) by an amount equal to your Wisdom bonus until they finish a Short Rest.

Option: Martial Arts Styles

Conceptually, this modular approach can allow a DM or player to use this subclass to represent different dojos, masters, etc teaching specific techniques, perhaps even in a particular order.

Level 6: Wholeness of Body

In addition to the listed ability to heal yourself, you also gain Resistance to Poison.

Level 11: Secret Techniques

Instead of gainging Fleet Step at Monk level 11 and Quivering Palm at Monk level 17, you gain one of the following options of your choice at those levels. You cannot take the same option twice.

Secret Techniques
Secret Technique Description
Breaking Blows As a Bonus Action, you may spend 1 Focus Point to give your Unarmed Strikes an increased critical hit range of 19 to 20 and the Seige trait (allowing you to deal double damage to objects and structures). This enhancement lasts until the start of your next turn. If you have reached Monk level 17 you can expend 1 Focus Point to do this as part of using Flurry of Blows.
Breath of the Four Winds
You have developed impressive breath control. You can hold your breath for up to 1 hour, and have advantage on saving throws to resist Exhaustion.
During your turn you can take a Magic action to Concentrate and expend 1 Focus Point to make a breath attack. While you maintain your Concentration, you can blow a 20 foot long cone of very strong wind that disperses gas or vapor, extinquishes unprotected flames, and pushes unsecured objects that weigh 5 lbs or less away until they are no longer in the affected area. While you maintain Concentration on this ability, at the start of their turn creatures in the affected area must succeed on a Strength saving throw. On failure, they are pushed 10 feet away from you. Movement towards you while within the affected area costs 2 feet of movement for every 1 foot travelled. At the start of subsequent turns you can choose to maintain Concentration to continue the breath attack without spending a Focus Point, but if you do your turn ends immediately.
If you have reached Monk level 17, you effectively no longer need to breathe. Additionally, the length of the cone for your breath attack improves to 40 feet.
Cosmic Strike
You gain the ability to strike foes at a distance. As a Magic action you can spend 2 Focus Points and make a ranged spell attack against a target up to 30 feet away that is not behind total cover. If you hit, the attack deals Force damage equal to a roll of your Martial Arts die plus your Wisdom bonus, and then the target must succeed on a Constitution saving throw or be pushed back 10 feet if Large or smaller, and suffer the Poisoned condition. While Poisoned in this way, the target's movement is reduced by 15 feet, and they can repeat their save at the end of each of their turns to end the effect on themselves upon success.
If you have reached Monk level 17 the range of this attack is 60 feet, the Push affects Huge creatures or smaller, and the target falls Prone after being pushed.
Crouching Leap
As a Bonus Action while standing or Prone you can spend 1 Focus Point to jump to a space within 30 feet that you can see, landing on your feet. You may also make an Unarmed Strike before or after you jump.
If you have reached Monk level 17, as a Bonus Action while standing or Prone you can spend 5 feet of movement to jump to a space within 60 feet, and you can jump to a reachable destination space within range even if you cannot see it.
Additionally, if your destination space has one or more other creatures in it, those creatures must make a Dexterity saving throw if they are Large or smaller. Each creature that fails their save takes damage equal to a roll of your Martial Arts die plus your Wisdom bonus, is pushed into an adjacent space of your choice, and is knocked Prone. On success, a creature takes no damage and can either remain in its space or move into an adjacent space of its choice. If any creatures other than yourself remain in the space, you become Prone.
Dragon's Claw
You gain the ability to cut with your bare hands and feet. Once per turn when you deal damage with your Unarmed Strikes you can change the damage type to Slashing instead of Bludgeoning. Additionally, once per your turn when a creature takes at least 1 point of Slashing damage from one of your Unarmed Strikes you can expend 1 Focus Points to Rend them.
While suffering from the Rend condition, a creature must make a Constitution saving throw at the start of their turn ending the condition on themselves upon success. On failure, the creature suffers additional Slashing damage equal to your Monk level plus your Wisdom modifier. The Rend condition does not stack, and does not work on creatures that lack blood, ichor, oil, or other fluids necessary to their function.
If you have reached Monk level 17, the once per turn limit is removed for you.
Fleet Step When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action. If you have reached Monk level 17, the extra movement gained from using Step of the Wind is a Fly Speed.
Immutable Body
You cannot shapeshift and magic cannot change your form. Additionally, you gain advantage on saving throws to resist or remove the Blinded, Deafened, Paralyzed, Petrified, Poisoned, and Stunned conditions.
If you have reached Monk level 17 you can choose to allow an effect that you are aware of to change your form, but you can end the effect on yourself as a non action during your turn.
Inscrutable Focus Telepathic contact cannot be made with you and your thoughts cannot be read unless you choose to allow it. Insight checks made to ascertain your intentions or sincerity are made with Disadvantage. If you have reached Monk level 17 you have resistance to Psychic damage, and no magic can observe you remotely or detect your thoughts unless you choose to allow it.
Iron Shirt You have learned how to harden your body. As a Bonus Action, you may spend 2 Focus Points to reduce the damage you take from all damage types except Force and Psychic by an amount equal to your Proficiency Bonus for 1 minute. If you have reached Monk level 17, you also gain Resistance to Force and Psychic damage when you use this ability.
Quivering Palm
You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).
Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking Force damage equal to your Wisdom bonus times your Monk level on a failed save or no damage on a successful one.
If you have reached Monk level 17, the target takes half as much damage on a successful save instead of no damage.

Option: More Secret Techniques

A DM can add additional Secret Techniques or work with a player to define a signature technique they've developed themselves or learned from hidden lore or an ancient master, etc. This allows the imitation of classic Kung Fu / Wuxia movies.