The following adjustments to the 2024 Open Hand Monk are in effect at my table, subject to refinement if necessary:
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.
| 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.
In addition to the listed ability to heal yourself, you also gain Resistance to Poison.
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 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 |
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| Cosmic Strike |
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| Crouching Leap |
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| Dragon's Claw |
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| 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 |
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| 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 |
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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.