
Monk Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.
Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.
Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.
Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
The Magic of Ki
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.
Training and Asceticism
Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.
Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.
The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.
For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.
Creating a Monk
As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery’s threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?
Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?
As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.
QUICK BUILD
You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.
The Monk Table
Level | Proficiency | Martial | Ki | Unarmored | Features |
---|---|---|---|---|---|
1st | +2 | 1d4 | — | — | |
2nd | +2 | 1d4 | 2 | +10 ft. | |
3rd | +2 | 1d4 | 3 | +10 ft. | |
4th | +2 | 1d4 | 4 | +10 ft. | |
5th | +3 | 1d6 | 5 | +10 ft. | |
6th | +3 | 1d6 | 6 | +15 ft. | |
7th | +3 | 1d6 | 7 | +15 ft. | |
8th | +3 | 1d6 | 8 | +15 ft. | |
9th | +4 | 1d6 | 9 | +15 ft. | |
10th | +4 | 1d6 | 10 | +20 ft. | |
11th | +4 | 1d8 | 11 | +20 ft. | |
12th | +4 | 1d8 | 12 | +20 ft. | |
13th | +5 | 1d8 | 13 | +20 ft. | |
14th | +5 | 1d8 | 14 | +25 ft. | |
15th | +5 | 1d8 | 15 | +25 ft. | |
16th | +5 | 1d8 | 16 | +25 ft. | |
17th | +6 | 1d10 | 17 | +25 ft. | |
18th | +6 | 1d10 | 18 | +30 ft. | |
19th | +6 | 1d10 | 19 | +30 ft. | |
20th | +6 | 1d10 | 20 | +30 ft. |
Class Features
As a monk, you gain the following class features.
Hit Points
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- 10 darts
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Unarmored Movement
At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Unarmored Movement Improvement
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Unarmored Movement
At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.
Tongue of the Sun and Moon
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Unarmored Movement
At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.
Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Empty Body
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Unarmored Movement
At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.
Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Monastic Traditions
Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Way of the Open Hand Legacy This doesn't reflect the latest rules and lore. Learn More
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Way of the Cobalt Soul
This is Partnered Content
This content is available in your campaign with your DM’s permission but isn’t published by Wizards of the Coast. To use this content, enable Critical Role in the character builder.
Driven by the pursuit of knowledge and its scholars’ worship of the Knowing Mentor, the Library of the Cobalt Soul is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all Exandria. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Cobalt Soul’s cause. To become a member of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life’s mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.
The monks of the Cobalt Soul are the embodiment of the maxim: “Know your enemy.” Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes’ mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.
Extract Aspects
Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach. This benefit lasts until you finish a short or long rest.
Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Extort Truth
Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.
An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.
If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.
Mystical Erudition
Also by 6th level, you have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 11th and 17th level.
Mind of Mercury
Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.
Mystical Erudition (Additional)
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 11th level.
Debilitating Barrage
Upon reaching 17th level, you’ve gained the knowledge to manipulate a creature’s ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.
If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.
Mystical Erudition (Additional)
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 17th level.
"There seems to be two main camps regarding monks:
1) "monks only punch things a bunch, so they are bad."
2) "monks can do some crazy stuff with their punches even without considering subclasses. Stunning strike in particular is insanely powerful." " (LegendofZub)
ok, i get this would be kinda weird, but imagine a fighter monk. you could make 4 different normal attacks, and 5 different flurry of blows (which is 10 different unarmed strikes) if ur the way of the drunken master. that's already 14 different attacks, but if u added dual-wielding to it, then couldn't u make 2 attacks for every attack action u make? that would then take it up to 18 attacks in one turn. bruh, that's a lot of damage, especially if u got a good weapon.
so, the way of the drunken master has u fight and act like a drunkard. but what if your character was actually drunk.
There seems to be two main camps regarding monks:
1) "monks only punch things a bunch, so they are bad."
2) "monks can do some crazy stuff with their punches even without considering subclasses. Stunning strike in particular is insanely powerful."
As long as you can see through that darkness, and it's within 60 ft, then yes. Shadow Step is way too useful in and out of combat (although your DM can say that you can only use it once every 6 seconds, the equivalent of a round in combat).
The shadow walk ability requires nothing other than a bonus action?
Does that mean outside of combat, I can go teleporting across the night sky like nightcrawler?
And Barbarians resist all the damage from your precious self-insert villains. The point of a boss fight is to fight the boss.
Its my opinion that monks should get their equivalent of the Cunning Action ability and have the other ki point uses transformed into buffs for the monk's bonus action options. I think it would help with their skirmisher playstyle, though that is not really a permanent fix. I'd also have Tongue of the Sun and Moon be one of 3 optional 13th level features, one buffing your Unarmoured Movement Feature, one giving you more Ki and one as Tongue of the Sun and Moon (You may only learn 1 feature)
That's just some ideas though I wouldn't say they're a permafix.
The level to which I dislike monks is massive. I think Stunning Strike is gross. It can completely ruin boss fights and can be done almost at will and several times on a turn. Absolutely gross.
Yeah. I think that, being a dungeon master, I might be able to fix that by giving them a few more ki points. I just wish they'd shore up the official monk.
I also think that monks are powerful if you play them right. They're skirmishers, and if you like to run right at your enemies and go raaaaaaah punch punch punch, then you won't last long as a monk, but monks can and should use better tactics. They also offer more potential outside of combat than the other "wham-pow" classes. Social and exploration scenes are where fighters and barbarians suffer.
Update: monks are also powerful, in a way, because they look harmless until they start punching. This could lead to some great roleplaying opportunities - if you can pick up a monk that has proficiency in Deception somehow (perhaps from a race, background, or feat), you could have a lot of fun. "nope, not a dangerous person, just a harmless person going unarmed and unarmored into your evil temple, nothing scary 'bout that, right?"
It feels like we can't decide whether the Monk is overpowered or underpowered. Darting in and out of combat, general zen-ness, having scaling damage and being able to stun monsters for the rest of the party to toss them around seems to be the theme. But if you want to have a mid-level power boost, ask your DM to replace Purity of Body with the ability to cast one of the four Investiture spells without concentration, should cost 8-10 Ki points.
Monks are fun. They mainly suffer (with the exception of Mercy) from being underpowered.
I'd never given much thought to monks, but now that I've looked at them, they look like they don't get enough attention. I think that at some point I should throw a monk NPC into my campaign.
It's a good thing that your DM is handing armor with extra resistances and all, but if a feature (like unarmored defense) makes you rely LESS on your DM, then it's good. Otherwise you may just say that Ki-Empowered strikes and Magic Kensei Weapons are pointless because you will always, without a doubt, have a magical weapon by that point. You may want to check the forum's discussions about how the unarmed fighting style not only does not trivialize what the monk does, but it also hurts what other classes may try to do. As an example, a Fighter loses way too much DPS when compared to another Fighter that chose GWF or Archery because those are extremely compatible with feats, unarmed fighting is not so much.
That doesn't really say much, considering how rangers are usually joked about as being "the worst" for being the most specialized class trying to do a lot of things, but kind of coming up short. I think people don't like monk because it has such a good concept, but being forced to play monk a certain way for it to be good, just isn't right. By the time monks reach lvl 4 all other classes (including ranger) have already outclassed the monk. With the new unarmed fighting style from Tasha there is almost no point in playing monk if you came for the unarmed combat. Flurry of blows is nice, but the damage output simply isn't worth it since Tasha's unarmed fighting style basically gives you the same unarmed damage up to lvl 11-16 as a monk. To make matters worse is that having the ability to have 20AC at base without any armor is cool and all, but it scales of wisdom, so if your con is low then it really doesn't matter. Monsters uncommonly hits over 20, but at some point, going above 20 is a trivial matter, and not having those extra resistances other armor offers is a huge downside. Monks need a rework, but some people are afraid of change.
Tldr; Ranger bad and Tasha made monks worse by comparison.
I am presently playing a level 10 monk with a 1 level rogue dip to begin. Looking ahead, I have to wholeheartedly agree with you that the level 20 ability is useless. That’s why I don’t regret the rogue dip (I’ll never see the level 20 ability). The quickened healing is too Ki expensive for what I get. There are too many better things I have to do with my precious Ki. I have to rely on the healers, and not use my Ki for that. That being said, I am having a blast playing this character! She is very effective in combat. Many times she is the secret sauce that ends the combat with a stunning blow. She stuns the Baylor, and the rest of the party finishes it off. This is like the position of Libero on a volleyball team - the libero sets the ball, then someone else takes it from there.
Yes, they have low hp for their role. I said as much. True, you generally don't get armor as a monk, but you with no armor can RAW get an AC of 20 while using your bonus action to Dash/Disengage or, more importantly, Dodge. You also get to basically negate ranged attacks and falling damage, which while neither is very common the ability to just 'no' them is fantastic for something you get for free. Also, eventually you get proficiency in all saves, and rerolling a failure for a ki point will almost always be worth it.
I realize that 6 necrotic damage (wouldn't the average be 5? 1d4 is an average of 2.5, and point buy your Wisdom is likely +3 at this point) isn't actually a lot, but at 3rd level that does make a difference. It's the equivalent of an additional unarmed attack in necrotic damage. Of course, the real benefit is the healing you get at the same level and the plague doctor vibes. But you aren't forced to use your Martial Arts die if you possess a weapon that deals more damage, like the quarter staff's d8. You do have to if you want an unarmed attack, but the only attacks that HAVE to use that are the bonus action attacks, and even that is an additional attack. It would be great if you could use the monk weapons for that, sure, but an extra attack isn't nothing.
I won't argue on the traditions. Four Elements is a HUGE mark against the monk traditions, even though I think there are some good ones.
I never said the other classes weren't doing comparable damage without resources. Since you brought it up though, ranger's damage is completely choked by spell slots, concentration, and bonus actions if it wants to get ahead. Monk may not be the biggest damage dealer, but at least it doesn't risk it's damage every time it takes a single point of damage. Plus, you can stun enemies. That's a huge boon to you and your party, as it makes them easier to kill while denying them a turn.
Can you go into a bit more detail about which monk abilities have restrictions? I'm having trouble understanding what's different for that from other classes. Most classes have something that can only be done as a bonus action or reaction, like barbarian's rage being exclusively a bonus action, or Uncanny Dodge being a reaction. I think the reason they limit things to once per turn is for balance purposes. Mercy monk would be insane in 5e if it could Hands of Harm every attack and Flurry of Blows, as that at 5th level is equivalent to 3 Action Surges (Attack action, bonus action 2 attacks, Hand of Harm is equivalent to 1 attack each so 4 Hands=2 Attack actions) if you're willing to burn that, which all come back on a short rest.
Are you saying all 5e classes are pathetic compared to previous editions of DnD? You're welcome to do so, but I personally can't see a benefit to that because they're designed completely differently. To me it's like saying a Honda Civic is crap because it can't tow as much as an F-150. Older editions are vastly different than 5e. Granted, I've only played 5e which definitely has some glaring flaws, but my DM who sees those same flaws has played older editions, and he thinks this edition is better in a lot of ways.
I will agree that monk is one of the weakest classes in 5e. I never said it was strong, I said it was better designed than the ranger. You can completely replace the ranger in 5e through NUMEROUS methods, from reflavoring abilities to multiclassing to just playing a scout rogue.
So your argument, for the monk, is a situation that involves a soft target standing next to a wall? Wizards are smart but weak so I don't see too many situations where they don't have body guards right next to them, but we'll say they got distracted or had a sleep spell cast on them. You first mistake is assuming that the wizard doesn't have any defensive spells. Spells like Shield, mirror image, and blure would all wreck you plan. Your second mistake is assuming you'll hit with your stunning strike. You argument requires good dice rolls and a situation where the stars align.
Comparatively low hp, an inability to use magic armor (which could have cool secondary abilities), the unarmed doesn't do enough damage, and the traditions are all weak. When you hit 3rd level and become a Way of Mercy monk, are you really that excited about the extra 6 (average) points of damage Hand of Harm gives you? Meanwhile, the other melee classes are doing comparable damage without ever needing to spend resource/ki points. Even though there are Martial arts weapons, you can't incorporate them into ki moves like flurry of blows so your stuck splitting your attacks between a potentially good weapon and your lackluster unarmed damage. Last but not least... Many of the monk abilities have multiple restrictions. They are restricted first by action type, then by ki points and lastly, many of the abilities have a once per action caveat. If you going to make the monk use ki points, why require that last stipulation? I say let them burn all their ki in one round if they want. All of the classes are weak and pathetic in 5E but the monk is definitely one of the weakest.
The dragon monk is set to be published in fizban's, but the UA it's in is subclasses pt 5 with the drakewarden (also for fizban's) from the end of 2020. I was wrong about the non rogue Sknife being in UA. The dead monk version of soulknife looks like it was some other kind of playtest from Mike Mearls' podcast that apparently was never intended to be iterated on. It predates the rogue's psionic UA but was less official.
Also, you're right that runescribe was tied to the PRC test that drowned in the salt left over from 3.5s modular granularity.
They kind of brought parts of it back in the rune knight, but it eventually could have fit well on artificer without being as combat focused.