Monk
Base Class: Monk

Monk fixes: Don't forget to change levels to the correct ones.

List of problems:

  • Poor defences
  • Everything costs ki, and ki is very limited
  • Step of the Wind costs ki, rouge gets it for free
  • Poor scaling damage and no damage benefit for versatile property when using martial arts die
  • Multi ability score dependent, MAD
  • Quickened Healing costs to much ki
  • Stunning Strike conusmes most ki and is hard to get working
  • Stillnes of Mind doesn't always work
  • Some features don't get any mechanical benefit, such as Timeless Body
  • Bad capstone

Fixes:

  • Hit die becomes d10 instead of d8
  • Martial Arts die becomes 1d6-1d8-2d6-3d6 
  • When making an attack with two hands with a weapon which has the versatile property and you are using your martial arts die, gain +1 damage
  • Ki save DC uses dex instead of wis
  • Step of the Wind no longer costs ki
  • Gains Fading Ki feature
  • Quickened Healing costs 1 ki instead of 2
  • Stunning Strike targets cha save instead of con but can only be used a number of times equal to proficiency bonus.
  • Stillnes of Mind now works as intended
  • Timeless Body, reduces exhuation by 1 on short rests.
  • Empty Body uses a bonus action instead of action
  • New capstone: increase dex and con by +4, tyo a max of 24.

Martial Arts (Replacement)

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 d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, 1d8 at level 5, 2d6 at level 11 and 3d6 at level 17. If you make an attack with two hands with a weapon with the versatile property and use the martial arts die for the damage roll you can add +1 damage to the roll. 
  • 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 (Replacement)

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 dexterity modifier

Flurry of Blows

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 take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Fading Ki

Starting at 3rd level, you learn to channel ki from enemy creatures around you. At the start of each of your turns, if a hostile creature is within 30 ft of you, you gain 1 fading ki point. Fading ki points can be used as normal ki points and in conjunction with them. The amount of fading ki points you gain increases by 1 when you reach 11th level and 17th level in this class.

Quickened Healing

4th-level monk feature
As an action, you can spend 1 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Stunning Strike (Replacement)

Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit a creature with a melee weapon attack, you can attempt a stunning strike. The target must succeed on a Charisma saving throw or be stunned until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Stillness of Mind (Replacement)

Starting at 7th level, if you start your turn under the charmed or frightened condition, you can choose to end one of those conditions. If you do so, you may not take your action on that turn.

Timeless Body (Replacement)

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. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Empty Body (Replacement)

Beginning at 18th level, you can use your bonus 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.

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