New Flurry of blow: At the beginning of your turn, you can spend 1 ki point to to add one unarmed strikes in your action. If you spend 1 ki point or more as part of your action on your turn, you can make this attack without having to use ki power. You can use this feature only once per turn. The number of extra attacks increases as you gain monk levels. This attacks increasing to two at 13th level and three at 20th level.
Not bad the biggest issue with adding more than 2 attacks to flurry of blows is the anti-synergy with an ability like Drunken master's intoxicated flurry. Drunken master is not one of the corebook subclasses so the monk change needs to be backwards compatible. That said it isn't bad because it does improve other aspects of it and other subclasses in general including drunken master.
So because of the Drunken master we can't touch the flurry of blow. I always thought "intoxixated Frenzy" was useless. An ability that forces you to run around and pull fists has all the enemies on the field. Great, but unfortunately if the enemy is alone, this skill is as if it did not exist. Does this make any sense?
Then the only solution to add new attacks is to create a new technique. We could give a sub verion of a perpetual "haste" to the monk as a power at 15th level "timeless body". It would have 1 more attack and more defense, and at 20th level it would become 2 attacks.
Another solution is to make each extra attack consume 1 ki point. Instead making the drunken master 4 attacks at a consume only 1 ki point. 4 attacks and not 5 because since the new flurry of blow is part of the action it shouldn't interact with his bonus attack.The "Intoxicated frenzy" technique would have its bonus attack free from the constriction of having to hit a different enemy.
New Flurry of blow: Immediately after you take the Attack action on your turn, you can spend 1 ki point to to add one unarmed strikes in your action. If you spend 1 ki point or more as part of your action on your turn, you can make the first attack without having to use ki power. You can use this feature only once per turn. The number of extra attacks increases as you gain monk levels, but for each attack you choise to make you need to spend 1 ki point. This attacks increasing to two at 13th level and three at 20th level.
Intoxicated Frenzy
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of four Flurry of Blows attacks for 1 ki point), provided that each Flurry of Blows attack targets a different creature this turn.
We could also create an ability that combines with flurry of blow.
Frenzy attacks (13th level): When using your flurry of blow you may choose to consume 1 ki power to add another attack to your flurry of blow. This attack increasing to two at 20th level.
In this way flurry of blow and intoxicated frenzy work as they should, and if they want to make more attacks, they can use these frenzy attacks separately.
There are actually a lot of really nice ideas using those Heightened Reflexes options; I'd personally prefer something like that rather than simply increasing the number of attacks we can make via Flurry of Blows, since that feels more like overlapping with Fighter (lots of attacks in their own turn is their thing).
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Hit Dice: 1d8 per Monk level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Monk level after 1st
Armor: None Weapons: Simple Weapons, Shortsword, Scimitar and Whip Tools: Choose one artisan tool or musical instrument of your choice. Saving Throws: Strength and Dexterity Skills: Choose tree from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, Religion, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
(a) spear or (b) quarterstaff
(a) 10 Dart or (b) any simple weapon
(a) an explorer's pack or (b) a dungeoneer's pack
If you are using starting wealth, you have 2d4 x 10 gp in funds.
Table: The Monk
Level
Proficiency Bonus
Features
Martial Arts
Ki Points
Swift Movement
Ki Techniques
1st
+2
Unarmored Defense, Martial Arts
1d4
—
—
-
2nd
+2
Ki Techniques, Unarmored Movement
1d4
2
+10 ft.
3
3rd
+2
Monastic Tradition
1d4
3
+10 ft.
3
4th
+2
Ability Score Improvement
1d4
4
+10 ft.
3
5th
+3
Extra Attack, Extra Reaction (1)
1d6
5
+10 ft.
4
6th
+3
Ki-Empowered Strikes, Monastic Tradition feature
1d6
6
+15 ft.
4
7th
+3
Evasion, Stillness of Mind
1d6
7
+15 ft.
4
8th
+3
Ability Score Improvement
1d6
8
+15 ft.
5
9th
+4
Unarmored Movement improvement
1d8
9
+15 ft.
5
10th
+4
Body Cultivation, Ability Score Improvement
1d8
10
+20 ft.
5
11th
+4
Monastic Tradition feature, Extra Reaction (2)
1d8
11
+20 ft.
6
12th
+4
Ability Score Improvement
1d8
12
+20 ft.
6
13th
+5
—
1d10
13
+20 ft.
6
14th
+5
Soul Cultivation
1d10
14
+25 ft.
7
15th
+5
Timeless Body
1d10
15
+25 ft.
7
16th
+5
Ability Score Improvement
1d10
16
+25 ft.
7
17th
+6
Monastic Tradition feature, Extra Reaction (3)
1d12
17
+25 ft.
8
18th
+6
Void Body, Unarmored Movement improvement
1d12
18
+30 ft.
8
19th
+6
Ability Score Improvement
1d12
19
+30 ft.
8
20th
+6
Enlightenment
1d12
20
+30 ft.
9
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, you choose a defensive technique for calculating your AC. This choice is part of the school you have chosen and therefore cannot be changed.
Mountain Defence: your AC equals 10 + your Strength modifier + your Wisdom modifier
River Defense: 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, Scimitar, Whip and any simple 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 heavy 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.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. (I'm thinking of putting it in the ki techniques)
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die size increase as you gain monk levels, d6 at 5th, d8 at 9th, d10 at 13th and finally 1d12 at 17th
When you use a quarterstaff, or a spear, they gain the reach property. (I'm thinking of putting it in the ki techniques)
When you engage in two-weapon fighting that have the light or finesse propriety, you can add your ability modifier to the damage of the second attack. (I'm thinking of putting it in the ki techniques)
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 on the Weapons page.
Ki Techniques
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 of your choice in the list of ki techniques. When you gain certain monk levels, you gain additional Ki techniques of your choice, as shown in the Ki techniques column of the monk table. A level prerequisite refers to your level 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:
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = 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.
Reactive Defense: You can spend 1 ki point to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Step of the Wind: You can spend 1 ki point to take the Disengage or Dash or Dodge action as a bonus action on your turn, and your jump distance is doubled for the turn.
Eight Extraordinary Meridians: Your ki pool increases by a number equal to your wisdom modifier. Additionally, when you score a critical hit you regain 1 ki.
Run: You can use your reaction to move one more time your movement.
Reactive Martial Arts 1 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must succeed on a Dexterity saving throw or be knocked prone. At 11th level, as a reaction you instantly leap at the creature that is prone, and make a single unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw or be poisoned until the end of your next turn.
Reactive Martial Arts 2 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. At 11th leve, you can use your reaction to make a single unarmed strike against the creature that you pushed. If you hit, you push the target 10 feet further and it must succeed on a Dexterity saving throw or be knocked prone, if this while pushed goes against another creature it too must succeed on a Dexterity saving throw or be knocked prone too.
Reactive Martial Arts 3 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must make a Intelligence saving throw. If it fails, it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. At 11th leve, as a reaction you can subtract to the same creature your Wisdom modifier from the next saving throw it makes before the end of your next turn.
Reactive Martial Arts 4 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. At 11th leve, as a reaction you can control that frightened creature, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding.
Reactive Martial Arts 5 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must succeed on a Constitution saving throw or be poisoned until the end of your next turn. At 11th leve, as a reaction you can make a single unarmed strike against the poisoned creature. If you hit, until the end of your next turn you add your wisdom bonus to the damage you deal to this creature.
Reactive Martial Arts 6 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must succeed on a Charisma saving throw or have the movement becomes 0, and it can't benefit from any bonus to its speed until the end of your next turn. At 11th leve, as a reaction you can make a single unarmed strike against the same creature. If you hit, the target will be restrained by your ki until the end of your next turn.
Reactive Martial arts 7 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: Choose another creature within 5 feet of the original target within your reach. If the original attack roll would hit the second creature, it takes the same damage dealt by the original target. At 11th leve, until the start of your next turn you can use your reaction to make a single unarmed strike against a creature that misses you with a melee attack.
Shadow Arts (Prerequisite: 3th level): You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.
Flurry of Black Stars (Prerequisite: 3tth level): You can use flurry of blow with darts.
Dedicated Weapon (Prerequisite: 3th level):You gain proficiency with one weapons of your choice. Whenever you finish a short or long rest, you can touch a maximum of two weapons, focus your ki on it, and then count this weapon as a monk weapon until you use this feature again.
The weapons must be a simple or martial weapon.
You must be proficient with it.
It must lack the heavy and special properties.
Ki Sight (Prerequisite: 3th level): You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Mask of Many Faces (Prerequisite: 3th level): You can cast Disguise Self at will, without expending a spell slot.
Deflect Missile (Prerequisite: 3th 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 make a rangedattack with a range of 20/60 using 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.
Divine Sense (Prerequisite: 3th level): You can use your action and use 1 ki power to activate your divine sense on the region around you. For 1 minute per ki power you use, you can sense whether the following types of presences are present within 1 mile of you: Lawful good, Neutral good, Chaotic good, Lawful neutral, Neutral, Chaotic neutral, Lawful evil, Neutral evil, Chaotic evil. This feature doesn’t reveal the creatures’ location or number.
Slow Fall (Prerequisite: 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. Additionally, you can use this reaction to give this same power to up to 5 people within 60 feet of you by consuming 1 ki point.
Ki-Fueled Attack (Prerequisite: 4th level): You spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. Additionally, you can use your ki to duplicate the effects of certain spells. Choose only one of the following spells and as an action, you can spend 1 ki points to cast that spell without providing material components. The spells are: thunderwave, burning hands, frost fingers, Earth tremor, inflict wonds and magic missile.
Quickened Healing (Prerequisite: 4th level): As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Turtle Breathing Art (Prerequisite: 4th level): You can hold your breath for a number of hours equal to half of your monk level, and you gain a swimming speed equal to your walking speed. Additionally, you can use your action to give this same power to up to 5 people within 60 feet of you by consuming 1 ki point.
Stunning Strike (Prerequisite: 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 use your reaction to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. At 17th level every time you make a critical hit the enemy is automatically stunned until the end of your next turn.
Shadow flurry of blow (Prerequisite: 6th level): Even if you used your bonus action, you can still use your flurry of blow as part of the ability you used.
Ki Movement (Prerequisite: 9th level): You can use your reaction to make your position stable until your next turn, when you use your movement and end your turn you no longer fall because you are along vertical surfaces or on liquids survace or in the aire.
Deflect Energy (Prerequisite: 9th level): When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level. If you reduce the damage to 0, you can use a ki power to redirect the energy to anyone at the range of 20 - 60 feet, the damage is equal to your reduction.
Mantra (Prerequisite: 9th level): You perform a mantra as an action, that allow you recover a number of ki points equal 1d4 + proficiency bonus. You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses of it when you finish a long rest.
Ninja (Prerequisite: 9th level): When you are in an area of dim light or darkness, you can use your reaction to become invisible until you move or take an action or a reaction.
Tongue of the Sun and Moon (Prerequisite: 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. In addition, you can use your Wisdom modifier, instead of your Charisma, when you make Charisma checks.
Karmic Sight (Prerequisite: 13th level): You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Ki Master (Prerequisite: 13th level): You gain the ability to use your Ki to duplicate the effects of certain spells. As an action, you can spend 1 ki points to cast Darkvision, Detect Evil and Good, Tongue, Detect Poison and Disease and Longstrider. Additionally, you learn the guidance and invisible mage hand cantrips if you don't already know it. You cast this cast without any somatic or verbal components and without providing material components. Wisdom is your spellcasting ability for these spells.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing heavy 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. At 18th level, you gain the ability to move in the air on your turn without falling during the move.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Extra Reaction
Beginning at 5th level, you can can use a reaction up to twice before the start of your next turn. You can only use one reaction to a given trigger. If a feature or effect would prevent you from taking reactions but does not incapacitate you, you instead lose one use of your reaction for the duration of the effect. The number of times you can use a reaction in between the start of your turns increases to three when you reach 11th level in this class and to four when you reach 17th level in this class. If you gain the ability to use extra reactions from another source, you choose which feature to benefit from.
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. The magic bonuses you receive from your primary weapon can also be used by your unarmed attacks. This feature cannot be added to other magic items with similar effects.
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 bonus action to end one Effect on yourself that is causing you to be charmed or frightened.
Body Cultivation
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. You can use your Wisdom modifier in place of your Strength or Dextery modifier when making Acrobatics or Athletics checks.
Soul Cultivation
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throw. Additionally, whenever you make a saving throw or an ability check and fail, you can spend 1 ki point to reroll it and take the second result.
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. The Ki power that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. You no longer need food or water, but you can still die of old age, however.
Void Body
Starting at 18th level, you can use your bonus action to spend 4 ki points to become invisible for 1 minute. During that time, you 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.
Enlightenment
At 20th level, every time you roll for initiative, you regain 4 + your Wisdom modifier ki points.
Ok so Intoxicated furry is NOT useless especially since it also triggers drunken master's level 3 ability that gives him 10 extra movement speed and auto disengage and at level 17 you are highly unlikely to be fighting a single creature, but it become more and more situational and harder and harder to use the more attacks you add to flurry of blows. Any change to flurry of blows needs to take into consideration the already existing subclasses. Going beyond that is beyond the scope of what we are talking about here as I doubt the changes we will see in the 5.5 book are going to be radically different than what we see in Tasha's. We might see an adjustment to the martial arts die, we might see some adjustment to flurry being on a bonus action, but if we want extra attacks you can't just tag them onto flurry of blows because that actually hurts the utilization of step of the wind and patient defense as well as the synergy with other subclasses that they won't be reprinting and they have specifically stated this new book would be backwards compatible. Flurry of blows is going to stick to 2 attacks at most. However, that does not mean there isn't a way to do it other wise. Maybe Flurry of blows gives you an extra action that you can only use to take the attack action with unarmed strikes. Thanks to your bonus action existing this gives 1 extra attack after level 5, but that isn't a lot.
Fighter being the class that "attacks a lot" is not even true until level 11 and 20. Until then that distinction belongs to the monk. The fact that the monk loses this distinction at level 11 is, in my opinion, problematic to the fantasy of playing a monk, but I feel just giving an additional "extra attack" at level 11 and 17 does nothing to really keep up with that fantasy either. At level 1 to 4 you can attack 2 times without resource cost to most martials 1. At level 5 you can do so 3 times to most martials 2. By 11 I want it to be 5 times without resources and 6 when you flurry.
All-in-all keeping it simple is the way to go. This is partially why I suggested the extra bonus action thing. Because it allows greater flexibility and provides monk an identity while also giving them options for more attacks without losing the flexibility of wanting to patient defense or step of the wind. Because if your bonus action gets more attacks the opportunity cost to not attack over one of the other bonus actions you have becomes greater. If you add more attacks to flurry of blows than the opportunity cost of ki points goes higher and it lowers the value of other ki point bases things and has anti-synergy with other subclasses that are not getting reprinted.
I am much less concerned with elemental, shadow or way of the open palm because they are getting reprinted as well to function with this new class, but it still needs to function with kensei, drunken master, sun soul, ascendent dragon, astral self and mercy. as well as tasha's optional features. Monk isn't that bad at low levels. They really just fall off at higher levels.
Just remember this is supposed to be backwards compatible with former books. You can be assured that any changes will be minor. An overhaul is not what this will be.
Ok so Intoxicated furry is NOT useless especially since it also triggers drunken master's level 3 ability that gives him 10 extra movement speed and auto disengage and at level 17 you are highly unlikely to be fighting a single creature, but it become more and more situational and harder and harder to use the more attacks you add to flurry of blows. Any change to flurry of blows needs to take into consideration the already existing subclasses. Going beyond that is beyond the scope of what we are talking about here as I doubt the changes we will see in the 5.5 book are going to be radically different than what we see in Tasha's. We might see an adjustment to the martial arts die, we might see some adjustment to flurry being on a bonus action, but if we want extra attacks you can't just tag them onto flurry of blows because that actually hurts the utilization of step of the wind and patient defense as well as the synergy with other subclasses that they won't be reprinting and they have specifically stated this new book would be backwards compatible. Flurry of blows is going to stick to 2 attacks at most. However, that does not mean there isn't a way to do it other wise. Maybe Flurry of blows gives you an extra action that you can only use to take the attack action with unarmed strikes. Thanks to your bonus action existing this gives 1 extra attack after level 5, but that isn't a lot.
Fighter being the class that "attacks a lot" is not even true until level 11 and 20. Until then that distinction belongs to the monk. The fact that the monk loses this distinction at level 11 is, in my opinion, problematic to the fantasy of playing a monk, but I feel just giving an additional "extra attack" at level 11 and 17 does nothing to really keep up with that fantasy either. At level 1 to 4 you can attack 2 times without resource cost to most martials 1. At level 5 you can do so 3 times to most martials 2. By 11 I want it to be 5 times without resources and 6 when you flurry.
All-in-all keeping it simple is the way to go. This is partially why I suggested the extra bonus action thing. Because it allows greater flexibility and provides monk an identity while also giving them options for more attacks without losing the flexibility of wanting to patient defense or step of the wind. Because if your bonus action gets more attacks the opportunity cost to not attack over one of the other bonus actions you have becomes greater. If you add more attacks to flurry of blows than the opportunity cost of ki points goes higher and it lowers the value of other ki point bases things and has anti-synergy with other subclasses that are not getting reprinted.
I am much less concerned with elemental, shadow or way of the open palm because they are getting reprinted as well to function with this new class, but it still needs to function with kensei, drunken master, sun soul, ascendent dragon, astral self and mercy. as well as tasha's optional features. Monk isn't that bad at low levels. They really just fall off at higher levels.
Just remember this is supposed to be backwards compatible with former books. You can be assured that any changes will be minor. An overhaul is not what this will be.
It depends on the number of enemies, since I'm used to doing campaigns with few enemies, I see it a little differently. I find that these constricting elements that are often found in the class of the monk are quite boring. But this is my personal opinion. If you think that Flurry of Blow should not be modified, that's fine with me, I'm just looking for other options. One of them is adding reactions and counterattacks.
The monk I have in mind could have 1 basic reaction, + 1 at 5th level, +1 at 11th and +1 at 17th, with a total of 4 rations each turn, not to mention that reactions can become the monk's source of attack and defense.
I find the added reactions option interesting because they can create options like this:
Stunning Strike (Prerequisite: 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 use your reaction to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. At 17th level every time you make a critical hit the enemy is automatically stunned until the end of your next turn.
When you hit as a reaction you can stun....As a reaction to something it seems forced, but this way it's more manageable and doesn't consume ki.
Reactions are very much based on defense and counterattack. Here is a list of defensive systems:
Reactive Defense: You can spend 1 ki point to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Deflect Missile (Prerequisite: 3th 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 make a ranged attack with a range of 20/60 using 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.
Deflect Energy (Prerequisite: 9th level): When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level. If you reduce the damage to 0, you can use a ki power to redirect the energy to anyone at the range of 20 - 60 feet, the damage is equal to your reduction.
Turn the Tide (Prerequisite: 13th level): This reaction lets you spend 1 ki point to divert the force of a melee weapon attack you are hit by. 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 divert the attack completely if you have at least one hand free. If you divert an attack in this way, you can make an unarmed strike against the attacking creature as part of the same reaction.
Flash Focus Defense (Prerequisite: 17th level): Your focus hones to a razor's edge, helping you roll with punches before they are even thrown. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Not just attack and defense, but also a way to move:
Step of the Wind: You can spend 1 ki point to take the Disengage or Dash or Dodge action as a bonus action on your turn, and your jump distance is doubled for the turn.
Slow Fall (Prerequisite: 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. Additionally, you can use this reaction to give this same power to up to 5 people within 60 feet of you by consuming 1 ki point.
Monkey Step (Prerequisite: 5th level): You become difficult to pin down during a fight. You can move up to half your movement speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
Ki Movement (Prerequisite: 9th level): You can use your reaction to make your position stable until your next turn, when you use your movement and end your turn you no longer fall because you are along vertical surfaces or on liquids survace or in the aire.
Ghost step (Prerequisite: 13th level): When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not
Ninja (Prerequisite: 17th level): When you are in an area of dim light or darkness, you can use your reaction to become invisible until you move in the light or take an action or a reaction.
Of course, there could be no missing the counterattacks:
Bear Watches Over (Prerequisite: 5th level): You become a retaliatory force on the battlefield. Whenever a creature within your reach attacks an ally, you can use your reaction to make an unarmed or a mele monk weapon attack against the creature.
Horde Breaker (Prerequisite: 5th level): Once on each of your turns when you make a monk weapon attack, you can make another unarmed attack against a different creature that is within 5 feet of the original target and within range of your weapon.
Turncoat (Prerequisite: 5th level): When a creature in your mele weapon range of you casts a spell, you can use your reaction to make an unarmed or a monk weapon attack against that creature.
Overseer (Prerequisite: 9th level): Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Watchman (Prerequisite: 9th level): Creatures provoke an opportunity attack from you when they enter the reach you have with with your monk weapon.
Reactive Flurry of Blow (Prerequisite: 9th level): When a creature provokes your opportunity attack, you can use the Flurry of Blow as reaction.
Stand Against the Tide (Prerequisite: 13th level): When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Snake Strike (Prerequisite: 17th level): You learn to strike like a cobra at any openings your enemies present. Whenever a creature misses you with a melee attack roll, you can use your reaction to make an unarmed strike against them.
I also added some of my own in the counterattacks:
Reactive Martial Arts 1 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must succeed on a Dexterity saving throw or be knocked prone. At 11th level, as a reaction you instantly leap at the creature that is prone, and make a single unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw or be poisoned until the end of your next turn.
Reactive Martial Arts 2 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. At 11th leve, you can use your reaction to make a single unarmed strike against the creature that you pushed. If you hit, you push the target 10 feet further and it must succeed on a Dexterity saving throw or be knocked prone, if this while pushed goes against another creature it too must succeed on a Dexterity saving throw or be knocked prone too.
Reactive Martial Arts 3 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must make a Intelligence saving throw. If it fails, it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. At 11th leve, as a reaction you can subtract to the same creature your Wisdom modifier from the next saving throw it makes before the end of your next turn.
Reactive Martial Arts 4 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. At 11th leve, as a reaction you can control that frightened creature, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding.
Reactive Martial Arts 5 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must succeed on a Constitution saving throw or be poisoned until the end of your next turn. At 11th leve, as a reaction you can make a single unarmed strike against the poisoned creature. If you hit, until the end of your next turn you add your wisdom bonus to the damage you deal to this creature.
Reactive Martial Arts 6 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: It must succeed on a Charisma saving throw or have the movement becomes 0, and it can't benefit from any bonus to its speed until the end of your next turn. At 11th leve, as a reaction you can make a single unarmed strike against the same creature. If you hit, the target will be restrained by your ki until the end of your next turn.
Reactive Martial arts 7 (Prerequisite: 3th level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following effects on that target: Choose another creature within 5 feet of the original target within your reach. If the original attack roll would hit the second creature, it takes the same damage dealt by the original target. At 11th leve, until the start of your next turn you can use your reaction to make a single unarmed strike against a creature that misses you with a melee attack.
Then I added support capabilities:
Eight Extraordinary Meridians: Your ki pool increases by a number equal to your wisdom modifier. Additionally, when you score a critical hit you regain 1 ki.
Dedicated Weapon (Prerequisite: 3th level):You gain proficiency with one weapons of your choice. Whenever you finish a short or long rest, you can touch a maximum of two weapons, focus your ki on it, and then count this weapon as a monk weapon until you use this feature again.
The weapons must be a simple or martial weapon.
You must be proficient with it.
It must lack the heavy and special properties.
Ki Sight (Prerequisite: 3th level): You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Flurry of Black Stars (Prerequisite: 3th level): You can use darts with your Flurry of Blow.
Mask of Many Faces (Prerequisite: 3th level): You can cast Disguise Self at will, without expending ki point.
Divine Sense (Prerequisite: 3th level): You can use your action and 1 ki power to activate your divine sense on the region around you. For 1 minute per ki power you use, you can sense whether the following types of presences are present within 1 mile of you: Lawful good, Neutral good, Chaotic good, Lawful neutral, Neutral, Chaotic neutral, Lawful evil, Neutral evil, Chaotic evil. This feature doesn’t reveal the creatures’ location or number.
Ki-Fueled Attack (Prerequisite: 4th level): You spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. Additionally, you can use your ki to duplicate the effects of certain spells. Choose only one of the following spells and as an action, you can spend 1 ki points to cast that spell without providing material components. The spells are: thunderwave, burning hands, frost fingers, Earth tremor, inflict wonds and magic missile.
Quickened Healing (Prerequisite: 4th level): As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Turtle Breathing Art (Prerequisite: 4th level): You can hold your breath for a number of hours equal to half of your monk level, and you gain a swimming speed equal to your walking speed. Additionally, you can use your action to give this same power to up to 5 people within 60 feet of you by consuming 1 ki point.
Mantra (Prerequisite: 9th level): You perform a mantra as an action, that allow you recover a number of ki points equal 1d4 + proficiency bonus. You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses of it when you finish a long rest.
Tongue of the Sun and Moon (Prerequisite: 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. In addition, you can use your Wisdom modifier, instead of your Charisma, when you make Charisma checks.
Karmic Sight (Prerequisite: 13th level): You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Now all of these features are chosen in Ki technical skills. Like the warlock's skills, these are chosen. Unfortunately, I still can't figure out what would make the monk. I was thinking 3 basic skills (FoB, PD, SotW) + 1 choice, and every 3 levels +1, with a maximum of 6 (+4) at level 20.
I guess there are skills that need to be eliminated because they are too strong.
I like that but WoTC will not even read that and it have lots of txt.
Thanks. You're definitely 99.9% right, but that 0.1% chance still exists that at least one of my proposals might be seen, read, or have influenced someone who might have better luck than me. I've proposed so many solutions so they can be eliminated, critiqued, etc. This is a brain storming to bring out something interesting and also a good exercise to practice English. As Aquilontune à said before FoB is not the solution, so I went to look further. There is a lot of text because I put everything I thought. There are probably a lot of stupid ideas. I've always thought that the monk has little chance of being customized. Almost every other class has spells or talents. For the monk there aren't any spells like the paladin and ranger, and since he's MAD there aren't as many opportunities to take talents like the rogue or the fighter. So I decided to rapprensetare extreme freedom of choice of skills like the warlock.
Among my favorite ideas are:
Slow Fall (Prerequisite: 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. Additionally, you can use this reaction to give this same power to up to 5 people within 60 feet of you by consuming 1 ki point.
Ki Movement (Prerequisite: 9th level): You can use your reaction to make your position stable until your next turn, when you use your movement and end your turn you no longer fall because you are along vertical surfaces or on liquids survace or in the aire.
Divine Sense (Prerequisite: 3th level): You can use your action and 1 ki power to activate your divine sense on the region around you. For 1 minute per ki power you use, you can sense whether the following types of presences are present within 1 mile of you: Lawful good, Neutral good, Chaotic good, Lawful neutral, Neutral, Chaotic neutral, Lawful evil, Neutral evil, Chaotic evil. This feature doesn’t reveal the creatures’ location or number.
Turtle Breathing Art (Prerequisite: 4th level): You can hold your breath for a number of hours equal to half of your monk level, and you gain a swimming speed equal to your walking speed. Additionally, you can use your action to give this same power to up to 5 people within 60 feet of you by consuming 1 ki point.
I'm appreciating the ideas of monk reactions. It gives them a unique flavor in combat. Just tossing a few more ideas into the brainstorm.
Absorb Impact When a creature hits you with a melee attack, you can move up to half your speed as a reaction. This movement does not trigger opportunity attacks.
Instead of duplicating the rogue's free bonus action disengage, this would be roughly half dash / half disengage as a reaction. It would be a Tier 1 (level 1-4) ability that increases survivability.
Counterattack - When a creature misses you with a melee attack, you may spend 1 ki and use your reaction to make an unarmed strike against that creature. [there may need to be a 5ft restriction and armor restriction]
For game development balancing purposes, there are plenty of ways to fine tune this.
[hardest trigger] When a creature misses you with a melee attack...
[hard trigger] After a creature makes a melee attack against you...
[easier trigger] When a creature within 5 ft makes a melee attack (such as against another creature)...
[easiest trigger] When a creature within 5 ft takes an action...
[least damage] unarmed strike
[moderate damage] opportunity attack
[most damage] flurry of blows
[cheapest] This attack does not use your reaction.
[moderate cost] Use your reaction.
[expensive] Spend 1 ki and your reaction.
Most of the discussions of counterattacks are at Tier 3-4 (level 11+) when monk damage seems to fall behind. But as I thought about the fine tunability of Counterattack, I wondered if it could replace Extra Attack at level 5. Extra Attack is a simple, no limitation, no resource attack given to all martials except rogues. So could the following replace Extra Attack?
Counterattack - While not wearing heavy armor, when a creature within range of you takes an action, you may take an opportunity attack against it. This attack does not use your reaction.
Multiple reaction attacks runs the risk of being game breaking (tunnel fighter) but that is not guaranteed (cavalier). In most cases it will be the same as Extra Attack with worse timing. The next most common occurrence would be not even getting Counterattack. Yet in some fights it will shine with 2+ counterattacks. If Stunning Strike is limited to 1/turn, this provides more chances for Stunning Strike per round. The synergy with multiclassing monk/rogue sneak attacks may be too much.
A separate possibility for counterattacks (and other reactions) is an ability to spend 1+ ki on your turn to be able to take more reactions. The tradeoff is that you may spend too much ki and not be able to use all of your reactions.
The main thing I would like to see is the monk getting faster and more agile as a magical martial artist. Instead as they get stronger they feel slower compared to others. They get a MS boost that feels good but their combat is always so slow at later levels. Fighters easily start out pacing them and in fact could get 5 attacks as a two weapon fighter if they wanted. The monk feels amazing in early levels but instead of feeling stronger as they level up they start to feel weaker, slower and less impactful. I feel this is the major issue with a monk. That lack of feeling like your martial artist is getting better at fighting. Don't get me wrong, they do get lots of amazing features and I don't think they are weak but there is a subtle line of being powerful versus FEELING powerful.
To that end I would like to see them get extra attacks like the fighter does but tied to their flurry of blows feature. I would like to see flurry of blows extra attacks go up like 2/3/4 maybe 5? attacks based on gaining levels. Even more with the right subclass (Way of astral self gives 1 extra). I know the biggest argument is it bogs down the game but it's really not that bad especially in person when you can roll multiple d20s at the same time take the lowest and work your way up to see which hits then just add your damage up. I think this minor change would help the feel of the class shine.
The main thing I would like to see is the monk getting faster and more agile as a magical martial artist. Instead as they get stronger they feel slower compared to others. They get a MS boost that feels good but their combat is always so slow at later levels. Fighters easily start out pacing them and in fact could get 5 attacks as a two weapon fighter if they wanted. The monk feels amazing in early levels but instead of feeling stronger as they level up they start to feel weaker, slower and less impactful. I feel this is the major issue with a monk. That lack of feeling like your martial artist is getting better at fighting. Don't get me wrong, they do get lots of amazing features and I don't think they are weak but there is a subtle line of being powerful versus FEELING powerful.
To that end I would like to see them get extra attacks like the fighter does but tied to their flurry of blows feature. I would like to see flurry of blows extra attacks go up like 2/3/4 maybe 5? attacks based on gaining levels. Even more with the right subclass (Way of astral self gives 1 extra). I know the biggest argument is it bogs down the game but it's really not that bad especially in person when you can roll multiple d20s at the same time take the lowest and work your way up to see which hits then just add your damage up. I think this minor change would help the feel of the class shine.
I suggested somewhere that FOB should follow proficiency bonus scaling so it can reach up to 6 attacks
I suggested somewhere that FOB should follow proficiency bonus scaling so it can reach up to 6 attacks
That would be way too many; it would give Monks the same number of attacks as an Action Surging 20th level Fighter, except whereas they could only do it three times per short rest, we could do it 20 times per short rest.
I don't think Monk's need to compete much more on quantity of attacks vs. fighters, what we need are different ways to attack and impose debuffs on enemies; this is why I'm more interested in Monks getting access to more reactions (including ways to attack with them), but I'd also like to see more control-like options other than just stunning strike.
Stunning Strike is great for opening up a single target, but we really need ways to interfere with multiple opponents, e.g- something like:
Distracting Strikes
At the start of your turn you may spend one Ki point to make your melee attacks distracting until the end of your turn. Any creature hit by a distracting strike has disadvantage on all attack rolls against targets other than you until the start of your next turn.
Not an original feature as such (has crossover with Ancestral Guardians, Thunder Gauntlets and such) but would enable us to impose disadvantage on multiple enemies, up to four if we use Flurry of Blows and either take some hits, or have some other way to escape (Crusher or Mobile feat), or up to two if we also use Patient Defence or Step of the Wind to dodge/escape.
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I suggested somewhere that FOB should follow proficiency bonus scaling so it can reach up to 6 attacks
That would be way too many; it would give Monks the same number of attacks as an Action Surging 20th level Fighter, except whereas they could only do it three times per short rest, we could do it 20 times per short rest.
I don't think Monk's need to compete much more on quantity of attacks vs. fighters, what we need are different ways to attack and impose debuffs on enemies; this is why I'm more interested in Monks getting access to more reactions (including ways to attack with them), but I'd also like to see more control-like options other than just stunning strike.
Stunning Strike is great for opening up a single target, but we really need ways to interfere with multiple opponents, e.g- something like:
Distracting Strikes
At the start of your turn you may spend one Ki point to make your melee attacks distracting until the end of your turn. Any creature hit by a distracting strike has disadvantage on all attack rolls against targets other than you until the start of your next turn.
Not an original feature as such (has crossover with Ancestral Guardians, Thunder Gauntlets and such) but would enable us to impose disadvantage on multiple enemies, up to four if we use Flurry of Blows and either take some hits, or have some other way to escape (Crusher or Mobile feat), or up to two if we also use Patient Defence or Step of the Wind to dodge/escape.
I like the idea of more debuffs more so than attacks as well.
Makes them more of a support martial which is what I think they were going for but I think oversimplified it too much with stunning
A brief aside: Updates to monsters in MMM suggest that we're going to see even fewer projectile weapon attacks from monsters. The new versions of monsters are getting ranged attacks added, but they're energy beams whenever possible, and thus can't be affected by Deflect Missiles. The damage is meant to be suitable for the CR, and crossbows just aren't. It would be smart to change the new and improved Monk to match -- maybe call it Deflect Barrage and let it work on all ranged attacks, be they weapon or spell.
A brief aside: Updates to monsters in MMM suggest that we're going to see even fewer projectile weapon attacks from monsters. The new versions of monsters are getting ranged attacks added, but they're energy beams whenever possible, and thus can't be affected by Deflect Missiles. The damage is meant to be suitable for the CR, and crossbows just aren't. It would be smart to change the new and improved Monk to match -- maybe call it Deflect Barrage and let it work on all ranged attacks, be they weapon or spell.
Or straight up make it Deflect Attack and let it work on any attack.
I don't think Monk's need to compete much more on quantity of attacks vs. fighters, what we need are different ways to attack and impose debuffs on enemies; this is why I'm more interested in Monks getting access to more reactions (including ways to attack with them), but I'd also like to see more control-like options other than just stunning strike.
Yeah, I believe the monk is plenty strong but the point I wanted to make was about power versus the FEEL of power. The monk always seems to feel lack luster despite having their power because its not as BAM in your face. A slight change of having many attacks would help them feel fast and agile which I think a lot of players playing the monk want to feel like. Gaining extra FoB attacks would be a way to do that. It's not about competing with another class its about how to make the monk feel like a master of martial arts.
Yeah, I believe the monk is plenty strong but the point I wanted to make was about power versus the FEEL of power. The monk always seems to feel lack luster despite having their power because its not as BAM in your face. A slight change of having many attacks would help them feel fast and agile which I think a lot of players playing the monk want to feel like. Gaining extra FoB attacks would be a way to do that. It's not about competing with another class its about how to make the monk feel like a master of martial arts.
Sure, but I think a better way to capture mastery to is to do more with the attacks, rather than simply making more of them, otherwise it's going to feel more like flailing around or ferocity rather than expertly delivered strikes, hitting pressure points and so-on.
I think that the latter is what WotC was trying to go for with the Monk, and they kind of did in the sense that as you level up you end up with a much bigger pool of Ki per short rest, meaning you can Flurry of Blows or Stunning Strike a lot more. The problem is that Stunning Strike is a very one note feature; it's less useful against higher CON enemies, and renders lower CON enemies basically pointless, with a mix of options you'd be able to do more, and adapt more, basically building on what the Monk is already good at (versatility).
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Yeah, I believe the monk is plenty strong but the point I wanted to make was about power versus the FEEL of power. The monk always seems to feel lack luster despite having their power because its not as BAM in your face. A slight change of having many attacks would help them feel fast and agile which I think a lot of players playing the monk want to feel like. Gaining extra FoB attacks would be a way to do that. It's not about competing with another class its about how to make the monk feel like a master of martial arts.
Sure, but I think a better way to capture mastery to is to do more with the attacks, rather than simply making more of them, otherwise it's going to feel more like flailing around or ferocity rather than expertly delivered strikes, hitting pressure points and so-on.
I think that the latter is what WotC was trying to go for with the Monk, and they kind of did in the sense that as you level up you end up with a much bigger pool of Ki per short rest, meaning you can Flurry of Blows or Stunning Strike a lot more. The problem is that Stunning Strike is a very one note feature; it's less useful against higher CON enemies, and renders lower CON enemies basically pointless, with a mix of options you'd be able to do more, and adapt more, basically building on what the Monk is already good at (versatility).
Fair, but the monk can already do a lot. If you add more utility to their attacks does that help them feel like they are a fast moving Jet Li character or just another utility attack that while useful feels underwhelming? How would you impart the feel of speed in a monk? I get you want pressure point combat... I feel Stunning strike captures that perfectly. I think early levels Monk feels awesome but feels slow at later levels so how would you propose imparting a feel of speed at those higher levels?
Yeah, I believe the monk is plenty strong but the point I wanted to make was about power versus the FEEL of power. The monk always seems to feel lack luster despite having their power because its not as BAM in your face. A slight change of having many attacks would help them feel fast and agile which I think a lot of players playing the monk want to feel like. Gaining extra FoB attacks would be a way to do that. It's not about competing with another class its about how to make the monk feel like a master of martial arts.
Sure, but I think a better way to capture mastery to is to do more with the attacks, rather than simply making more of them, otherwise it's going to feel more like flailing around or ferocity rather than expertly delivered strikes, hitting pressure points and so-on.
I think that the latter is what WotC was trying to go for with the Monk, and they kind of did in the sense that as you level up you end up with a much bigger pool of Ki per short rest, meaning you can Flurry of Blows or Stunning Strike a lot more. The problem is that Stunning Strike is a very one note feature; it's less useful against higher CON enemies, and renders lower CON enemies basically pointless, with a mix of options you'd be able to do more, and adapt more, basically building on what the Monk is already good at (versatility).
Fair, but the monk can already do a lot. If you add more utility to their attacks does that help them feel like they are a fast moving Jet Li character or just another utility attack that while useful feels underwhelming? How would you impart the feel of speed in a monk? I get you want pressure point combat... I feel Stunning strike captures that perfectly. I think early levels Monk feels awesome but feels slow at later levels so how would you propose imparting a feel of speed at those higher levels?
We really do need more saving throw options that cover all the ability scores akin to stunning strike.
Like a fear one for Wisdom, trip for Strength etc...
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Another solution is to make each extra attack consume 1 ki point. Instead making the drunken master 4 attacks at a consume only 1 ki point. 4 attacks and not 5 because since the new flurry of blow is part of the action it shouldn't interact with his bonus attack.The "Intoxicated frenzy" technique would have its bonus attack free from the constriction of having to hit a different enemy.
New Flurry of blow:
Immediately after you take the Attack action on your turn, you can spend 1 ki point to to add one unarmed strikes in your action.
If you spend 1 ki point or more as part of your action on your turn, you can make the first attack without having to use ki power. You can use this feature only once per turn. The number of extra attacks increases as you gain monk levels, but for each attack you choise to make you need to spend 1 ki point. This attacks increasing to two at 13th level and three at 20th level.
Intoxicated Frenzy
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of four Flurry of Blows attacks for 1 ki point), provided that each Flurry of Blows attack targets a different creature this turn.
We could also create an ability that combines with flurry of blow.
Frenzy attacks (13th level): When using your flurry of blow you may choose to consume 1 ki power to add another attack to your flurry of blow. This attack increasing to two at 20th level.
In this way flurry of blow and intoxicated frenzy work as they should, and if they want to make more attacks, they can use these frenzy attacks separately.
Here is a Monk Revised, which is based on reaction attacks.
https://www.gmbinder.com/share/-MO2cWZUFmRkBMtctIYK
There are actually a lot of really nice ideas using those Heightened Reflexes options; I'd personally prefer something like that rather than simply increasing the number of attacks we can make via Flurry of Blows, since that feels more like overlapping with Fighter (lots of attacks in their own turn is their thing).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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Monk, Variant
Class Features
As a Monk you gain the following class features.
Hit Dice: 1d8 per Monk level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Monk level after 1st
Armor: None
Weapons: Simple Weapons, Shortsword, Scimitar and Whip
Tools: Choose one artisan tool or musical instrument of your choice.
Saving Throws: Strength and Dexterity
Skills: Choose tree from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, Religion, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
Table: The Monk
Bonus
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, you choose a defensive technique for calculating your AC. This choice is part of the school you have chosen and therefore cannot be changed.
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, Scimitar, Whip and any simple 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 heavy armor or wielding a shield:
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 on the Weapons page.
Ki Techniques
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 of your choice in the list of ki techniques. When you gain certain monk levels, you gain additional Ki techniques of your choice, as shown in the Ki techniques column of the monk table. A level prerequisite refers to your level 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:
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing heavy 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. At 18th level, you gain the ability to move in the air on your turn without falling during the move.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Extra Reaction
Beginning at 5th level, you can can use a reaction up to twice before the start of your next turn. You can only use one reaction to a given trigger. If a feature or effect would prevent you from taking reactions but does not incapacitate you, you instead lose one use of your reaction for the duration of the effect. The number of times you can use a reaction in between the start of your turns increases to three when you reach 11th level in this class and to four when you reach 17th level in this class. If you gain the ability to use extra reactions from another source, you choose which feature to benefit from.
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. The magic bonuses you receive from your primary weapon can also be used by your unarmed attacks. This feature cannot be added to other magic items with similar effects.
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 bonus action to end one Effect on yourself that is causing you to be charmed or frightened.
Body Cultivation
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. You can use your Wisdom modifier in place of your Strength or Dextery modifier when making Acrobatics or Athletics checks.
Soul Cultivation
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throw. Additionally, whenever you make a saving throw or an ability check and fail, you can spend 1 ki point to reroll it and take the second result.
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. The Ki power that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. You no longer need food or water, but you can still die of old age, however.
Void Body
Starting at 18th level, you can use your bonus action to spend 4 ki points to become invisible for 1 minute. During that time, you 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.
Enlightenment
At 20th level, every time you roll for initiative, you regain 4 + your Wisdom modifier ki points.
It depends on the number of enemies, since I'm used to doing campaigns with few enemies, I see it a little differently. I find that these constricting elements that are often found in the class of the monk are quite boring. But this is my personal opinion. If you think that Flurry of Blow should not be modified, that's fine with me, I'm just looking for other options. One of them is adding reactions and counterattacks.
The monk I have in mind could have 1 basic reaction, + 1 at 5th level, +1 at 11th and +1 at 17th, with a total of 4 rations each turn, not to mention that reactions can become the monk's source of attack and defense.
I find the added reactions option interesting because they can create options like this:
When you hit as a reaction you can stun....As a reaction to something it seems forced, but this way it's more manageable and doesn't consume ki.
Reactions are very much based on defense and counterattack. Here is a list of defensive systems:
Not just attack and defense, but also a way to move:
Of course, there could be no missing the counterattacks:
I also added some of my own in the counterattacks:
Then I added support capabilities:
Now all of these features are chosen in Ki technical skills. Like the warlock's skills, these are chosen. Unfortunately, I still can't figure out what would make the monk. I was thinking 3 basic skills (FoB, PD, SotW) + 1 choice, and every 3 levels +1, with a maximum of 6 (+4) at level 20.
I guess there are skills that need to be eliminated because they are too strong.
Thanks. You're definitely 99.9% right, but that 0.1% chance still exists that at least one of my proposals might be seen, read, or have influenced someone who might have better luck than me. I've proposed so many solutions so they can be eliminated, critiqued, etc. This is a brain storming to bring out something interesting and also a good exercise to practice English. As Aquilontune à said before FoB is not the solution, so I went to look further. There is a lot of text because I put everything I thought. There are probably a lot of stupid ideas. I've always thought that the monk has little chance of being customized. Almost every other class has spells or talents. For the monk there aren't any spells like the paladin and ranger, and since he's MAD there aren't as many opportunities to take talents like the rogue or the fighter. So I decided to rapprensetare extreme freedom of choice of skills like the warlock.
Among my favorite ideas are:
I'm appreciating the ideas of monk reactions. It gives them a unique flavor in combat. Just tossing a few more ideas into the brainstorm.
Instead of duplicating the rogue's free bonus action disengage, this would be roughly half dash / half disengage as a reaction. It would be a Tier 1 (level 1-4) ability that increases survivability.
For game development balancing purposes, there are plenty of ways to fine tune this.
Most of the discussions of counterattacks are at Tier 3-4 (level 11+) when monk damage seems to fall behind. But as I thought about the fine tunability of Counterattack, I wondered if it could replace Extra Attack at level 5. Extra Attack is a simple, no limitation, no resource attack given to all martials except rogues. So could the following replace Extra Attack?
Multiple reaction attacks runs the risk of being game breaking (tunnel fighter) but that is not guaranteed (cavalier). In most cases it will be the same as Extra Attack with worse timing. The next most common occurrence would be not even getting Counterattack. Yet in some fights it will shine with 2+ counterattacks. If Stunning Strike is limited to 1/turn, this provides more chances for Stunning Strike per round. The synergy with multiclassing monk/rogue sneak attacks may be too much.
A separate possibility for counterattacks (and other reactions) is an ability to spend 1+ ki on your turn to be able to take more reactions. The tradeoff is that you may spend too much ki and not be able to use all of your reactions.
Just want to say I love all the ideas here!
Great stuff and I hope WotC looks to the community for ideas.
The main thing I would like to see is the monk getting faster and more agile as a magical martial artist. Instead as they get stronger they feel slower compared to others. They get a MS boost that feels good but their combat is always so slow at later levels. Fighters easily start out pacing them and in fact could get 5 attacks as a two weapon fighter if they wanted. The monk feels amazing in early levels but instead of feeling stronger as they level up they start to feel weaker, slower and less impactful. I feel this is the major issue with a monk. That lack of feeling like your martial artist is getting better at fighting. Don't get me wrong, they do get lots of amazing features and I don't think they are weak but there is a subtle line of being powerful versus FEELING powerful.
To that end I would like to see them get extra attacks like the fighter does but tied to their flurry of blows feature. I would like to see flurry of blows extra attacks go up like 2/3/4 maybe 5? attacks based on gaining levels. Even more with the right subclass (Way of astral self gives 1 extra). I know the biggest argument is it bogs down the game but it's really not that bad especially in person when you can roll multiple d20s at the same time take the lowest and work your way up to see which hits then just add your damage up. I think this minor change would help the feel of the class shine.
I suggested somewhere that FOB should follow proficiency bonus scaling so it can reach up to 6 attacks
That would be way too many; it would give Monks the same number of attacks as an Action Surging 20th level Fighter, except whereas they could only do it three times per short rest, we could do it 20 times per short rest.
I don't think Monk's need to compete much more on quantity of attacks vs. fighters, what we need are different ways to attack and impose debuffs on enemies; this is why I'm more interested in Monks getting access to more reactions (including ways to attack with them), but I'd also like to see more control-like options other than just stunning strike.
Stunning Strike is great for opening up a single target, but we really need ways to interfere with multiple opponents, e.g- something like:
Not an original feature as such (has crossover with Ancestral Guardians, Thunder Gauntlets and such) but would enable us to impose disadvantage on multiple enemies, up to four if we use Flurry of Blows and either take some hits, or have some other way to escape (Crusher or Mobile feat), or up to two if we also use Patient Defence or Step of the Wind to dodge/escape.
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I like the idea of more debuffs more so than attacks as well.
Makes them more of a support martial which is what I think they were going for but I think oversimplified it too much with stunning
A brief aside: Updates to monsters in MMM suggest that we're going to see even fewer projectile weapon attacks from monsters. The new versions of monsters are getting ranged attacks added, but they're energy beams whenever possible, and thus can't be affected by Deflect Missiles. The damage is meant to be suitable for the CR, and crossbows just aren't. It would be smart to change the new and improved Monk to match -- maybe call it Deflect Barrage and let it work on all ranged attacks, be they weapon or spell.
Or straight up make it Deflect Attack and let it work on any attack.
Yeah, I believe the monk is plenty strong but the point I wanted to make was about power versus the FEEL of power. The monk always seems to feel lack luster despite having their power because its not as BAM in your face. A slight change of having many attacks would help them feel fast and agile which I think a lot of players playing the monk want to feel like. Gaining extra FoB attacks would be a way to do that. It's not about competing with another class its about how to make the monk feel like a master of martial arts.
Sure, but I think a better way to capture mastery to is to do more with the attacks, rather than simply making more of them, otherwise it's going to feel more like flailing around or ferocity rather than expertly delivered strikes, hitting pressure points and so-on.
I think that the latter is what WotC was trying to go for with the Monk, and they kind of did in the sense that as you level up you end up with a much bigger pool of Ki per short rest, meaning you can Flurry of Blows or Stunning Strike a lot more. The problem is that Stunning Strike is a very one note feature; it's less useful against higher CON enemies, and renders lower CON enemies basically pointless, with a mix of options you'd be able to do more, and adapt more, basically building on what the Monk is already good at (versatility).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Fair, but the monk can already do a lot. If you add more utility to their attacks does that help them feel like they are a fast moving Jet Li character or just another utility attack that while useful feels underwhelming? How would you impart the feel of speed in a monk? I get you want pressure point combat... I feel Stunning strike captures that perfectly. I think early levels Monk feels awesome but feels slow at later levels so how would you propose imparting a feel of speed at those higher levels?
We really do need more saving throw options that cover all the ability scores akin to stunning strike.
Like a fear one for Wisdom, trip for Strength etc...