I'm not offended myself but Aanx I believe you are taking the class adjustment too seriously,you're trying to overhaul it way too much.
I'm with alot of people in here who just want some tweaks that will elevate the class not full on change it.
Never wanted to make big changes, just to be able to see all the possible changes and when there are no more new ideas eliminate the less needed changes. If it were up to me I would only make 3 changes in the monk class.
1) I would add a Fighting style like that of the fighter / Ranger / Paladin, but customized to the monk in the option of his martial arts. This change alone would customize the monk's fighting style a lot. An example below.
You can add one of the following Fighting Style to your martial arts.
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.
When you use a quarterstaff, or a spear, they gain the reach property.
When you engage in two monk weapon fighting, you can add your ability modifier to the damage of the second attack.
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a monk weapon to use this reaction.
You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
2) Make the monk able to exploit the weak points of the opponents. This is done by receiving a bonus to damage equal to his proficiency on all opponents he has advantage over. This would increase his damage gradually, thus avoiding adding new attacks or special powers with ki cost.
3) The monk has a lot of abilities that are centered only on him, this makes it difficult for the Master and the player to use them. These abilities would be "slow fall" and "deflect missiles". To the list it would be interesting to add "Stillness of Mind" and "quickened healing", but not so necessary. Below is how I would change these features.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you or one of your allies within your range are hit by a ranged weapon attack. When you do so, the damage 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 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.
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. Additionally, you can use this reaction to give this same power to up to 4 people within range of your movement by consuming 1 ki point.
Quickened Healing (Optional)
Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You or one of your allies regain a number of hit points equal to the number rolled plus your proficiency bonus. To heal one of your allies, you must be able to touch him.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect that is causing you or one of your allies to be charmed or frightened. To save one of your allies, you must be able to touch him.
Everything else I'm not saying is less important, but it can be forwarded to the sub-classes. Maybe the only thing that bothers me is that darts aren't monk weapons and "Dedicated Weapon" doesn't solve the problem.
Weapons like Pike, Glaive, Halberd, could be interesting, but I guess only for subclasses. This is because it might go against the kensei who can't choose weapons that are heavy.
I'm not offended myself but Aanx I believe you are taking the class adjustment too seriously,you're trying to overhaul it way too much.
I'm with alot of people in here who just want some tweaks that will elevate the class not full on change it.
Never wanted to make big changes, just to be able to see all the possible changes and when there are no more new ideas eliminate the less needed changes. If it were up to me I would only make 3 changes in the monk class.
1) I would add a Fighting style like that of the fighter / Ranger / Paladin, but customized to the monk in the option of his martial arts. This change alone would customize the monk's fighting style a lot. An example below.
You can add one of the following Fighting Style to your martial arts.
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.(aka Crusher Feat)
When you use a quarterstaff, or a spear, they gain the reach property.
When you engage in two monk weapon fighting, you can add your ability modifier to the damage of the second attack.(aka Two-Weapon Fighting style)
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a monk weapon to use this reaction.(aka Interception style)
You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.(aka Mariner (UA) style)
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.(aka Tunnel Fighter (UA) style)
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.(aka Blind Fighting style)
2) Make the monk able to exploit the weak points of the opponents. This is done by receiving a bonus to damage equal to his proficiency on all opponents he has advantage over. This would increase his damage gradually, thus avoiding adding new attacks or special powers with ki cost.
3) The monk has a lot of abilities that are centered only on him, this makes it difficult for the Master and the player to use them. These abilities would be "slow fall" and "deflect missiles". To the list it would be interesting to add "Stillness of Mind" and "quickened healing", but not so necessary. Below is how I would change these features.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you or one of your allies within your range are hit by a ranged weapon attack. When you do so, the damage 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 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.
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. Additionally, you can use this reaction to give this same power to up to 4 people within range of your movement by consuming 1 ki point.
Quickened Healing (Optional)
Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You or one of your allies regain a number of hit points equal to the number rolled plus your proficiency bonus. To heal one of your allies, you must be able to touch him.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect that is causing you or one of your allies to be charmed or frightened. To save one of your allies, you must be able to touch him.
Everything else I'm not saying is less important, but it can be forwarded to the sub-classes. Maybe the only thing that bothers me is that darts aren't monk weapons and "Dedicated Weapon" doesn't solve the problem.
Weapons like Pike, Glaive, Halberd, could be interesting, but I guess only for subclasses. This is because it might go against the kensei who can't choose weapons that are heavy.
See these are some excellent tweaks;
Giving monk two weapon fighting,interception,blind fighting style,etc...are very well inline with the martial artist concept that Wotc are trying to implement with Monk.
I very much agree that these monk abilities should apply to your ally aswell giving them that support melee aspect.
Honestly they need to remove the restrictions on Kensei since dedicated Weapon does a similar function to their Kensei weapons feature.
Okay what If the Monk Class had their own version of Favored Foe?
Favored Foe (Optional) This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Like I Imagine it adds your Martial Arts die and scales accordingly with it.
Flow State or Mushin
You have practiced emptying your mind of all thoughts, desires, and assumptions. When your mind is clear, you are free from your ego and are able to act spontaneously and fluidly without emotion and hesitation.
When you hit a creature with an attack roll, you can target it as your sole enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the sole enemy and deal damage to it, including when you target it, you increase that damage by your Martial Arts die.
You can use this feature to target a sole enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
This feature's extra damage increase with your Martial Arts die.
Made even further tweaks to what I imagine a Revised Monk Class could look like.
Inspired by what Thrikeen was going for, plus what I liked from Haraviks and Aanx tweaks.
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+ your Constitution modifier per monk level after 1st
Proficiencies
Armor: None Weapons: Simple weapons, shortswords and pikes. Tools: Choose one type of artisan's tools or one musical instrument Saving Throws:Wisdom, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Medicine, 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, pikes 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 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.
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 d12 at 17th.
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
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 + wisdom modifier + proficinacy bonus determine the number of points you have.
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 2 ki point to make two additional unarmed strikes as part of the same action. The amount of unarmed strikes increase as you gain levels in this class following your Proficiency Bonus, as do the cost for every additional unarmed strike by 1 ki point for each subsequent strike (max of 6 ki points).
Patient 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 Dodge, 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 Medium 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.
Dedicated Weapon (Optional)
Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
The weapon must be a simple or martial weapon.
You must be proficient with it.
It must lack the heavy and special properties.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Ranged Melee Fighting. When use a two-handed or versatile melee weapon, add 5 feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
Deflect Attack
Starting at 3rd level, you can spend 1 ki point to use your reaction to deflect an attack or catch the missile when you or one of your allies within your range are hit by an attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
When you reduce the damage to 0 and if you catch the missile provided 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.
Ki-Fueled Attack (Optional)
Also at 3rd level, if 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.
Ability Score Improvement
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.
Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
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. Moreover you can use your Dexterity modifier to determine your Jump distance.
Quickened Healing (Optional)
Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You or one of your allies regain a number of hit points equal to the number rolled plus your proficiency bonus.
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 become dazed. On a failed save the target has a -2 penalty to attack rolls, ability checks and Dexterity saving throws and it can’t take reactions until the end of your next turn.
Beginning at 9 level, on a failed Constitution saving throw the target is stunned until the end of your next turn, and at 17th level every time you make a critical hit the enemy is automatically stunned until the end of your next turn.
Focused Aim (Optional)
Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
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.
Pressure Points (Optional)
At 6th level, when you channel ki into your attacks you augment its effectiveness.
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 the target:
Weakened Body. The target has disadvantage on the next saving throw it makes before the end of your next turn.
Terror Touch. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
Blind Rage. The target suffers disadvantage on all attack rolls against targets other than you until the end of your next turn.
Tender Flesh. The target gains vulnerability to bludgeoning damage until the end of your next turn.
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 have advantage on saving throws against being charmed or frightened. This applies to initial saves as well as ongoing saving throws. If you become aware that you or one of your allies are charmed or frightened you can use your action to end one of these effects.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Flow State, Mushin or Empty Mind (Optional)
Starting at 10th level, you have practiced emptying your mind of all thoughts, desires, and assumptions. When your mind is clear, you are free from your ego and are able to act spontaneously and fluidly without emotion and hesitation.
When you hit a creature with an attack roll, you can target it as your Sole Focus for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the Sole Focus and deal damage to it, including when you target it, you increase that damage by your Martial Arts die.
You can use this feature to target a Sole Focus a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
This feature's extra damage increase with your Martial Arts die.
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.
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.
Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 10 ki points. Additionally, When you use your Flurry of Blows feature it costs no ki.
Okay what If the Monk Class had their own version of Favored Foe?
Favored Foe (Optional) This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Like I Imagine it adds your Martial Arts die and scales accordingly with it.
Flow State or Mushin
You have practiced emptying your mind of all thoughts, desires, and assumptions. When your mind is clear, you are free from your ego and are able to act spontaneously and fluidly without emotion and hesitation.
When you hit a creature with an attack roll, you can target it as your sole enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the sole enemy and deal damage to it, including when you target it, you increase that damage by your Martial Arts die.
You can use this feature to target a sole enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
This feature's extra damage increase with your Martial Arts die.
Why though? Ignoring the fact that 1d4 additional damage once per turn is pretty whatever and being a mostly melee class you're going to have to make a ton of concentration checks to keep it up, it just doesn't really add anything to the Monk. If you want the Monk to deal more damage just increase the Martial Arts die and call it a day.
I mean that's a given but they aren't really doing anything with their concentration and being able to do an addtional martial arts die for each hit you do, highly increases their damage output, I see it as a good 10th level feature that adds your current MA die.
Also Diamond Soul is somewhere around the corner if it's to be a 10th level feature.
It's a nice idea but I'm wary again of falling into the trap of thinking that the only way to increase a Monk's damage is to… well, increase their damage. All that ends up doing is making them more like a fighter or some other existing martial class, rather than making them more unique.
This is why I tend to prefer new ways to attack (specifically a reaction) and more ways to debuff enemies, as this will not only improve your own damage output, but that of the party, which is more powerful overall.
If you think about it in terms of mixing in a little more control caster to the mix; the most powerful Bards never need to inflict a single point of damage, as often they'll kill enemies far quicker by helping their allies to deal the actual damage. We already get this a bit from Stunning Strike, but it's too limited (requires either an enemy with poor CON saves or a lot of Ki to brute force it), but with more ways to debuff enemies we'd have more options.
Again this is why I mentioned adding Open Hand Technique as standard for Monks (and giving Open Hand something else) as knocking enemies prone or moving them can combo well with a party, as well as give us a way to disengage while attacking full force (in a similar way to the Crusher feat).
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To increase the damage it just need to remove the constraint that darts are not a monk weapon and have an extra Ability Score Improvement to take the "sharpshooter" feat, since it makes good synergy with the stun attack. But that's not enough, it would take some character customization options.
To be able to customize the monk and not make it a rigid class, it wouldn't hurt to have the "fighting style" feature, but customized for the monk. This feature could include the the open hand techniques. I've never understood why only the ranger, fighter, and paladin have this privilege. Classes like the rogue, barbarian, and monk are excluded.
Leave the role of the "Favored Foe" to the Ranger. The monk is a master of martial arts and a master knows how to pick up the weakness of enemies when it is there.
I propose this feature:
Dao of Slaughter
At 15th level, your mastery on martial arts and ki grants you the ability to exploit the weak points of the opponents. Perhaps for some creatures forgiveness still exists, but for others the only forgiveness is death. You gain a bonus damage rolls equal to your Wisdom modifier (minimum of +1) on all enemies you have an advantage over.
I've been doing a Monk Battle Master lately and the feature I gave at at 17th level is a different way to exploit the opponent's weaknesses.
Dao of Battle At 3rd level, your martial arts training give you a supernatural strength. As a result, whenever you make a Dexterity (Acrobatics) or a Strength (Athletics) check you can add one Martial die to the roll, provided you aren't incapacitated.
Omniscient Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Alignment Speed Armor Class Current hit points Strength saving throw Dexterity saving throw Constitution saving throw Challenge level
Improved Martial Arts At 11th level, once on each of your turns when you make an attack, you can make another unarmed attack against a different creature that is within 5 feet of the original target.
Unstoppable At 17th level, you learn how to use the information you gather from your opponents to your advantage. Choose one of the creatures you observed in the last hour with "Omniscient", When he has to make saving throws against your MMA techniques the creature must subtract from his throw a number equal to your wisdom modifier (minimum of +1).
I like the idea of a “melee counter spell”. That will be a great homebrew, as a feat (improvement to mage slayer), a addition to monk tradition, or a magic item that allows it.
I like the mage slayer lite ability. And could see other effects being added to unarmed strikes or FoB. Like giving disadvantage on attacks until the start of your next turn, or the blinded condition, frightened, speed reduction, or penalties to ability checks. In addition to what’s been discussed with Open Hand Technique (though I doubt that would be moved to the core class in 2024). A few add-ons similar to Tasha’s optional features to the core class would be nice to see.
Maybe echo something from back in the old D&D 1e mechanic, where if you roll 5 points over the targets AC on a attack it’s a auto stun. But now in 5e it can be on a critical hit you have a choice between being able to get a free Ki effect or the normal damage bonus when you crit.
Because making a long jump is a Strength thing that doesn't make sense as a Dexterity thing? You can't just swap everything to Dex.
I agree with this sentiment; while I think a dextrous character should be able to jump reasonably well, that's just a reason not to fully dump Strength.
I mean that's a nice sentiment, but not really how 5e is built as a game. If you need strength to jump, but strength doesn't offer anything else to the character... most people from my experience would rather just not jump and complain about how bad it feels than compromise a more significant part of their build.
5e just makes being good at things you're not supposed to be good at too expensive for most players to bother, which is why so many attribute replacers exist in the first place.
okay what about an optional feature thats akin to spell-less Ranger, where the ki amount becomes wisdom modifier + proficiency bonus and they gain maneuvers and superiority die.
So I like Aanx's idea of giving them the ability to make athletics checks with their wisdom at level 10, and I would say persuasion and deception checks with their wisdom at level 13. I still like the idea of Ki being Monk level + wis modifier. I still like the idea of Martial arts die increasing every 4 levels (1-4 d4, 5-8 d6, 9-12 d8, 13-16 d10, 17-19 d 12. Capstone 2d12 monk die. But my new "Simple fix" is Flurry of blows unchanged, Patient defense "as part of your action you may spend 1 ki point to perform the dodge action" (this would trigger ki fueled attack btw, which may be too strong at early levels), Step of the wind "you may take a bonus action to........" Essentially Patient defense costs a ki, but not a bonus action, Step of the wind costs a bonus action but no ki, and flurry of blows still costs both. This, surprisingly, increases the power of the monk at all levels a significant amount. Fixing some of the weaker sublcasses is still a thing, but this does a lot.
Everyone pretty much want Step of the Wind to function like Cunning Action.
although I do like patient defense not consuming a BA.
I'm partial to the idea of scaling FOB to follow prof bonus at the risk of removing extra attack but making it add additional attacks without consuming a BA, either that or keeping the same amount but not cost Ki to replace the BA unarmed strike,it bothers me a tad that only monks can BA unarmed strike its functionally two weapon fighting but unarmed so they should be a standard so non monk hand to hand characters can deal more hits without a monk dip.
gathered the reaction based maneuvers from battlemaster and adapted them for monk;
Martial Techniques
Counter-strike: When a creature misses you with an attack, you can use your reaction and expend 1 ki point to make a melee weapon attack against the creature. (Riposte)
Block: When another creature damages you with an attack, you can use your reaction to reduce the damage by an amount of Ki you spend + your Dexterity modifier.(Parry)
Graceful Positioning: When you hit a creature with an attack, you can expend a ki point to maneuver one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.(Maneuvering Attack)
First-Strike: When a creature you can see moves into your reach, you can use your reaction to expend one Ki point and make one attack against the creature, using that weapon or unarmed strike. (Brace)
okay what about an optional feature thats akin to spell-less Ranger, where the ki amount becomes wisdom modifier + proficiency bonus and they gain maneuvers and superiority die.
After Gathering the reaction maneuvers it makes me want this more.
Martial Techniques (Optional)
At 2nd level, you learn maneuvers that are fueled by special dice called Technique dice.
The number of Ki points you have is now determined by this class's Proficiency bonus + your Wisdom modifier.
Maneuvers
You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Technique Dice
You have five Technique dice, which are equal to your martial arts die. A Technique die is expended when you use it. You regain all of your expended Technique dice when you finish a short or long rest.
Additionally, you can use your Ki points to preform a maneuver without adding the martial arts die to the attack's damage roll.
Saving Throws
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Wisdom or Dexterity modifier (your choice)
How about if you add the monks dex mod to the jump distance. Something like the champion fighter gets. ‘’In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Dex modifier.”
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Never wanted to make big changes, just to be able to see all the possible changes and when there are no more new ideas eliminate the less needed changes. If it were up to me I would only make 3 changes in the monk class.
1) I would add a Fighting style like that of the fighter / Ranger / Paladin, but customized to the monk in the option of his martial arts. This change alone would customize the monk's fighting style a lot. An example below.
2) Make the monk able to exploit the weak points of the opponents. This is done by receiving a bonus to damage equal to his proficiency on all opponents he has advantage over. This would increase his damage gradually, thus avoiding adding new attacks or special powers with ki cost.
3) The monk has a lot of abilities that are centered only on him, this makes it difficult for the Master and the player to use them. These abilities would be "slow fall" and "deflect missiles". To the list it would be interesting to add "Stillness of Mind" and "quickened healing", but not so necessary. Below is how I would change these features.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you or one of your allies within your range are hit by a ranged weapon attack. When you do so, the damage 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 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.
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. Additionally, you can use this reaction to give this same power to up to 4 people within range of your movement by consuming 1 ki point.
Quickened Healing (Optional)
Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You or one of your allies regain a number of hit points equal to the number rolled plus your proficiency bonus. To heal one of your allies, you must be able to touch him.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect that is causing you or one of your allies to be charmed or frightened. To save one of your allies, you must be able to touch him.
Everything else I'm not saying is less important, but it can be forwarded to the sub-classes. Maybe the only thing that bothers me is that darts aren't monk weapons and "Dedicated Weapon" doesn't solve the problem.
Weapons like Pike, Glaive, Halberd, could be interesting, but I guess only for subclasses. This is because it might go against the kensei who can't choose weapons that are heavy.
See these are some excellent tweaks;
Giving monk two weapon fighting,interception,blind fighting style,etc...are very well inline with the martial artist concept that Wotc are trying to implement with Monk.
I very much agree that these monk abilities should apply to your ally aswell giving them that support melee aspect.
Honestly they need to remove the restrictions on Kensei since dedicated Weapon does a similar function to their Kensei weapons feature.
Okay what If the Monk Class had their own version of Favored Foe?
Favored Foe (Optional)
This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Like I Imagine it adds your Martial Arts die and scales accordingly with it.
Flow State or Mushin
You have practiced emptying your mind of all thoughts, desires, and assumptions. When your mind is clear, you are free from your ego and are able to act spontaneously and fluidly without emotion and hesitation.
When you hit a creature with an attack roll, you can target it as your sole enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the sole enemy and deal damage to it, including when you target it, you increase that damage by your Martial Arts die.
You can use this feature to target a sole enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
This feature's extra damage increase with your Martial Arts die.
Made even further tweaks to what I imagine a Revised Monk Class could look like.
Inspired by what Thrikeen was going for, plus what I liked from Haraviks and Aanx tweaks.
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+ your Constitution modifier per monk level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, shortswords and pikes.
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Wisdom, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Medicine, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
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, pikes 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 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
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 + wisdom modifier + proficinacy bonus determine the number of points you have.
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
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing Medium 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.
Dedicated Weapon (Optional)
Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
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.
Deflect Attack
Starting at 3rd level, you can spend 1 ki point to use your reaction to deflect an attack or catch the missile when you or one of your allies within your range are hit by an attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
When you reduce the damage to 0 and if you catch the missile provided 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.
Ki-Fueled Attack (Optional)
Also at 3rd level, if 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.
Ability Score Improvement
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.
Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
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. Moreover you can use your Dexterity modifier to determine your Jump distance .
Quickened Healing (Optional)
Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You or one of your allies regain a number of hit points equal to the number rolled plus your proficiency bonus.
Extra AttackBeginning 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 become dazed. On a failed save the target has a -2 penalty to attack rolls, ability checks and Dexterity saving throws and it can’t take reactions until the end of your next turn.
Beginning at 9 level, on a failed Constitution saving throw the target is stunned until the end of your next turn, and at 17th level every time you make a critical hit the enemy is automatically stunned until the end of your next turn.
Focused Aim (Optional)
Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
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.
Pressure Points (Optional)
At 6th level, when you channel ki into your attacks you augment its effectiveness.
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 the target:
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 have advantage on saving throws against being charmed or frightened. This applies to initial saves as well as ongoing saving throws. If you become aware that you or one of your allies are charmed or frightened you can use your action to end one of these effects.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Flow State, Mushin or Empty Mind (Optional)
Starting at 10th level, you have practiced emptying your mind of all thoughts, desires, and assumptions. When your mind is clear, you are free from your ego and are able to act spontaneously and fluidly without emotion and hesitation.
When you hit a creature with an attack roll, you can target it as your Sole Focus for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the Sole Focus and deal damage to it, including when you target it, you increase that damage by your Martial Arts die.
You can use this feature to target a Sole Focus a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
This feature's extra damage increase with your Martial Arts die.
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.
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.
Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 10 ki points. Additionally, When you use your Flurry of Blows feature it costs no ki.
I mean that's a given but they aren't really doing anything with their concentration and being able to do an addtional martial arts die for each hit you do, highly increases their damage output, I see it as a good 10th level feature that adds your current MA die.
Also Diamond Soul is somewhere around the corner if it's to be a 10th level feature.
It's a nice idea but I'm wary again of falling into the trap of thinking that the only way to increase a Monk's damage is to… well, increase their damage. All that ends up doing is making them more like a fighter or some other existing martial class, rather than making them more unique.
This is why I tend to prefer new ways to attack (specifically a reaction) and more ways to debuff enemies, as this will not only improve your own damage output, but that of the party, which is more powerful overall.
If you think about it in terms of mixing in a little more control caster to the mix; the most powerful Bards never need to inflict a single point of damage, as often they'll kill enemies far quicker by helping their allies to deal the actual damage. We already get this a bit from Stunning Strike, but it's too limited (requires either an enemy with poor CON saves or a lot of Ki to brute force it), but with more ways to debuff enemies we'd have more options.
Again this is why I mentioned adding Open Hand Technique as standard for Monks (and giving Open Hand something else) as knocking enemies prone or moving them can combo well with a party, as well as give us a way to disengage while attacking full force (in a similar way to the Crusher feat).
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I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
To increase the damage it just need to remove the constraint that darts are not a monk weapon and have an extra Ability Score Improvement to take the "sharpshooter" feat, since it makes good synergy with the stun attack. But that's not enough, it would take some character customization options.
To be able to customize the monk and not make it a rigid class, it wouldn't hurt to have the "fighting style" feature, but customized for the monk. This feature could include the the open hand techniques. I've never understood why only the ranger, fighter, and paladin have this privilege. Classes like the rogue, barbarian, and monk are excluded.
Leave the role of the "Favored Foe" to the Ranger. The monk is a master of martial arts and a master knows how to pick up the weakness of enemies when it is there.
I propose this feature:
Dao of Slaughter
At 15th level, your mastery on martial arts and ki grants you the ability to exploit the weak points of the opponents. Perhaps for some creatures forgiveness still exists, but for others the only forgiveness is death. You gain a bonus damage rolls equal to your Wisdom modifier (minimum of +1) on all enemies you have an advantage over.
I've been doing a Monk Battle Master lately and the feature I gave at at 17th level is a different way to exploit the opponent's weaknesses.
Dao of Battle
At 3rd level, your martial arts training give you a supernatural strength. As a result, whenever you make a Dexterity (Acrobatics) or a Strength (Athletics) check you can add one Martial die to the roll, provided you aren't incapacitated.
Omniscient
Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Alignment
Speed
Armor Class
Current hit points
Strength saving throw
Dexterity saving throw
Constitution saving throw
Challenge level
Improved Martial Arts
At 11th level, once on each of your turns when you make an attack, you can make another unarmed attack against a different creature that is within 5 feet of the original target.
Unstoppable
At 17th level, you learn how to use the information you gather from your opponents to your advantage. Choose one of the creatures you observed in the last hour with "Omniscient", When he has to make saving throws against your MMA techniques the creature must subtract from his throw a number equal to your wisdom modifier (minimum of +1).
I like the idea of a “melee counter spell”. That will be a great homebrew, as a feat (improvement to mage slayer), a addition to monk tradition, or a magic item that allows it.
I like the mage slayer lite ability. And could see other effects being added to unarmed strikes or FoB. Like giving disadvantage on attacks until the start of your next turn, or the blinded condition, frightened, speed reduction, or penalties to ability checks. In addition to what’s been discussed with Open Hand Technique (though I doubt that would be moved to the core class in 2024).
A few add-ons similar to Tasha’s optional features to the core class would be nice to see.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Maybe echo something from back in the old D&D 1e mechanic, where if you roll 5 points over the targets AC on a attack it’s a auto stun. But now in 5e it can be on a critical hit you have a choice between being able to get a free Ki effect or the normal damage bonus when you crit.
I mean that's a nice sentiment, but not really how 5e is built as a game. If you need strength to jump, but strength doesn't offer anything else to the character... most people from my experience would rather just not jump and complain about how bad it feels than compromise a more significant part of their build.
5e just makes being good at things you're not supposed to be good at too expensive for most players to bother, which is why so many attribute replacers exist in the first place.
okay what about an optional feature thats akin to spell-less Ranger, where the ki amount becomes wisdom modifier + proficiency bonus and they gain maneuvers and superiority die.
https://www.gmbinder.com/share/-Mz734bN8gWVYvErwFpw
So I had some new "Simple fix" ideas.
So I like Aanx's idea of giving them the ability to make athletics checks with their wisdom at level 10, and I would say persuasion and deception checks with their wisdom at level 13. I still like the idea of Ki being Monk level + wis modifier. I still like the idea of Martial arts die increasing every 4 levels (1-4 d4, 5-8 d6, 9-12 d8, 13-16 d10, 17-19 d 12. Capstone 2d12 monk die. But my new "Simple fix" is Flurry of blows unchanged, Patient defense "as part of your action you may spend 1 ki point to perform the dodge action" (this would trigger ki fueled attack btw, which may be too strong at early levels), Step of the wind "you may take a bonus action to........" Essentially Patient defense costs a ki, but not a bonus action, Step of the wind costs a bonus action but no ki, and flurry of blows still costs both. This, surprisingly, increases the power of the monk at all levels a significant amount. Fixing some of the weaker sublcasses is still a thing, but this does a lot.
Everyone pretty much want Step of the Wind to function like Cunning Action.
although I do like patient defense not consuming a BA.
I'm partial to the idea of scaling FOB to follow prof bonus at the risk of removing extra attack but making it add additional attacks without consuming a BA, either that or keeping the same amount but not cost Ki to replace the BA unarmed strike,it bothers me a tad that only monks can BA unarmed strike its functionally two weapon fighting but unarmed so they should be a standard so non monk hand to hand characters can deal more hits without a monk dip.
gathered the reaction based maneuvers from battlemaster and adapted them for monk;
Martial Techniques
After Gathering the reaction maneuvers it makes me want this more.
Martial Techniques (Optional)
At 2nd level, you learn maneuvers that are fueled by special dice called Technique dice.
The number of Ki points you have is now determined by this class's Proficiency bonus + your Wisdom modifier.
Maneuvers
You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Technique Dice
You have five Technique dice, which are equal to your martial arts die. A Technique die is expended when you use it. You regain all of your expended Technique dice when you finish a short or long rest.
Additionally, you can use your Ki points to preform a maneuver without adding the martial arts die to the attack's damage roll.
Saving Throws
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Wisdom or Dexterity modifier (your choice)
How about if you add the monks dex mod to the jump distance. Something like the champion fighter gets. ‘’In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Dex modifier.”