There already are subclasses that use "magic". Way of Shadow, Way of the Sun Soul and Way of the Four Elements to be precise. As you can see, it's usually not particularly broken. I also think that's enough for spell casting subclasses. That's already more than other martial classes get and I'm honestly quite sick of seeing spell casting crammed into every class just because it's the one mechanic WotC managed to make somewhat work. It's lazy and boring. If I wanted to cast spells I'd play an actual spell caster (be it a half-caster or a full-caster).
I agree with this. The biggest issue is how martials are still not scaling. Especially at levels above 10. Monks, Barbarians, Rangers and Rogues all fall off after level 10 by comparison to other classes. Rogues being the "least" fall off one because of reliable talent means they can still kind of do something mostly outside of combat. Monks and rangers are all reliant on their subclasses to carry them into that tier of play, and, with the exception of a couple ranger subclasses, the best that either can get is an extra d8 of damage. Barbarians get 1 extra die of damage on a crit at 9 and nothing for damage at 11 just not going down. At least fighters get an entire extra attack and paladin's get an extra d8 on all attacks instead of just 1. Meanwhile caster classes all gain a 6th level spell and all of their cantrips auto scale up. If it wasn't for super strong feats like GWM, SS and to a lesser extent PAM martials just would not keep up with casters. The fact that martials usually need to use powerful feats (which are an optional rule) to compete really does illustrate the issue with martials in general.
That's why Hex and Hunter's Mark are great on Monks because it throws in an extra D6 damage for each attack.
Hexblood lineage and Fey Touched are great Boons for the Monk class in general.
Kind of, because your martial arts attack and your flurry of blows both utilize your bonus action and so does hex and hunter's mark (a warlock and a ranger spell) it means you lose out on 1 to 2 attacks the turn you activate the spell and every turn you have to spend moving the spell. So depending on those factors it could actually be less damage than just using flurry of blows.
You're absolutely correct about that, which is why I added a favored foe type feature to my proposed revised monk because it doesn't consume an action, although it only applies one addtional martial arts die.
I might just go and add a variant version that applies to all attacks since I put it at Teir 3 but also make it not work with the variant Flurry of blows I added.
Maybe world energies should be one of the fighting styles. It feels like adding magic to every monk might make it too powerful. Magic monk would be a great sub class idea. That way you could still have the extra unarmed attack without breaking the balance.
There already are subclasses that use "magic". Way of Shadow, Way of the Sun Soul and Way of the Four Elements to be precise. As you can see, it's usually not particularly broken. I also think that's enough for spell casting subclasses. That's already more than other martial classes get and I'm honestly quite sick of seeing spell casting crammed into every class just because it's the one mechanic WotC managed to make somewhat work. It's lazy and boring. If I wanted to cast spells I'd play an actual spell caster (be it a half-caster or a full-caster).
These sub-classes are not effective and "way of the shadow" does not use spells to directly attack. This can be solved by having one attack as the main action and 2+1 bonus attacks that are not dependent on the pricipal attack, this would allow the monk to cast a spell and at the same time make 2+1 unarmed attacks in his independent bonus action. At the same time, it's allows the monk to be able to use his action to Disengage, Hide or Sprint wasting only one attack and still use his weaponless attacks. Hearing your opinions, it must be said that this synergy is too much of a gift, moving the 3 cantrips as martial style seems to me a good idea. In World energies I leave only one 1st level spell.
So I was thinking to add these two elements in Martial style:
Ki Warrior. You learn two cantrips of your choice. They count as ranger spells for you. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip.
Ki Transfer. When you learn a spell, for racial reasons or other class abilities this spell(s) can be fueled by your ki power. 1 ki is equivalent to a level 1 spell. (This one seems OP to me, but I'll try to pitch it to you anyway)
Martial Arts
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
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. (You already know how I feel about a practical way to disengage from the enemy).
You can make one unarmed attack as a bonus action.
Ki
Flurry of Blows. Immediately after you make your bonus action on your turn, you can spend 1 ki power to make one unarmed strikes as part of your bonus action.
Reactive Defense. You can spend 1 ki power to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
World Energies. You learn 1 of the following spells. Burning Hands, Earth Tremor, Frost Fingers, Inflict Wonds, Magic Missile, Chromatic Orb, Thunderwave As an action, as an action, you can cast this spell by using 1 ki power per spell level (max:1ki x 1/2 monk level), the spell is performed without providing material components.
Martial Style
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons
Blind Monk. 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.
Close Quarters Shooter. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Defensive Stance. As an 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.
Divine Sense. As an action you can 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.
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 power.
Flurry of Weapon Attacks. Immediately after you take the Attack action on your turn, you can spend 1 ki power to treat monk weapons as unarmed strikes for the purposes of other class abilities. (This is for being able to make multiple attacks with the main weapon(s)).
Interception. 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.
Ki Warrior. You learn two cantrips of your choice. They count as ranger spells for you. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip.
Ki Transfer. When you learn a spell, for racial reasons or other class abilities this spell(s) can be fueled by your ki power. 1 ki is equivalent to a level 1 spell.
Athlete. You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Mask of Many Faces. You can cast Disguise Self at will, without expending ki point.
Mixed Martial Arts. You learn one MMA Technique of your choice from among those available to the Combat Master archetype. The Mixed Martial arts use your ki power to fuel the MMA technique. 1 ki power is expended when you use it.
Monkey Step. 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.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a monk weapon.
Staff Control. When you use a quarterstaff, or a spear, they gain the reach property, and your jump distance is doubled.
Thrown Weapon Fighting. You can draw a monk weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Turtle Breathing Art. 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 4 people within 60 feet of you by consuming 1 ki power.
Two-Weapon Fighting. When you engage in two monk weapon fighting, you can add your ability modifier to the damage of the second attack.
Wrestler. When you are totally unarmed, you gain a +2 bonus to damage rolls with unarmed attacks.
Extra Unarmed Attack Beginning at 5th level, after attacking with your bonus unarmed attack or with your secondary weapon as part of the same bonus action you can make an unarmed attack.
That's why Hex and Hunter's Mark are great on Monks because it throws in an extra D6 damage for each attack.
Hexblood lineage and Fey Touched are great Boons for the Monk class in general.
I found a spell that would look better with the monk.
Arcane Weapon (UA)
Source: Unearthed Arcana 60 - The Artificer Returns
1st-level transmutation
Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 hour
You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.
As a bonus action, you can change the damage type, choosing from the options above.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
Kind of, because your martial arts attack and your flurry of blows both utilize your bonus action and so does hex and hunter's mark (a warlock and a ranger spell) it means you lose out on 1 to 2 attacks the turn you activate the spell and every turn you have to spend moving the spell. So depending on those factors it could actually be less damage than just using flurry of blows.
You're absolutely correct about that, which is why I added a favored foe type feature to my proposed revised monk because it doesn't consume an action, although it only applies one addtional martial arts die.
I might just go and add a variant version that applies to all attacks since I put it at Teir 3 but also make it not work with the variant Flurry of blows I added.
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.
Your idea is original, but isn't it better to go for something more simple like Improved Divine Smite (Paladin calsse)
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
I was thinking of proposing this.
Dao of Slaughter
At 15th level, the mastery on martial arts and ki grants you the ability to exploit the weak points of the opponents. You gain a bonus damage rolls equal to your Wisdom modifier (minimum of +1) on all enemies you have an advantage over.
I find that it suits a martial arts master and leads the monk to exploit his techniques to have an advantage over his opponent. Unfortunately this feature can be abused by "Reckless Attack" (Barbarian class).
Inspired by what Thrikeen was going for, plus what I liked from Haraviks and Aanx tweaks, and numerous ideas i read in this thread.
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 + your wisdom modifier + your proficiency 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 1 ki point to make two additional unarmed strikes as part of the same action.
Flurry of Blows (Optional Variant). Immediately after you take the Attack action on your turn, you can spend 2 ki points to make two unarmed strikes as a bonus 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 2 ki point to freely take the Dodge, Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Martial Techniques (Optional)
Replaces the Ki Response feature.
At 2nd level, you learn maneuvers that are fueled by special dice called Technique dice.
The number of Ki points you now have is 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 spend a Ki point 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)
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
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.
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.
Ki Response
At 7th level, your training in the mystic art of Ki has grown; providing you access to additional features.
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)
Puppeteer-Strike: 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)
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.
Pressure Points
At 10th 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.
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 Mind (Optional)
At 15th 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).
Every time 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.
Empty Mind (Optional)
For Flurry of Blows (Optional Variant)
At 15th 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.
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 4 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 half your total Ki points. Additionally, your Flurry of Blows feature no longer costs Ki.
I think ki warrior is basically Druidic warrior so that is good. Ki transfer seem like it would be ok since it is a whole fighting style and not a core feature of the class. I really like the idea of allowing an unarmed attack with the bonus action not being tied to attacking with your action. Makes sense for the monk.
Ki Warrior. You learn two cantrips of your choice. They count as ranger spells for you. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip.
Ki Transfer. When you learn a spell, for racial reasons or other class abilities this spell(s) can be fueled by your ki power. 1 ki is equivalent to a level 1 spell. (This one seems OP to me, but I'll try to pitch it to you anyway)
Here in blue are all the changes I made to the monk class. There are many, but not all are necessary as changes, but only proposals, even if a little exaggerated.
Class Features
As a monk, you gain the following class features.
Hit Points
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
Armor: None
Weapons: Simple Weapons, Shortsword, Scimitar and Whip
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose tree from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, Religion and Stealth.
Equipment
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 Weapons
(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.
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 any Simple and Martial Weapons, that don't have the heavy and special properties. You gain the following benefits while you are unarmed or wielding only monk weapons that you have proficiency and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
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.
You can make one unarmed attack as a bonus action.
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
At 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki powers. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Reactive Defense, and World Energies. You learn more ki features as you gain levels in this class. When you spend a ki power, 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 powers. 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:
Flurry of Blows. Immediately after you make your bonus action on your turn, you can spend 1 ki power to make one unarmed strikes as part of your bonus action.
Reactive Defense. You can spend 1 ki power to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
World Energies. You learn 1 of the following spells. Burning Hands, Earth Tremor, Frost Fingers, Inflict Wonds, Magic Missile, Chromatic Orb, Thunderwave As an action, as an action, you can cast this spell by using 1 ki power per spell level (max:1ki x 1/2 monk level), the spell is performed without providing material components.`
Martial Style
Starting at 2nd level, you can adopt a particular style in your Martial art. Choose one of the following options. You can't take a Martial Style option more than once, even if you later get to choose again. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons
Athlete. You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Blind Monk. 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.
Brutal. You deal one additional martial arts dice damage once per turn.
Close Quarters Shooter. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Defensive Stance. As an 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.
Divine Sense. As an action you can activate your divine sense on the region around you. For 1 minute per ki power you can sense the following types of presences 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.
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 power.
Flurry of Weapon Attacks. Immediately after you take the Attack action on your turn, you can spend 1 ki power to treat monk weapons as unarmed strikes for the purposes of other class abilities.
Interception. 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).
Ki Warrior. You learn two cantrips of your choice. When you gain a level in this class, you can replace one of these cantrips with another cantrip.
Ki Transfer. When you learn a spell, for racial reasons or other class abilities this spell(s) can be fueled by your ki power. 1 ki is equivalent to a level 1 spell.
Mask of Many Faces. You can cast Disguise Self at will, without expending ki point.
Mixed Martial Arts. You learn one MMA Technique of your choice from among those available to the Combat Master archetype. The Mixed Martial arts use your ki power to fuel the MMA technique. 1 ki power is expended when you use it.
Monkey Step. 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.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a monk weapon.
Staff Control. When you use a quarterstaff, or a spear, they gain the reach property, and your jump distance is doubled.
Thrown Weapon Fighting. You can draw a monk weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Turtle Breathing Art. 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 4 people within 60 feet of you by consuming 1 ki power.
Two-Weapon Fighting. When you engage in two monk weapon fighting, you can add your ability modifier to the damage of the second attack.
Wrestler. When you are totally unarmed, you gain a +2 bonus to damage rolls with unarmed attacks.
UnarmoredMovement
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. You can choose to use your reaction to not fall for a turn. At 18th level, you gain the ability to move in the air on your turn without falling during the move.
MonasticTradition
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, 13th and 17th level.
DeflectMissiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you or an ally 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 power 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.
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.
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 the same reaction to give this power to up to 4 people within range of your movement by consuming 1 ki power.
QuickenedHealing
Also at 4th level, as an action, you can spend 2 ki powers and roll a Martial Arts die. You or one willing creature that you touch regain a number of hit points equal to the number rolled plus your proficiency bonus.
Extra Unarmed Attack
Beginning at 5th level, after attacking with your bonus unarmed attack or with your secondary weapon as part of the same bonus action you can make an unarmed attack.
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 power 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.
Ki-Empowered Body
Starting at 6th level, your hard training has made your body a weapon. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when your weapon is enhanced by a spell, your unarmed attacks are also enhanced in the same way.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect that is causing you or one willing creature that you touch to be charmed or frightened.
Body Cultivation
At 10th level, your ki is so powerful that it is now part of your body, this makes you immune to diseases and poisons and allows you to use your Wisdom modifier in place of your Strength modifier when making Athletics checks. Additionally the knowledge that you have about your body and the ki energy, allows you as an action to make a Medicine check to cure a disease or a poison from one willing creature that you touch.
Tongue of the Sun and Moon
Starting at 13th level, your way of speaking and your gestures are influenced by your powerful ki. You learn to touch the ki of other minds so that you understand all spoken languages and when you make Charisma checks, you can use instead of your your Wisdom modifier. Moreover, any creature that can understand a language can understand what you say.
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 power 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, for every 10 years that pass, your body ages only 1 year and you can't be aged magically. You no longer need food or water, but you can still die of old age, however.
Dao of Slaughter
At 15th level, the mastery on martial arts and ki grants you the ability to exploit the weak points of the opponents. You gain a bonus damage equal to your Wisdom modifier (minimum of +1) on all enemies you have an advantage over.
Dao of Void
Starting at 18th level, you can use your bonus action to spend 4 ki powers to become invisible for 1 minute. During that time, you have resistance to all damage but force damage. Additionally, you can spend 8 ki powers 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, you to go beyond the human limit. Your body is so used to certain movements that has become one with your being. You can take two reactions in each of your turns. Additionally, every time you roll for initiative, you regain 4 + your Wisdom modifier ki powers.
Here is yet another way for Monk's to avoid Opportunity Attacks. Even if a monk is out of ki, he can retreat from a prone enemy making an Opportunity Attack at disadvantage.
Tripping Strike
When you hit with an unarmed strike or a monk weapon, you may choose to do no damage or spend 1 ki to force the target to make a dexterity saving throw. On a failure, the target is knocked prone.
If Tripping Strike is available at LVL 2, the following can show up individually at later levels (3-7).
Grappling Strike
When you hit with an unarmed strike or a monk weapon, you may choose to do no damage or spend 1 ki to force the target to make a strength saving throw. On a failure, the target is grappled if it is less than 2 sizes larger than you. (If the target is at least 2 sizes larger than you, you can hold on to the target as it moves.)
A grapple opens up many combos for a grappling build. Tripping Strike + Grappling Strike = prone and can't get up. Grappling Strike + wall running = fall damage. Druidic Warrior for Create Bonfire + Grappling Strike = feel the burn. I thought about making the escape DC the same as the Ki save, but an opponent can just choose to attempt a push (contested Athletics check vs Acrobatics check) either way.
Silencing Strike
When you hit with an unarmed strike or a monk weapon, you may choose to do no damage or spend 1 ki to force the target to make an intelligence saving throw. On a failure, the target is unable to speak or perform the verbal component of spells until the end of your next turn.
This one is more situational. I can think of 3 general uses. First, giving the monk an anti-caster tool. Second, keeping guards from raising an alarm. Third, for interrupting the party bard at an opportune moment. I think we all know which is most likely.
Dread strike
When you hit with an unarmed strike or a monk weapon, you may spend 1 ki to force the target to make a wisdom saving throw. On a failure, the target is frightened of you until the beginning of your next turn.
Because frightened is so debilitating, this requires spending ki.
Stunning Strike
When you hit with an unarmed strike or a monk weapon, you may spend 1 ki to force the target to make a constitution saving throw. On a failure, the target is stunned until the beginning of your next turn.
The duration is slightly changed. The PHB version is until the end of the monk's next turn. My version is till the beginning of the monks next turn. This is to slightly reduce the power level of Stunning Strike.
Soul Strike
When you hit with an unarmed strike or a monk weapon, you may spend 1 ki to force the target to make a charisma saving throw. On a failure, the target has disadvantage on saving throws until the beginning of your next turn.
Out of all the forced saving throws, this should be last. It enables many combos with all the previous strikes. It sets up caster teammates just like prone sets up martial teammates.
While these fit the flavor of the Open Hand monk, I think they should be available to the base class. There would need to be some rule to only allow only one effect on each attack.
I feel like world energies can be simplified further by letting it cast Elemental Weapon on your unarmed strikes for 3 ki points, its die size would match your Martial Arts dice and the amount of dice would increse by one for every 2 additional ki points you add.
But if it was like that it would need to be a tier 3 or late teir 2 feature.
Here is yet another way for Monk's to avoid Opportunity Attacks. Even if a monk is out of ki, he can retreat from a prone enemy making an Opportunity Attack at disadvantage.
....
I noticed that you are devising combat techniques with saving throws. You probably took your cue from the 3 open hand techniques. I've had fun creating a few of them myself. Maybe they can give you a cue to create others.
At 6th level you learn the secret techniques of the Murim world, you can manipulate your enemy’s ki when you harness your own. Choose three of the following options and whenever you hit a creature with one of the attacks granted by your Flurry of Blows, with the use of another ki you can impose one of the following effects choose on the target. At 11th level you can choose another two Murim techniques, and at 17th level you can choose another one.
It must succeed on a Constitution saving throw or suffer internal bleeding and take damage equal to one dice of your martial art. It must repeat the saving throw at the start of each of its turns. On each successive failed save, the damage of internal bleeding increases of a martial dice. After three turns the internal bleeding ends.
It must succeed on a Wisdom saving throw or be confused by your feint and be at a disadvantage in attacking until the end of your next turn. You make a push kick. It must succeed on a Strength saving throw. On a failed save, you can add one of your martial art dice to the attack's damage roll and you push the target 15 feet.
Your Ki can damage the nervous system. It must succeed on a Intelligence saving throw. On a failed save, the target can't use its next reaction and it take one of your martial art dice as psionic damage.
It must succeed on a Dexterity saving throw. On a failed save, you can hit another target with a round kick, you use the same attack roll and the same damage roll of the first target. If you take this technique 2 time you can attack all around you.
It must make a Dexterity saving throw. On a failed save, it is automatically grabbed, and you can add one of your martial art dice to the attack's damage roll.
You can hit your target and use it as a springboard to jump high (your jump is Dexterity modifier x5 ft.) and in your next attack you can hit a flaying opponent and drag him to the ground (only if you hit). The creature takes one martial art dice bludgeoning damage for every 10 feet it fell, to a maximum of 10d10 plus your attack. The creature lands prone.
You make a medicine skill check with a free action and if your check is equal or more of the CR of the target you score a critical hit on a roll of 19-20 until the end of this turn, and if your check is equal or more of one and half time of the CR of the target you score a critical hit on a roll of 18-20.
You clinching your target, it must make a Dexterity or a Strength saving throw. On a failed save, you can add your strength modifier the attack's damage roll for each attack it take in this turn. (you cant attack other target or the clinch is canceled).
Your kick hit the target lower part and you can add one of your martial art dice to the attack's damage roll. It must succeed on a Charisma saving throw or fall prone.
At 11th level you can choose two of the Murim techniques from the list of 6th and 11th level. Each time you learn new Murim techniques, you can also replace the techniques you know with a different one
You hit the nerves of your target. It must succeed on a Charisma saving throw or not be able to move, swimming or fly until the end of your next turn.
It must succeed on a Intelligence saving throw or on its next turn, it must choose whether it gets a move, an action, or a bonus action and you add one of your martial art dice to make a of psionic damage.
It must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Your Ki can damage the nervous system.
It must succeed on a Intelligence saving throw. On a failed save, the target can't use its next reaction and it take one of your martial art dice as psionic damage.
You can teleport 10 feet after attacking the opponent.
You ca use your martial die, rolling the die and adding the number rolled to your AC until the end of your next turn.
You make a brutal attack and with your ki you emit a murderous aura. It must make a Wisdom saving throw. On a failed save, you can add one of your martial art dice to the attack's damage roll plus your strength modifier and the target is frightened of you until the end of your next turn.
You make a hook attack and you hit the target chin, it must make a Constitution saving throw or fall prone until the end of your next turn.
If the target is grabbed you can throw it to the ground, it must make a Dexterity saving throw or be prone and grabbed at your feet. You have advantage in your next attacks, for free itself the target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) or Dexterity (Acrobatics) check.
At 17th level you can choose one of the Murim techniques from all the lists. Each time you learn new Murim techniques, you can also replaces the techniques you know with a different one
You blow to the throat. It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
Your attack hit the temple. It must succeed on a Intelligence saving throw or be confused. At the end of its turns, the affected target can make a Intelligence saving throw, if it succeeds, this effect end.
Your ki enters the target. It must succeed on a Charisma saving throw or be possessed and be forced to attack a partner (max near 5 ft.) and use it reaction.
You run at last 10 feet and make a flying kick. It must succeed on a Strength saving throw. You can increase your movement by 10 feet. On a failed save, you can add one of your martial art dice to the attack's damage roll and the target is pushed up to 15 feet away from you and fall prone.
Your fingers hit the target eyes. It must succeed on a Dexterity saving throw or be blind until the end of your next turn.
You goading one target. It must make a Wisdom saving throw. On a failed save the target has disadvantage on all attack rolls against targets other than you. It must repeat the saving throw at the start of each of its turns. You can use your reaction to make a cross attack to the goaded target. If your attack hit the target you deal your normal damage plus the damage of your target's attack. After three turns the goading effect ends.
You can teleport 10 feet after attacking the opponent, if you take this technique 2 time you can use the technique once more for the next attack.
Starting when you choose this tradition at 3rd level you learn three martial arts techniques of your choice. You learn one additional technique of your choice at 17th level. Each new level, you can also replace one technique you know with a different one. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the technique you choice 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.
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.
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 bonus from the next saving throw it makes before the end of your next turn.
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.
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.
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.
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.
I feel like world energies can be simplified further by letting it cast Elemental Weapon on your unarmed strikes for 3 ki points, its die size would match your Martial Arts dice and the amount of dice would increse by one for every 2 additional ki points you add.
But if it was like that it would need to be a tier 3 or late teir 2 feature.
"Elemental Weapon" is a 3rd level spell, a bit too strong for a low level monk. I prefer to offer the possibility to choose a 1st level spell with different accompanying effects.
Burning Hands - attack several enemies at a time (Range: Self - 15-foot cone) - 3d6 fire damage - Dexterity saving throw - savepushed 10 feet - ignites any flammable objects
Chromatic Orb - one attack but choose the element (Range: 90 feet) - acid, cold, fire, lightning, poison, or thunder - ranged spell attack - 3d8 damage of the type you chose
Earth Tremor - attacks and pronates multiple enemies (Range: Self - 10-foot radius) - Dexterity saving throw - 1d6 bludgeoning damage and is knocked prone - difficult terrain.
Frost Fingers - attack more enemies at a time (Range: Self - 15-foot cone) - 2d8 cold damage - Constitution saving throw - save 1/2 - cold freezes nonmagical liquids
Inflict Wonds - attack only one enemy but the damage is powerful (Range: Touch) - melee spell attack - 3d10 necrotic damage.
Magic Missile - attacks without saving throws (Range: 120 feet) - no save - 1d4 + 1 force x3
Thunderwave - attack around and pushes (Range: Self - 15-foot cube) - 2d8 thunder damage + pushed 10 feet - Constitution saving throw - save 1/2 no push - push objects + thunderous boom audible out to 300 feet.
I find them to be special attacks that tie in well with the idea of martial arts (fantasy) with ki power.
Here in blue are all the changes I made to the monk class. There are many, but not all are necessary as changes, but only proposals, even if a little exaggerated.
Class Features
As a monk, you gain the following class features.
Hit Points
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
Armor: None
Weapons: Simple Weapons, Shortsword, Scimitar and Whip(I don't see the reason to add Scimitar since its functionally the same as shortsword, either swap shortsword for it or remove it)
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, Religion and Stealth.
Equipment
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 Weapons
(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.
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 any Simple and Martial Weapons, that don't havelack the heavy and special properties. You gain the following benefits while you are unarmed or wielding only monk weapons that you have proficiency (We don't need this much specificity since you folded in dedicated weapon in this)and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
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.
You can make one unarmed attackstrike as a bonus action. (this is a great feature)
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
At 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki powers. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Reactive Defense, and World Energies. You learn more ki features as you gain levels in this class. When you spend a ki power, 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 powers. 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:
Flurry of Blows. Immediately after you make your bonus action unarmed strike on your turn, you can spend 1 ki power to make onean additional unarmed strikes as part of your bonus action.
Reactive Defense. You can spend 1 ki power to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
World Energies. You learn 1 of the following spells. Burning Hands, Earth Tremor, Frost Fingers, Inflict Wonds, Magic Missile, Chromatic Orb, Thunderwave As an action, as an action, you can cast this spell by using 1 ki power per spell level (max:1ki x 1/2 monk level), the spell is performed without providing material components.` ( I feel you can reduce the amount of world energies to three, like you don't need Thunderwave since you already added the pushing function into martial arts, Magic Missle is a strong spell because it requires no saving throw or attack roll, Chromatic Orb basically covers all the elements. So the three I think you should keep are Earth Tremor signifying a powerful stomp on the ground, Chromatic Orb since it covers pretty much all the elements and being a Hadouken, finally Inflict Wounds for a high damage strike.)
Martial Style
Starting at 2nd level, you can adopt a particular style in your Martial art. Choose one of the following options. You can't take a Martial Style option more than once, even if you later get to choose again. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: (There are too much Fighting styles on offer, you should reduce it to five styles or split the feature in half to appear twice in the class, locking the later half for the later level.)
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons
Athlete. You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Blind Monk. 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.
Brutal. You deal one additional martial arts dice damage once per turn.(Too early for 2nd level)
Close Quarters Shooter. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.(there's a reason its still UA, its basically the sharpshooter feat.)
Defensive Stance. As an 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. (This is the only class for this fighting style to make sense on and its this one, Good choice.)
Divine Sense. As an action you can activate your divine sense on the region around you. For 1 minute per ki power you can sense the following types of presences 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.(this doesnt work as fighting style, Ki Power feature yes but not a fighting style)
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 power.(I undersatnd where you are coming from with this but this should either be part of the Ki point calculation or not here at all.)
Flurry of Weapon AttacksThrows. Immediately after you take the Attack action on your turn, you can spend 1 ki power to treat monk weapons as unarmed strikes for the purposes of other class abilities. ( I like this but I dont think it should be a fighting style, makes more sense as a second tier of Ki powers.)
Interception. 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).(This is unnecessary because of your deflect missiles adjustment, but do use it as a basis to adjust your deflect missiles feature further)
Ki Warrior. You learn two cantrips of your choice. When you gain a level in this class, you can replace one of these cantrips with another cantrip. (Needs a source to pick from, either a class or a magic school, because they will use this to pick up Eldritch blast.)
Ki Transfer. When you learn a spell, for racial reasons or other class abilities this spell(s) can be fueled by your ki power. 1 ki is equivalent to a level 1 spell.(This should be a cool class feature instead of a Fighting style.)
Mask of Many Faces. You can cast Disguise Self at will, without expending ki point. (We dont need this.)
Mixed Martial Arts. You learn one MMA Technique of your choice from among those available to the CombatBattle Master archetype. The Mixed Martial arts use your ki power to fuel the MMA technique. 1 ki power is expended when you use it. (I did this for the sake of simplification.)
Monkey Step. 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. (I find this unnecessary since the Mobile feat is available for everyone and it invalidates drunken master monk and scout rogue who you mimicked this feature from.)
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a monk weapon.
Staff Control. When you use a quarterstaff, or a spear, they gain the reach property, and your jump distance is doubled. (This fighting style needs to be worded better and is far too specific only applying to staffs and spears, the last bit feels tacked on)
Thrown Weapon Fighting. You can draw a monk weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Turtle Breathing Art. 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 4 people within 60 feet of you by consuming 1 ki power.(Not a fighting style, should be a Ki power feature)
Two-Weapon Fighting. When you engage in two monk weapon fighting, you can add your ability modifier to the damage of the second attack.
Wrestler. When you are totally unarmed, you gain a +2 bonus to damage rolls with unarmed attacks.
Unarmored Movement
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. You can choose to use your reaction to not fall for a turn. 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, 13th and 17th level. (Why add 13th?)
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you or an ally 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 power 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.
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.
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 the same reaction to give this power to up to 4 people within range of your movement by consuming 1 ki power.
Quickened Healing
Also at 4th level, as an action, you can spend 2 ki powers and roll a Martial Arts die. You or one willing creature that you touch regain a number of hit points equal to the number rolled plus your proficiency bonus.
Extra Unarmed Attack
Beginning at 5th level, after attacking with your bonus action unarmed attackstrike or with your secondary weapon, you can make an unarmed attackstrike as part of the same bonus action.
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 power 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.
Ki-Empowered Body
Starting at 6th level, your hard training has made your body a weapon. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when yourIf weapon is enhanced by a spell, your unarmed attacksstrikes are also enhanced in the same wayas well.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect that is causing you or one willing creature that you touch to be charmed or frightened.
Body Cultivation
At 10th level, your ki is so powerful that it is now part of your body, this makes you immune to diseases and poisons and allows you to use your Wisdom modifier in place of your Strength modifier when making Athletics checks. Additionally the knowledge that you have about your body and the ki energy, allows you as an action to make a Medicine check to cure a disease or a poison from one willing creature that you touch.(This is a good feature.)
Tongue of the Sun and Moon
Starting at 13th level, your way of speaking and your gestures are influenced by your powerful ki. You learn to touch the ki of other minds so that you understand all spoken languages and when you make Charisma checks, you can use instead of your your Wisdom modifier. Moreover, any creature that can understand a language can understand what you say. (Good addition)
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 power 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, for every 10 years that pass, your body ages only 1 year and you can't be aged magically. You no longer need food or water, but you can still die of old age, however.
Dao of Slaughter
At 15th level, the mastery on martial arts and ki grants you the ability to exploit the weak points of the opponents. You gain a bonus damage equal to your Wisdom modifier (minimum of +1) on all enemies you have an advantage over. (I like this feature but you can probably move it up from 15th level to 12th, as yes it is guaranteed damage boost but that boost might be needed earlier than tail end of tier 3)
Dao of Void
Starting at 18th level, you can use your bonus action to spend 4 ki powers to become invisible for 1 minute. During that time, you have resistance to all damage but force damage. Additionally, you can spend 8 ki powers 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, you to go beyond the human limit. Your body is so used to certain movements that has become one with your being. You can take two reactions in each of your turns. Additionally, every time you roll for initiative, you regain 45 + your Wisdom modifier in ki powers.
All in all you wrote in good adjustments but you also front loaded the heck out of the class, sometimes less is more and gradual growth is more important than starting off strong.
Here in blue are all the changes I made to the monk class. There are many, but not all are necessary as changes, but only proposals, even if a little exaggerated.
Class Features
As a monk, you gain the following class features.
Hit Points
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
Armor: None
Weapons: Simple Weapons, Shortsword, Scimitar and Whip(I don't see the reason to add Scimitar since its functionally the same as shortsword, either swap shortsword for it or remove it)
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, Religion and Stealth.
Equipment
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 Weapons
(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.
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 any Simple and Martial Weapons, that don't havelack the heavy and special properties. You gain the following benefits while you are unarmed or wielding only monk weapons that you have proficiency (We don't need this much specificity since you folded in dedicated weapon in this)and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
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.
You can make one unarmed attackstrike as a bonus action. (this is a great feature)
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
At 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki powers. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Reactive Defense, and World Energies. You learn more ki features as you gain levels in this class. When you spend a ki power, 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 powers. 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:
Flurry of Blows. Immediately after you make your bonus action unarmed strike on your turn, you can spend 1 ki power to make onean additional unarmed strikes as part of your bonus action.
Reactive Defense. You can spend 1 ki power to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
World Energies. You learn 1 of the following spells. Burning Hands, Earth Tremor, Frost Fingers, Inflict Wonds, Magic Missile, Chromatic Orb, Thunderwave As an action, as an action, you can cast this spell by using 1 ki power per spell level (max:1ki x 1/2 monk level), the spell is performed without providing material components.` ( I feel you can reduce the amount of world energies to three, like you don't need Thunderwave since you already added the pushing function into martial arts, Magic Missle is a strong spell because it requires no saving throw or attack roll, Chromatic Orb basically covers all the elements. So the three I think you should keep are Earth Tremor signifying a powerful stomp on the ground, Chromatic Orb since it covers pretty much all the elements and being a Hadouken, finally Inflict Wounds for a high damage strike.)
Martial Style
Starting at 2nd level, you can adopt a particular style in your Martial art. Choose one of the following options. You can't take a Martial Style option more than once, even if you later get to choose again. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: (There are too much Fighting styles on offer, you should reduce it to five styles or split the feature in half to appear twice in the class, locking the later half for the later level.)
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons
Athlete. You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Blind Monk. 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.
Brutal. You deal one additional martial arts dice damage once per turn.(Too early for 2nd level)
Close Quarters Shooter. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.(there's a reason its still UA, its basically the sharpshooter feat.)
Defensive Stance. As an 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. (This is the only class for this fighting style to make sense on and its this one, Good choice.)
Divine Sense. As an action you can activate your divine sense on the region around you. For 1 minute per ki power you can sense the following types of presences 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.(this doesnt work as fighting style, Ki Power feature yes but not a fighting style)
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 power.(I undersatnd where you are coming from with this but this should either be part of the Ki point calculation or not here at all.)
Flurry of Weapon AttacksThrows. Immediately after you take the Attack action on your turn, you can spend 1 ki power to treat monk weapons as unarmed strikes for the purposes of other class abilities. ( I like this but I dont think it should be a fighting style, makes more sense as a second tier of Ki powers.)
Interception. 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).(This is unnecessary because of your deflect missiles adjustment, but do use it as a basis to adjust your deflect missiles feature further)
Ki Warrior. You learn two cantrips of your choice. When you gain a level in this class, you can replace one of these cantrips with another cantrip. (Needs a source to pick from, either a class or a magic school, because they will use this to pick up Eldritch blast.)
Ki Transfer. When you learn a spell, for racial reasons or other class abilities this spell(s) can be fueled by your ki power. 1 ki is equivalent to a level 1 spell.(This should be a cool class feature instead of a Fighting style.)
Mask of Many Faces. You can cast Disguise Self at will, without expending ki point. (We dont need this.)
Mixed Martial Arts. You learn one MMA Technique of your choice from among those available to the CombatBattle Master archetype. The Mixed Martial arts use your ki power to fuel the MMA technique. 1 ki power is expended when you use it. (I did this for the sake of simplification.)
Monkey Step. 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. (I find this unnecessary since the Mobile feat is available for everyone and it invalidates drunken master monk and scout rogue who you mimicked this feature from.)
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a monk weapon.
Staff Control. When you use a quarterstaff, or a spear, they gain the reach property, and your jump distance is doubled. (This fighting style needs to be worded better and is far too specific only applying to staffs and spears, the last bit feels tacked on)
Thrown Weapon Fighting. You can draw a monk weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Turtle Breathing Art. 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 4 people within 60 feet of you by consuming 1 ki power.(Not a fighting style, should be a Ki power feature)
Two-Weapon Fighting. When you engage in two monk weapon fighting, you can add your ability modifier to the damage of the second attack.
Wrestler. When you are totally unarmed, you gain a +2 bonus to damage rolls with unarmed attacks.
Unarmored Movement
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. You can choose to use your reaction to not fall for a turn. 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, 13th and 17th level. (Why add 13th?)
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you or an ally 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 power 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.
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.
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 the same reaction to give this power to up to 4 people within range of your movement by consuming 1 ki power.
Quickened Healing
Also at 4th level, as an action, you can spend 2 ki powers and roll a Martial Arts die. You or one willing creature that you touch regain a number of hit points equal to the number rolled plus your proficiency bonus.
Extra Unarmed Attack
Beginning at 5th level, after attacking with your bonus action unarmed attackstrike or with your secondary weapon, you can make an unarmed attackstrike as part of the same bonus action.
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 power 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.
Ki-Empowered Body
Starting at 6th level, your hard training has made your body a weapon. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when yourIf weapon is enhanced by a spell, your unarmed attacksstrikes are also enhanced in the same wayas well.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect that is causing you or one willing creature that you touch to be charmed or frightened.
Body Cultivation
At 10th level, your ki is so powerful that it is now part of your body, this makes you immune to diseases and poisons and allows you to use your Wisdom modifier in place of your Strength modifier when making Athletics checks. Additionally the knowledge that you have about your body and the ki energy, allows you as an action to make a Medicine check to cure a disease or a poison from one willing creature that you touch.(This is a good feature.)
Tongue of the Sun and Moon
Starting at 13th level, your way of speaking and your gestures are influenced by your powerful ki. You learn to touch the ki of other minds so that you understand all spoken languages and when you make Charisma checks, you can use instead of your your Wisdom modifier. Moreover, any creature that can understand a language can understand what you say. (Good addition)
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 power 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, for every 10 years that pass, your body ages only 1 year and you can't be aged magically. You no longer need food or water, but you can still die of old age, however.
Dao of Slaughter
At 15th level, the mastery on martial arts and ki grants you the ability to exploit the weak points of the opponents. You gain a bonus damage equal to your Wisdom modifier (minimum of +1) on all enemies you have an advantage over. (I like this feature but you can probably move it up from 15th level to 12th, as yes it is guaranteed damage boost but that boost might be needed earlier than tail end of tier 3)
Dao of Void
Starting at 18th level, you can use your bonus action to spend 4 ki powers to become invisible for 1 minute. During that time, you have resistance to all damage but force damage. Additionally, you can spend 8 ki powers 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, you to go beyond the human limit. Your body is so used to certain movements that has become one with your being. You can take two reactions in each of your turns. Additionally, every time you roll for initiative, you regain 45 + your Wisdom modifier in ki powers.
All in all you wrote in good adjustments but you also front loaded the heck out of the class, sometimes less is more and gradual growth is more important than starting off strong.
Aanx, I didn’t get a chance to look at all the changes, I’m at work, but they do look interesting.
Avantura, I like your suggestions I’ve read so far as well.
I do wonder if World Energies takes away from 4 elements monk and maybe should be a boost of Force damage or some other effect like that. Leaving those spells to subclasses like 4 E
And I agree, there seems way too many options at early levels. As is, it’s probably twice as long as any other class description in the game. Pare them down or divide for certain levels would be my suggestion
Tweaked some more, I moved Timeless body to 10th since its a nice ribbon feature that signifies reaching Tier 3 as Masters of the Realm. I believe putting my Empty Mind feature at 13th level to be the right spot.
Inspired by what Thrikeen was going for, plus what I liked from Haraviks and Aanx tweaks, and numerous ideas i read in this thread.
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 + your wisdom modifier + your proficiency 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 1 ki point to make two additional unarmed strikes as part of the same action.
Flurry of Blows (Optional Variant). Immediately after you take the Attack action on your turn, you can spend 2 ki points to make two unarmed strikes as a bonus 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 2 ki point to freely take the Dodge, Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Martial Techniques (Optional)
Replaces the Ki Response feature.
At 2nd level, you learn maneuvers that are fueled by special dice called Technique dice.
The number of Ki points you now have is 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 spend a Ki point 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)
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
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, This criteria can be ignored if Way of the Kensei is the monostatic tradition you have chosen.
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.
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.
Ki Response
At 7th level, your training in the mystic art of Ki has grown; providing you access to additional features.
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)
Puppeteer-Strike: 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)
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.
Pressure Points
At 10th 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.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Timeless Body
At 10th 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.
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, whenever you make a skill check that requires Charisma, you can add your Wisdom modifier to it. Moreover, any creature that can understand a language can understand what you say.
Empty Mind (Optional)
At 13th 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).
Every time 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.
Empty Mind (Optional)
For Flurry of Blows (Optional Variant)
At 13th 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.
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.
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 4 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 half your total Ki points. Additionally, your Flurry of Blows feature no longer costs Ki.
Thanks for the advice, however, I am now in a state of confusion:
I don't know whether to introduce these techniques in the ki feature or recycle them in some talent or magic object or subclass.
Turtle Breathing Art. 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 4 people within 60 feet of you by consuming 1 ki power.
Ki Transfer. When you learn a spell, for racial reasons or other class abilities this spell(s) can be fueled by your ki power. 1 ki is equivalent to a 1st level spell.
Flurry of Weapon Attacks. Immediately after you take the Attack action on your turn, you can spend 1 ki power to treat monk weapons as unarmed strikes for the purposes of other class abilities.
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 power.
Divine Sense. As an action you can activate your divine sense on the region around you. For 1 minute per ki power you can sense the following types of presences 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
At 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki powers. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Reactive Defense, and Secret Technique. You learn more ki features as you gain levels in this class. When you spend a ki power, 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 powers. 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:
Flurry of Blows. You can spend 1 ki power to make one more unarmed strikes on your turn. (If I specify that it is to be performed after an unarmed attack, abilities such as "Shadow Step" or attacks with the sencoda weapon cannot activate the feature)
Reactive Defense. You can spend 1 ki power to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Secret Technique. You learn 1 of the following spells. Earth Tremor, Inflict Wonds, Magic Missile, Chromatic Orb. As an action, as an action, you can cast this spell by using 1 ki power and the spell is performed without providing material components. The spell's level increases by 1 for each additional ki point you spend. With a limit of 2 ki at 5th-8th level, 3 ki at 9th-12th level, 4 ki at 13th-16th level and 5 ki at 17th-20th level. (I have removed some spells because they are present in "way of the 4 elements", I also noticed that "frost fingers" is not present in the list of 4 elements and the price of first level spells is 2 ki, is not it a little expensive?)
Martial Style
Starting at 2nd level, you can adopt a particular style in your Martial art. Choose one of the following options. You can't take a Martial Style option more than once, even if you later get to choose again. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: (There are too much Fighting styles on offer, you should reduce it to five styles or split the feature in half to appear twice in the class, locking the later half for the later level.)
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons
Athlete. You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Blind Monk. 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.
Defensive Stance. As an 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. (This is the only class for this fighting style to make sense on and its this one, Good choice.)
Ki Warrior. You learn two cantrips of your choice from the wizard spell list. Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.
Mixed Martial Arts. You learn one MMA Technique of your choice from among those available to the Battle Master archetype. The Mixed Martial arts use your ki power to fuel the MMA technique. 1 ki power is expended when you use it.
Staff Control. In your hands a quarterstaff or spear has the property of rech and as long as you have this type of weapon in your hand your jump distance is doubled.(these two weapons do synergy with the "polearm master" feat and I imagined someone using the quarterstaff or spear as the pole vault sport)
Thrown Weapon Fighting. You can draw a monk weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two monk weapon fighting, you can add your ability modifier to the damage of the second attack.
Wrestler. When you are totally unarmed, you gain a +2 bonus to damage rolls with unarmed attacks.
There are some really interesting ideas being put forth. I worry that it comes across as we want monk to have “all the things” especially for the core monk class. It comes across as “a fighter can do this? So can the monk. A wizard can do that? So can the monk. “ etc.
I think limiting the number of options for the core class would be better and then have subclasses for the rest. Like a Monk warrior subclass could have fighting styles the core monk doesn’t or Battle Master maneuvers. Flurry of Weapon Attacks could be a Kensei option. Another could be yet another subclass on its own with Secret Technique and World Energies.
as is, it seems too much to incorporate in the core monk class. But I really like some of these ideas
Thanks for the advice, however, I am now in a state of confusion:
I don't know whether to introduce these techniques in the ki feature or recycle them in some talent or magic object or subclass.
Turtle Breathing Art. 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 4 people within 60 feet of you by consuming 1 ki power. (I can see this as an independent level 5 feature.)
Ki Transfer. When you learn a spell, for racial reasons or other class abilities this spell(s) can be fueled by your ki power. 1 ki is equivalent to a 1st level spell.(this can be slotted in to your secret techniques as an addition.)
Flurry of Weapon Attacks. Immediately after you take the Attack action on your turn, you can spend 1 ki power to treat monk weapons as unarmed strikes for the purposes of other class abilities. (This can be an addition to either Ki fueled attack or Ki empowered strikes.)
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 power.(this should be an addition to the Ki feature itself.)
Divine Sense. As an action you can activate your divine sense on the region around you. For 1 minute per ki power you can sense the following types of presences 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. (this one is tough I can see it being part of the early Ki feature or something that is unlocked independently.)
Ki
At 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki powers. Your monk level + your wisdom modifier determines the number of points you have, as shown in the Ki Points column of the Monk table. Additionally, when you score a critical hit you regain 1 ki point. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Reactive Defense, and Secret Technique. You learn more ki features as you gain levels in this class. When you spend a ki power, 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 powers. 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:
Flurry of Blows. You can spend 1 ki power to make one more unarmed strikes on your turn. (If I specify that it is to be performed after an unarmed attack, abilities such as "Shadow Step" or attacks with the sencoda weapon cannot activate the feature) (yeah this is an issue since Shadow Step is a bonus action and you took out the extra attack feature for more bonus action attacks.)
Reactive Defense. You can spend 1 ki power to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Secret Technique. You learn 1 of the following spells. Earth Tremor, Inflict Wonds, Magic Missile, Chromatic Orb. As an action, as an action, you can cast this spell by using 1 ki power and the spell is performed without providing material components. The spell's level increases by 1 for each additional ki point you spend. With a limit of 2 ki at 5th-8th level, 3 ki at 9th-12th level, 4 ki at 13th-16th level and 5 ki at 17th-20th level. Additionally, If you have a spell(s) granted through racial abelites, lineages or other class features the spell(s) can be fueled by your ki. 1 ki is equivalent to a 1st level spell.(I have removed some spells because they are present in "way of the 4 elements", I also noticed that "frost fingers" is not present in the list of 4 elements and the price of first level spells is 2 ki, is not it a little expensive?) (that entire subclass needs an overhaul)
Martial Style
Starting at 2nd level, you can adopt a particular style in your Martial art. Choose one of the following options. You can't take a Martial Style option more than once, even if you later get to choose again. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: (There are too much Fighting styles on offer, you should reduce it to five styles or split the feature in half to appear twice in the class, locking the later half for the later level.)
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons
Athlete. You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class. (Keep because this the only way Monk's can increase their AC without Armor and Defense fighting style)
Blind Monk. 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. (Keep, because not only is it thematic but it provides excellent synergy with Shadow Monk.)
Defensive Stance. As an 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. (Keep)
Ki Warrior. You learn two cantrips of your choice from the wizard spell list. Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list. (This looks much better and specifying the spellcasting mod is an important addition.
Mixed Martial Arts. You learn one MMA Technique of your choice from among those available to the Battle Master archetype. The Mixed Martial arts use your ki power to fuel the MMA technique. 1 ki power is expended when you use it.
Staff Control. In your hands a quarterstaff or spear has the reach property of rech and as long as you have this type of weapon in your hand your jump distance is doubled.(these two weapons do synergy with the "polearm master" feat and I imagined someone using the quarterstaff or spear as the pole vault sport) (Monks would only benefit from half of the Polearm Master feat as they're innately able to preform bonus action attacks, and your version of the Monk is quite bonus action heavy.)
Thrown Weapon Fighting. You can draw a monk weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two monk weapon fighting, you can add your ability modifier to the damage of the second attack.
Wrestler. When you are totally unarmed, you gain a +2 bonus to damage rolls with unarmed attacks.
Ten Fighting styles is still too many for a Pseudo Half-caster like Monk, treat it like Paladin or Ranger who only have around 5 or 6 fighting styles.
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I agree with this. The biggest issue is how martials are still not scaling. Especially at levels above 10. Monks, Barbarians, Rangers and Rogues all fall off after level 10 by comparison to other classes. Rogues being the "least" fall off one because of reliable talent means they can still kind of do something mostly outside of combat. Monks and rangers are all reliant on their subclasses to carry them into that tier of play, and, with the exception of a couple ranger subclasses, the best that either can get is an extra d8 of damage. Barbarians get 1 extra die of damage on a crit at 9 and nothing for damage at 11 just not going down. At least fighters get an entire extra attack and paladin's get an extra d8 on all attacks instead of just 1. Meanwhile caster classes all gain a 6th level spell and all of their cantrips auto scale up. If it wasn't for super strong feats like GWM, SS and to a lesser extent PAM martials just would not keep up with casters. The fact that martials usually need to use powerful feats (which are an optional rule) to compete really does illustrate the issue with martials in general.
That's why Hex and Hunter's Mark are great on Monks because it throws in an extra D6 damage for each attack.
Hexblood lineage and Fey Touched are great Boons for the Monk class in general.
Kind of, because your martial arts attack and your flurry of blows both utilize your bonus action and so does hex and hunter's mark (a warlock and a ranger spell) it means you lose out on 1 to 2 attacks the turn you activate the spell and every turn you have to spend moving the spell. So depending on those factors it could actually be less damage than just using flurry of blows.
You're absolutely correct about that, which is why I added a favored foe type feature to my proposed revised monk because it doesn't consume an action, although it only applies one addtional martial arts die.
I might just go and add a variant version that applies to all attacks since I put it at Teir 3 but also make it not work with the variant Flurry of blows I added.
edit: I did just that.
These sub-classes are not effective and "way of the shadow" does not use spells to directly attack. This can be solved by having one attack as the main action and 2+1 bonus attacks that are not dependent on the pricipal attack, this would allow the monk to cast a spell and at the same time make 2+1 unarmed attacks in his independent bonus action. At the same time, it's allows the monk to be able to use his action to Disengage, Hide or Sprint wasting only one attack and still use his weaponless attacks. Hearing your opinions, it must be said that this synergy is too much of a gift, moving the 3 cantrips as martial style seems to me a good idea. In World energies I leave only one 1st level spell.
So I was thinking to add these two elements in Martial style:
Martial Arts
Ki
Martial Style
Extra Unarmed Attack
Beginning at 5th level, after attacking with your bonus unarmed attack or with your secondary weapon as part of the same bonus action you can make an unarmed attack.
I found a spell that would look better with the monk.
Source: Unearthed Arcana 60 - The Artificer Returns
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.
As a bonus action, you can change the damage type, choosing from the options above.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
Spell Lists. Artificer
You're absolutely right about that.
Your idea is original, but isn't it better to go for something more simple like Improved Divine Smite (Paladin calsse)
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
I was thinking of proposing this.
Dao of Slaughter
At 15th level, the mastery on martial arts and ki grants you the ability to exploit the weak points of the opponents. You gain a bonus damage rolls equal to your Wisdom modifier (minimum of +1) on all enemies you have an advantage over.
I find that it suits a martial arts master and leads the monk to exploit his techniques to have an advantage over his opponent. Unfortunately this feature can be abused by "Reckless Attack" (Barbarian class).
The one I added uses martial arts dice instead of a D4, so they end up being just like Improved Divine Smite.
I just feel like I might've put it at too high a level, since it lands at the later end of teir 3,might move it to 13 instead of it being 15.
Here in blue are all the changes I made to the monk class. There are many, but not all are necessary as changes, but only proposals, even if a little exaggerated.
Class Features
As a monk, you gain the following class features.
Hit Points
Proficiencies
Religionand 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 any Simple and Martial Weapons, that don't have the heavy and special properties. You gain the following benefits while you are unarmed or wielding only monk weapons that you have proficiency and you aren't wearing 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
At 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki powers. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Reactive Defense, and World Energies. You learn more ki features as you gain levels in this class. When you spend a ki power, 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 powers. 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:
Martial Style
Starting at 2nd level, you can adopt a particular style in your Martial art. Choose one of the following options. You can't take a Martial Style option more than once, even if you later get to choose again. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
Unarmored Movement
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. You can choose to use your reaction to not fall for a turn. 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, 13th and 17th level.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you or an ally 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 power 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.
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.
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 the same reaction to give this power to up to 4 people within range of your movement by consuming 1 ki power.
Quickened Healing
Also at 4th level, as an action, you can spend 2 ki powers and roll a Martial Arts die. You or one willing creature that you touch regain a number of hit points equal to the number rolled plus your proficiency bonus.
Extra Unarmed Attack
Beginning at 5th level, after attacking with your bonus unarmed attack or with your secondary weapon as part of the same bonus action you can make an unarmed attack.
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 power 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.
Ki-Empowered Body
Starting at 6th level, your hard training has made your body a weapon. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when your weapon is enhanced by a spell, your unarmed attacks are also enhanced in the same way.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect that is causing you or one willing creature that you touch to be charmed or frightened.
Body Cultivation
At 10th level, your ki is so powerful that it is now part of your body, this makes you immune to diseases and poisons and allows you to use your Wisdom modifier in place of your Strength modifier when making Athletics checks. Additionally the knowledge that you have about your body and the ki energy, allows you as an action to make a Medicine check to cure a disease or a poison from one willing creature that you touch.
Tongue of the Sun and Moon
Starting at 13th level, your way of speaking and your gestures are influenced by your powerful ki. You learn to touch the ki of other minds so that you understand all spoken languages and when you make Charisma checks, you can use instead of your your Wisdom modifier. Moreover, any creature that can understand a language can understand what you say.
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 power 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, for every 10 years that pass, your body ages only 1 year and you can't be aged magically. You no longer need food or water, but you can still die of old age, however.
Dao of Slaughter
At 15th level, the mastery on martial arts and ki grants you the ability to exploit the weak points of the opponents. You gain a bonus damage equal to your Wisdom modifier (minimum of +1) on all enemies you have an advantage over.
Dao of Void
Starting at 18th level, you can use your bonus action to spend 4 ki powers to become invisible for 1 minute. During that time, you have resistance to all damage but force damage. Additionally, you can spend 8 ki powers 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, you to go beyond the human limit. Your body is so used to certain movements that has become one with your being. You can take two reactions in each of your turns. Additionally, every time you roll for initiative, you regain 4 + your Wisdom modifier ki powers.
Here is yet another way for Monk's to avoid Opportunity Attacks. Even if a monk is out of ki, he can retreat from a prone enemy making an Opportunity Attack at disadvantage.
Tripping Strike
When you hit with an unarmed strike or a monk weapon, you may choose to do no damage or spend 1 ki to force the target to make a dexterity saving throw. On a failure, the target is knocked prone.
If Tripping Strike is available at LVL 2, the following can show up individually at later levels (3-7).
Grappling Strike
When you hit with an unarmed strike or a monk weapon, you may choose to do no damage or spend 1 ki to force the target to make a strength saving throw. On a failure, the target is grappled if it is less than 2 sizes larger than you. (If the target is at least 2 sizes larger than you, you can hold on to the target as it moves.)
A grapple opens up many combos for a grappling build. Tripping Strike + Grappling Strike = prone and can't get up. Grappling Strike + wall running = fall damage. Druidic Warrior for Create Bonfire + Grappling Strike = feel the burn. I thought about making the escape DC the same as the Ki save, but an opponent can just choose to attempt a push (contested Athletics check vs Acrobatics check) either way.
Silencing Strike
When you hit with an unarmed strike or a monk weapon, you may choose to do no damage or spend 1 ki to force the target to make an intelligence saving throw. On a failure, the target is unable to speak or perform the verbal component of spells until the end of your next turn.
This one is more situational. I can think of 3 general uses. First, giving the monk an anti-caster tool. Second, keeping guards from raising an alarm. Third, for interrupting the party bard at an opportune moment. I think we all know which is most likely.
Dread strike
When you hit with an unarmed strike or a monk weapon, you may spend 1 ki to force the target to make a wisdom saving throw. On a failure, the target is frightened of you until the beginning of your next turn.
Because frightened is so debilitating, this requires spending ki.
Stunning Strike
When you hit with an unarmed strike or a monk weapon, you may spend 1 ki to force the target to make a constitution saving throw. On a failure, the target is stunned until the beginning of your next turn.
The duration is slightly changed. The PHB version is until the end of the monk's next turn. My version is till the beginning of the monks next turn. This is to slightly reduce the power level of Stunning Strike.
Soul Strike
When you hit with an unarmed strike or a monk weapon, you may spend 1 ki to force the target to make a charisma saving throw. On a failure, the target has disadvantage on saving throws until the beginning of your next turn.
Out of all the forced saving throws, this should be last. It enables many combos with all the previous strikes. It sets up caster teammates just like prone sets up martial teammates.
While these fit the flavor of the Open Hand monk, I think they should be available to the base class. There would need to be some rule to only allow only one effect on each attack.
I feel like world energies can be simplified further by letting it cast Elemental Weapon on your unarmed strikes for 3 ki points, its die size would match your Martial Arts dice and the amount of dice would increse by one for every 2 additional ki points you add.
But if it was like that it would need to be a tier 3 or late teir 2 feature.
I noticed that you are devising combat techniques with saving throws. You probably took your cue from the 3 open hand techniques. I've had fun creating a few of them myself. Maybe they can give you a cue to create others.
Way of the Martial Arts
https://www.dndbeyond.com/subclasses/574570-way-of-the-martial-arts
Murim Technique
At 6th level you learn the secret techniques of the Murim world, you can manipulate your enemy’s ki when you harness your own. Choose three of the following options and whenever you hit a creature with one of the attacks granted by your Flurry of Blows, with the use of another ki you can impose one of the following effects choose on the target. At 11th level you can choose another two Murim techniques, and at 17th level you can choose another one.
You make a push kick. It must succeed on a Strength saving throw. On a failed save, you can add one of your martial art dice to the attack's damage roll and you push the target 15 feet.
At 11th level you can choose two of the Murim techniques from the list of 6th and 11th level. Each time you learn new Murim techniques, you can also replace the techniques you know with a different one
At 17th level you can choose one of the Murim techniques from all the lists. Each time you learn new Murim techniques, you can also replaces the techniques you know with a different one
Way of the Grand Master
https://www.dndbeyond.com/subclasses/1187957-way-of-the-grand-master
Martial Arts
Starting when you choose this tradition at 3rd level you learn three martial arts techniques of your choice. You learn one additional technique of your choice at 17th level. Each new level, you can also replace one technique you know with a different one. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the technique you choice on that target:
"Elemental Weapon" is a 3rd level spell, a bit too strong for a low level monk. I prefer to offer the possibility to choose a 1st level spell with different accompanying effects.
I find them to be special attacks that tie in well with the idea of martial arts (fantasy) with ki power.
I mean Monks at lower level are better than at higher levels, the boosts they'd need would be around end of tier 2 and middle of tier 3.
edit:
The tiers of play are:
1st—Levels 1 to 4: Local Heroes.
2nd—5 to 10: Heroes of the Realm.
3rd—11 to 16: Masters of the Realm.
4th—17 to 20: Masters of the World.
Green signifies my comments and adjustments.
Aanx, I didn’t get a chance to look at all the changes, I’m at work, but they do look interesting.
Avantura, I like your suggestions I’ve read so far as well.
I do wonder if World Energies takes away from 4 elements monk and maybe should be a boost of Force damage or some other effect like that. Leaving those spells to subclasses like 4 E
And I agree, there seems way too many options at early levels. As is, it’s probably twice as long as any other class description in the game. Pare them down or divide for certain levels would be my suggestion
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Tweaked some more, I moved Timeless body to 10th since its a nice ribbon feature that signifies reaching Tier 3 as Masters of the Realm. I believe putting my Empty Mind feature at 13th level to be the right spot.
Thanks for the advice, however, I am now in a state of confusion:
I don't know whether to introduce these techniques in the ki feature or recycle them in some talent or magic object or subclass.
Ki
At 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki powers. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Reactive Defense, and Secret Technique. You learn more ki features as you gain levels in this class. When you spend a ki power, 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 powers. 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:
Martial Style
Starting at 2nd level, you can adopt a particular style in your Martial art. Choose one of the following options. You can't take a Martial Style option more than once, even if you later get to choose again. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: (There are too much Fighting styles on offer, you should reduce it to five styles or split the feature in half to appear twice in the class, locking the later half for the later level.)
There are some really interesting ideas being put forth. I worry that it comes across as we want monk to have “all the things” especially for the core monk class. It comes across as “a fighter can do this? So can the monk. A wizard can do that? So can the monk. “ etc.
I think limiting the number of options for the core class would be better and then have subclasses for the rest. Like a Monk warrior subclass could have fighting styles the core monk doesn’t or Battle Master maneuvers. Flurry of Weapon Attacks could be a Kensei option. Another could be yet another subclass on its own with Secret Technique and World Energies.
as is, it seems too much to incorporate in the core monk class. But I really like some of these ideas
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?