I'm not a fan of Treatmonk's fixes; most of them are about stealing from other classes, rather than building on what makes the Monk good to begin with.
That, making the monk borderline unrecognizable. At that point, just make up your own homebrew.
Honestly the only controversial changes there is
One, armor change. Which only applies to multiclass (because paladins can multiclass to avoid MAD issues, so monks should be able to too or something stupid like that)
Two, the damage change, which is just the existing martial die but it scales faster. It's just kind of bland to me personally but I can see it.
Three, ki save can use DEX, which yeah, I agree I don't like it.
Personally, his changes just don't go far enough for me. It's just the existing monk but its features are upgraded, when what I want is more of a fundamental rework (more actual hit and run striker rather than the current stunning strike spam).
There have been a lot of good ideas in this thread. Some have been minor adjustments or additions. While others have been almost complete overhauls of the class. Who knows what direction WotC will go with the 2024 edition. Hopefully, they will see comments around these forums and take them into consideration. Although I am not holding my breath on that. But I do hope they tweak the Monk to make some improvements.
In keeping with this thread, and ideas that would be backwards compatible for 2024, I had another thought on a slight change in the core class. In the Spoiler tag below I have the Monk table with the non-Ki features separate from the features that use Ki.
LEVEL
NON-KI
KI
Tier 1
1
Unarmored Defense, Martial Arts
2
Unarmored Movement
Ki: PD, SotW, FoB
3
Monastic Tradition Feature
Deflect Missiles
4
ASI, Slow Fall
Tier 2
5
Extra Attack
Stunning Strike
6
Ki Empowered Strike, Monastic Tradition Feature
7
Evasion, Stillness of Mind
8
ASI
9
Unarmored Movement
10
Purity of Body
Tier 3
11
Monastic Tradition Feature
12
ASI
13
Tongue of the Sun and Moon
14
Unarmored Movement
Diamond Soul
15
Timeless Body
16
ASI
Tier 4
17
Monastic Tradition Feature
18
Unarmored Movement
Empty Body
19
ASI
20
Perfect Self
pasting this from an Excel file doesn't hold the formatting and column width, so I apologize if it fits weird.
In Tier 1 of play (levels 1-4) Monks gain several Ki abilities, then only 1 Ki ability in each of the subsequent Tiers of play. So that got me thinking that maybe we should just expand the Ki feature Monks gain at level 2 to include picking one of three abilities for each Tier, that is appropriate for that Tier of play. I don't want to go more than three options as it can make it too unwieldy and complicated. I don't have all of the options fleshed out yet. Some I had written down but left them at work and don't recall all of them. Suggestions are welcome. I just wanted to get thoughts on this idea before pursuing it further. And I also apologize if someone else has posted this idea. With some many ideas in this thread and others I hope I'm not copying it from someone else.
Ki (revised 2nd-level Monk Feature)
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three four such features: Flurry of Blows, Patient Defense, Step of the Wind and one Ki Technique listed below. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Also, beginning at 2nd level you learn advanced Ki Techniques. You can choose one Ki Technique from the list below. You gain one additional Ki Technique at levels 5, 11, and 17 from the level appropriate list. When you gain a level in this class, you can replace one Ki Technique you know for a different Ki Technique from the same list as the one you are replacing.
2nd level Ki Techniques:
Deflect Missiles (as PHB)
Twinning Strikes: When you take the Attack action and attack with a Monk weapon that you’re holding in one hand, you can use a bonus action to attack with a different Monk weapon that you’re holding in the other hand. You can also replace one of the unarmed attacks from your Flurry of Blows with an attack with the Monk weapon in the other hand.
Swift Step: When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
5th level Ki Techniques:
Stunning Strike (same as PHB)
100 Grasping Hands: When you make a Grapple or Shove attack you can use your Dexterity modifier instead of your Strength modifier for those ability checks. When you make a successful Grapple you can attempt to restrain your target. You spend 1 Ki point and the target must make a Strength saving throw or become restrained. The restrained condition lasts until the target successfully escapes the grapple, you release the grapple, or you are incapacitated.
Weapon Master: While you are wielding a monk weapon you gain a +2 bonus to your AC. When you take the Attack action you can spend 1 Ki point and make three attacks instead of two as part of your Extra Attack feature.
11th level Ki Techniques:
Diamond Soul: You gain proficiency in Wisdom and Charisma saving throws. 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.
Ki Revitalization: As a Bonus Action you can replenish your Ki reserves. You regain a number of Ki equal to half your Monk level, rounded down. You can use this ability once per long rest.
Dragon's Hide: As a reaction you can focus your Ki to harden your skin. You gain resistance to Bludgeoning, Piercing, and Slashing damage. As part of the same reaction, you can spend 2 Ki points and also gain resistance to Acid, Cold, Fire, Lightning, and Poison damage. The resistances last for 1 minute. You can use this feature a number of times equal to your Proficiency Bonus.
17th level Ki Techniques: sorry, I hadn't got this far yet. Let me know if you have suggestions.
Empty Body (as PHB)
??
??
So let me know what you think. It's an option that expands the Ki feature at level 2 and scales giving the Monk more versatility and uniqueness from build to build. If you like Deflect Missiles, you can keep it. But if you wanted to go the two weapon fighting route you can do that instead.
I had considered leaving Stunning Strike, Diamond Soul, and Empty Body off of the lists, leaving them as is with the Ki Techniques (not tied to that name, it's more a placeholder) added on top, but wasn't sure if that would be too strong. I just have to make sure the other options are just as powerful or useful as, say, Stunning Strike, or why bother with the options.
Edit: Or Stunning Strike, Diamond Soul, and Empty Body could stay and the Ki Techniques would start at level 5 with the options.
I find the concept of choosing ki features very interesting, this would definitely make it a less rigid class and a bit more customizable. Perhaps a solution to balance the class to other classes is still missing, but what you offer is definitely an outlet. If a similar solution were proposed it would allow new features to be added for the monk ki features as they already do with fighting style and Eldritch Invocations.
I'm not a fan of Treatmonk's fixes; most of them are about stealing from other classes, rather than building on what makes the Monk good to begin with.
That, making the monk borderline unrecognizable. At that point, just make up your own homebrew.
Honestly the only controversial changes there is
One, armor change. Which only applies to multiclass (because paladins can multiclass to avoid MAD issues, so monks should be able to too or something stupid like that)
Two, the damage change, which is just the existing martial die but it scales faster. It's just kind of bland to me personally but I can see it.
Three, ki save can use DEX, which yeah, I agree I don't like it.
Personally, his changes just don't go far enough for me. It's just the existing monk but its features are upgraded, when what I want is more of a fundamental rework (more actual hit and run striker rather than the current stunning strike spam).
This might be a hot take, but "stunning strike spam" is not how a monk should be played.
Well, treatmonk's fix is exactly for that purpose. It changes absolutely nothing about the monk other than making it better at doing the current best strategy, that is, stunning strike.
Personally, I'd prefer more diversity in my monks. I think there is a place for stunning strike, but I'd just prefer if we had more options.
There have been a lot of good ideas in this thread. Some have been minor adjustments or additions. While others have been almost complete overhauls of the class. Who knows what direction WotC will go with the 2024 edition. Hopefully, they will see comments around these forums and take them into consideration. Although I am not holding my breath on that. But I do hope they tweak the Monk to make some improvements.
In keeping with this thread, and ideas that would be backwards compatible for 2024, I had another thought on a slight change in the core class. In the Spoiler tag below I have the Monk table with the non-Ki features separate from the features that use Ki.
LEVEL
NON-KI
KI
Tier 1
1
Unarmored Defense, Martial Arts
2
Unarmored Movement
Ki: PD, SotW, FoB
3
Monastic Tradition Feature
Deflect Missiles
4
ASI, Slow Fall
Tier 2
5
Extra Attack
Stunning Strike
6
Ki Empowered Strike, Monastic Tradition Feature
7
Evasion, Stillness of Mind
8
ASI
9
Unarmored Movement
10
Purity of Body
Tier 3
11
Monastic Tradition Feature
12
ASI
13
Tongue of the Sun and Moon
14
Unarmored Movement
Diamond Soul
15
Timeless Body
16
ASI
Tier 4
17
Monastic Tradition Feature
18
Unarmored Movement
Empty Body
19
ASI
20
Perfect Self
pasting this from an Excel file doesn't hold the formatting and column width, so I apologize if it fits weird.
In Tier 1 of play (levels 1-4) Monks gain several Ki abilities, then only 1 Ki ability in each of the subsequent Tiers of play. So that got me thinking that maybe we should just expand the Ki feature Monks gain at level 2 to include picking one of three abilities for each Tier, that is appropriate for that Tier of play. I don't want to go more than three options as it can make it too unwieldy and complicated. I don't have all of the options fleshed out yet. Some I had written down but left them at work and don't recall all of them. Suggestions are welcome. I just wanted to get thoughts on this idea before pursuing it further. And I also apologize if someone else has posted this idea. With some many ideas in this thread and others I hope I'm not copying it from someone else.
Ki (revised 2nd-level Monk Feature)
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three four such features: Flurry of Blows, Patient Defense, Step of the Wind and one Ki Technique listed below. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Also, beginning at 2nd level you learn advanced Ki Techniques. You can choose one Ki Technique from the list below. You gain one additional Ki Technique at levels 5, 11, and 17 from the level appropriate list. When you gain a level in this class, you can replace one Ki Technique you know for a different Ki Technique from the same list as the one you are replacing.
2nd level Ki Techniques:
Deflect Missiles (as PHB)
Twinning Strikes: When you take the Attack action and attack with a Monk weapon that you’re holding in one hand, you can use a bonus action to attack with a different Monk weapon that you’re holding in the other hand. You can also replace one of the unarmed attacks from your Flurry of Blows with an attack with the Monk weapon in the other hand.
Swift Step: When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
5th level Ki Techniques:
Stunning Strike (same as PHB)
100 Grasping Hands: When you make a Grapple or Shove attack you can use your Dexterity modifier instead of your Strength modifier for those ability checks. When you make a successful Grapple you can attempt to restrain your target. You spend 1 Ki point and the target must make a Strength saving throw or become restrained. The restrained condition lasts until the target successfully escapes the grapple, you release the grapple, or you are incapacitated.
Weapon Master: While you are wielding a monk weapon you gain a +2 bonus to your AC. When you take the Attack action you can spend 1 Ki point and make three attacks instead of two as part of your Extra Attack feature.
11th level Ki Techniques:
Diamond Soul: You gain proficiency in Wisdom and Charisma saving throws. 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.
Ki Revitalization: As a Bonus Action you can replenish your Ki reserves. You regain a number of Ki equal to half your Monk level, rounded down. You can use this ability once per long rest.
Dragon's Hide: As a reaction you can focus your Ki to harden your skin. You gain resistance to Bludgeoning, Piercing, and Slashing damage. As part of the same reaction, you can spend 2 Ki points and also gain resistance to Acid, Cold, Fire, Lightning, and Poison damage. The resistances last for 1 minute. You can use this feature a number of times equal to your Proficiency Bonus.
17th level Ki Techniques: sorry, I hadn't got this far yet. Let me know if you have suggestions.
Empty Body (as PHB)
??
??
So let me know what you think. It's an option that expands the Ki feature at level 2 and scales giving the Monk more versatility and uniqueness from build to build. If you like Deflect Missiles, you can keep it. But if you wanted to go the two weapon fighting route you can do that instead.
I had considered leaving Stunning Strike, Diamond Soul, and Empty Body off of the lists, leaving them as is with the Ki Techniques (not tied to that name, it's more a placeholder) added on top, but wasn't sure if that would be too strong. I just have to make sure the other options are just as powerful or useful as, say, Stunning Strike, or why bother with the options.
Edit: Or Stunning Strike, Diamond Soul, and Empty Body could stay and the Ki Techniques would start at level 5 with the options.
I find the concept of choosing ki features very interesting, this would definitely make it a less rigid class and a bit more customizable. Perhaps a solution to balance the class to other classes is still missing, but what you offer is definitely an outlet. If a similar solution were proposed it would allow new features to be added for the monk ki features as they already do with fighting style and Eldritch Invocations.
These are some really great options. I love the idea of customizable monks. I think the ki replenish ability can happen a number of times equal to proficiency modifier per long rest. Maybe we can keep diamond soul and deflect blow. Maybe a ki powered punch 1 ki = 1 extra martial arts die of force damage and and air steps at11th level when you use step of the wing you have a fly speed equal to your movement speed until the end of your turn. Starting at 15 level you movement is considered fly during your turn and when you use step of the wind you have a flying speed equal to twice your movement speed until the end of your next turn. The level 18 abilities should be like 8 or 9 spells. They can be a little crazy for a high ki cost.
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Beginning at 18th level, you can use your action to spend 3 ki points to become Haste for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Beginning at 18th level, you can use your action to spend 3 ki points to open a Hunger of Hadar for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Those are some good suggestions. It expands on what you can do with Empty Body. Not sure about the Huner of Hadar just due to thematic reasons. Maybe it can be similar to Armor of Agathys (in keeping with the warlock spells), but instead of frost surrounding you it is your Ki and you gain Temp HP plus do force damage instead of cold? Temp HP and damage scale depending on how many Ki you spend (with some kind of top limit) so 1 to 5 ki to get the same as a warlock casting AoA at 1st to 5th level spell slots?
In this case, isn't it better to use Fire Shield, even though it has little to do with the emptiness. Maybe you can even change the reflex damage element. However, I'm not so much for this spell because the monk should avoid getting hit, but with resistance to all damage it could be interesting.
Beginning at 18th level, you can use your action to spend 4 ki points to make a Fire Shield for 10 minute. During that time, you also have resistance to all damage but force damage and you can choose your shield element from Acid, Cold, Fire, Lightning, Poison or Thunder. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 11 + 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 lack the heavy and special properties. You gain the following benefits while you are unarmed or wielding 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.
You can make one unarmed strike as a bonus action.
Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. Additionally, when you score a critical hit you regain 1 ki power.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Defensive Stance and Lightning Step. You learn more ki features as you gain levels in this class. Additionally, If you have a spell(s) granted through racial traits or feats, they can be fueled by your ki. The amount of ki used is equal to the spell level. 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:
Spell Save DC = 8 + your proficiency bonus +your wisdom modifier
Flurry of Blows. You can spend 1 ki power to make one more unarmed strikes on your turn. <<possible to choose whether to make the weaponless attack in the bonus action or in the attack action allowing you to always perform the additional attack if you want to.>>
Defensive StanceYou can spend 1 ki point to take the Dodge action as a bonus action on your turn. While in your defensive stance, you can make opportunity attacks to any creature that moves more than 5 feet while within your reach without using your reaction. <<Addition to dodge as defense and attack.>>
Lightning Step You can spend 1 ki point to teleport up to twice your movement to an unoccupied space that you can see as a bonus action on your turn. <<as the shadow step, but without the need for darkness and has a cost of 1 ki point. This peremits disengage, dash and attack with advantage.>>
Ki Martial Arts Starting at 2nd level, you learn the KMA Techniques that are fueled by your Ki. You learn one KMA Technique of your choice. You can use only one KMA technique per attack. You learn one additional technique of your choice at 5th, 8th, 12th, 16th, and 19th level. Each time you learn new techniques, you can also replace one techniques you know with a different one. You can use one technique for any attacks you successfully perform, each technique consumes 1 ki power. <<I still need to figure out if there are too many techniques to choose from, and maybe I should invent some new ones and separate them by level, for now they are similar to those in the battle master.>>
Ninja: When you make a Dexterity (Stealth) check or an initiative roll, you can add one Martial die to the roll, provided you aren't incapacitated. Bait and Switch When you're within 5 feet of a creature on your turn, you can switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the Martial die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. (x)
Tactical Strike: On your turn, you can use your bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding the Martial die to the attack's damage roll. (x)
Ki Emamation: When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can add the Martial die to the ability check.
Disarming Strike: When you hit a creature with a weapon/unarmed attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the Martial die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike: When you hit a creature with a weapon/unarmed attack, you can distract the creature, giving your allies an opening. You add the Martial die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move, rolling the Martial die and adding the number rolled to your AC until you stop moving. Goading Attack When you hit a creature with a weapon/unarmed attack, you can attempt to goad the target into attacking you. You add the Martial die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike: Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action. Add the Martial die to your Strength (Athletics) check, and for each unarmed attack you make in your bonus action, you can add your wisdom modifier to the damage (minimum of +1).
Lunging Strike: When you make a melee weapon/unarmed attack on your turn, you can increase your reach for that attack by 5 feet. If you hit, you add the Martial die to the attack's damage roll.
Maneuvering Attack: When you hit a creature with a weapon/unarmed attack, you can maneuver one of your comrades into a more advantageous position. You add the Martial die to the attack's damage roll, and 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.
Murderer Intent: When you hit a creature with a weapon/unarmed attack, you can attempt to frighten the target. You add the Martial die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Absorb Force: When another creature damages you with a melee attack, you can use your reaction to reduce the damage by the number you roll on your Martial die + your Dexterity modifier.
Precision Strike: When you make a weapon/unarmed attack roll against a creature, you can add your Martial die to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.
Pushing Strike: When you hit a creature with a weapon/unarmed attack, you can attempt to drive the target back. You add the Martial die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss: In one of your bonus unarmed attacks, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the Martial die to the weapon's damage roll. Counter-Strike When a creature misses you with a melee attack, you can use your reaction to make a unarmed attack against that creature. If you hit, you add the Martial die to the attack's damage roll.
Sweeping-Strike: When you hit a creature with a melee weapon/unarmed attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Martial die. The damage is of the same type dealt by the original attack.
Tactical Assessment: When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can add the Martial die to the ability check.
Unbalancing Strike: When you hit a creature with a weapon/unarmed attack, you can attempt to knock the target down. You add the Martial die to the attack's damage roll, and if the target is Large or smaller, it must make a Dexterity saving throw. On a failed save, you knock the target prone.
Devious Strike: Whenever a creature within your reach attacks an ally, you can use your reaction to make one opportunity attack. If you hit, you add the Martial die to the attack's damage roll.
Blinded: Your fingers hit the target eyes. You add the Martial die to the attack's damage roll, and it must succeed on a Dexterity saving throwor be blind until the end of your next turn.
Pressure Point: You hit the nerves of your target. You add the Martial die to the attack's damage roll, and it must succeed on a Charisma saving throw or not be able to move, swimming or fly until the end of your next turn.
Voiceless: You blow to the enemy throat. You add the Martial die to the attack's damage roll, and it must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
No Mercy: 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 take one Martial die bludgeoning damage and be poisoned until the end of your next turn.
Dazing Attack: You blow to the enemy temple. You add the Martial art die to the attack's damage roll, and 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.
Mental Shock: When you hit a creature with a melee weapon/unarmed attack, you can attempt to damage its mind with your ki. The target must succeed on an Intelligence saving throw or take one Martial art die psychic damage and subtract 1d6 from the next saving throw it makes before the end of your next turn.
Puppet: When you hit a creature with a melee weapon/unarmed attack, you can attempt to control its mind with your ki. The target must succeed on aCharisma saving throw or immediately use its reaction to make one weapon attack, adding the Martial die to the attack's damage roll against a creature other than itself that you mentally choose. The controlled creature can move half its movement in this reaction.
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 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, 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 at 5 feet of you 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 you have at least one hand free and it is small enough to hold. If you catch a missile, you can make a ranged attack with 20/60 of range using the weapon or 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 give the same power to 4 people within your movement range by consuming 1 ki.
Life Force At 4th level, you can spend 1 ki as an action 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. Additionally, you can do the reverse operation to recover 1 ki.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ki-Empowered Body Starting at 5th 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, if your weapon is enhanced by a spell, your unarmed strike are also enhanced as well.
Stunning Strike Starting at 6th 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.
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 in 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 any creature that can understand a language can understand what you say. Moreover, when you make Charisma checks, you can use instead your Wisdom modifier.
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 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 make two reactions in each of your turns. Additionally, every time you roll for initiative and you have less than 5 ki point, you regain 5 + your Wisdom modifier ki
People say monk is great at mobility but honestly you need something to do with that speed and with monk the only real thing to do with it is stun spam.
They are not good single attack damage and after 11 their overall damage is actually bad. They don't have good athletics, so grappling is out.
So really their mobility is good.... But they don't have much to do with it.
They are the perfect example of a high floor/low ceiling class that is fine but no party is going to be missing them really.
Mobility, not just running. Yes, they can run faster than most, along walls, and even across water. But that's not all. Step of the Wind lets them double their jump distance. So, for example, let's assume a Strength score of 8. This means they can normally take an 8-foot long jump or 2-foot high jump; assuming a 10-foot running start. Those get doubled for just 1 Ki point, to 16 and 4 respectively. But what if you don't neglect Strength? Monks are proficient in Strength saving throws, after all. And Athletics is on the class' skill list.
Even just a 12 Strength increases those to 12 x 4; with Step of the Wind increasing them to 24 x 8. You can't run through enemy lines, but you can leap over them. And, let me tell you, jumping is where it's at. Especially this little paragraph.
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
So, if your jump distance is 24 feet then you can attempt a DC 10 Strength (Athletics) check to clear a low obstacle no higher than 6 feet tall. Yeah, give me that. Give me more, if you can. Two years ago, one of my players was a minotaur 4E monk with the athlete feat. His Dex was only okay, and he made sure to put points into Strength so he could still use hammering horns. Honestly, I think he was spreading himself pretty thin but I wasn't going to argue with him; it wasn't my place. But I did give him the chance to get gauntlets of ogre power. Being able to long jump upwards of 38 feet, clearing "low obstacles" that were 9-feet tall, and high jump upwards of 14 feet was pure joy to watch. And don't forget that characters can also reach ledges 1.5 times their height, so those statistics do actually matter. He could grab a ledge 25 feet up, with no running start, and just scramble.
The monk's mobility and Stunning Strike make it a scalpel of a class that can get behind enemy lines and disable soft targets that would otherwise be protected. You don't use tactics like that against big targets with bonuses to their Constitution saving throws in the double-digits. You use it against enemy spellcasters; especially ones concentrating on spells.
And, yeah, you can get some of that with boots of striding and springing or winged boots. But the monk doesn't need to, and maybe someone else would benefit from one of those even more.
Flurry of Blows. You can spend 1 ki power to make one more unarmed strikes on your turn. <<possible to choose whether to make the unarmed strike in the bonus action or in the attack action allowing it to always perform the additional attack if wanted.>>
Defensive StanceYou can spend 1 ki point to take the Dodge action as a bonus action on your turn. While in your defensive stance, you can make opportunity attacks to any creature that moves more than 5 feet while within your reach without using your reaction. <<Addition to dodge as defense and attack.>>
Lightning Step You can spend 1 ki point to teleport up to twice your movement to an unoccupied space that you can see as a bonus action on your turn. <<as the shadow step, but without the need for darkness and has a cost of 1 ki point. This peremits disengage, dash and attack with advantage.>>
Ki Martial Arts Starting at 2nd level, you learn the KMA Techniques that are fueled by your Ki. You learn one KMA Technique of your choice. You can use only one KMA technique per attack. You learn one additional technique of your choice at 5th, 8th, 12th, 16th, and 19th level. Each time you learn new techniques, you can also replace one techniques you know with a different one. You can use one technique for any attacks you successfully perform, each technique consumes 1 ki power. <<I still need to figure out if there are too many techniques to choose from, and maybe I should invent some new ones and separate them by level, for now they are similar to those in the battle master.>>
Ninja: When you make a Dexterity (Stealth) check or an initiative roll, you can add one Martial die to the roll, provided you aren't incapacitated.
Bait and Switch: When you're within 5 feet of a creature on your turn, you can switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the Martial die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. (x)
Tactical Strike: On your turn, you can use your bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding the Martial die to the attack's damage roll. (x)
Ki Emamation: When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can add the Martial die to the ability check.
Disarming Strike: When you hit a creature with a weapon/unarmed attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the Martial die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike: When you hit a creature with a weapon/unarmed attack, you can distract the creature, giving your allies an opening. You add the Martial die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move, rolling the Martial die and adding the number rolled to your AC until you stop moving.
Goading Attack: When you hit a creature with a weapon/unarmed attack, you can attempt to goad the target into attacking you. You add the Martial die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike: Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action. Add the Martial die to your Strength (Athletics) check, and for each unarmed attack you make in your bonus action, you can add your wisdom modifier to the damage (minimum of +1).
Lunging Strike: When you make a melee weapon/unarmed attack on your turn, you can increase your reach for that attack by 5 feet. If you hit, you add the Martial die to the attack's damage roll.
Maneuvering Attack: When you hit a creature with a weapon/unarmed attack, you can maneuver one of your comrades into a more advantageous position. You add the Martial die to the attack's damage roll, and 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.
Murderer Intent: When you hit a creature with a weapon/unarmed attack, you can attempt to frighten the target. You add the Martial die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Absorb Force: When another creature damages you with a melee attack, you can use your reaction to reduce the damage by the number you roll on your Martial die + your Dexterity modifier.
Precision Strike: When you make a weapon/unarmed attack roll against a creature, you can add your Martial die to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.
Pushing Strike: When you hit a creature with a weapon/unarmed attack, you can attempt to drive the target back. You add the Martial die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss: In one of your bonus unarmed attacks, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the Martial die to the weapon's damage roll.
Counter-Strike: When a creature misses you with a melee attack, you can use your reaction to make a unarmed attack against that creature. If you hit, you add the Martial die to the attack's damage roll.
Sweeping-Strike: When you hit a creature with a melee weapon/unarmed attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Martial die. The damage is of the same type dealt by the original attack.
Tactical Assessment: When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can add the Martial die to the ability check.
Unbalancing Strike: When you hit a creature with a weapon/unarmed attack, you can attempt to knock the target down. You add the Martial die to the attack's damage roll, and if the target is Large or smaller, it must make a Dexterity saving throw. On a failed save, you knock the target prone.
Devious Strike: Whenever a creature within your reach attacks an ally, you can use your reaction to make one opportunity attack. If you hit, you add the Martial die to the attack's damage roll.
Blinded: Your fingers hit the target eyes. You add the Martial die to the attack's damage roll, and it must succeed on a Dexterity saving throwor be blind until the end of your next turn.
Pressure Point: You hit the nerves of your target. You add the Martial die to the attack's damage roll, and it must succeed on a Charisma saving throw or not be able to move, swimming or fly until the end of your next turn.
Voiceless: You blow to the enemy throat. You add the Martial die to the attack's damage roll, and it must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
No Mercy: 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 take one Martial die bludgeoning damage and be poisoned until the end of your next turn.
Dazing Attack: You blow to the enemy temple. You add the Martial art die to the attack's damage roll, and 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.
Mental Shock: When you hit a creature with a melee weapon/unarmed attack, you can attempt to damage its mind with your ki. The target must succeed on an Intelligence saving throw or take one Martial art die psychic damage and subtract 1d6 from the next saving throw it makes before the end of your next turn.
Puppet: When you hit a creature with a melee weapon/unarmed attack, you can attempt to control its mind with your ki. The target must succeed on aCharisma saving throw or immediately use its reaction to make one weapon attack, adding the Martial die to the attack's damage roll against a creature other than itself that you mentally choose. The controlled creature can move half its movement in this reaction.
I would like to get your opinion on the change I made on the 3 basic ki skills (Flurry of Blows, Defensive Stance, Lightning Step). I'd also like to know what you think about the KMA feature. Is one KMA technique every 3-4 levels too many? Inside the list of KMA will find 2 techniques for each type of saving throw. Are they a good option?
The thing about the armor addtion is that it only facilitates Martial arts, the only things that happen when you wear armor as a monk is lock you out of martial arts and Unarmored movement.
Removing the armor restriction actually adds more customizability to the monk class itself,with it you can a medium armor strength pugilist or a wise spiritualist utilizing Shaliaghlegh.
To the monk, the Shaliaghlegh spell is not so useful, because he does not only attack with weapon but also with unarmed attacks. The absence of armor, you may be right since in this edition even the spellcaster can use armor and still cast spells. The only class in the game that cannot use an armor for the mauls it entails is only the monk.
However, I don't see a strong advantage in adding armor. If you use armor the feature unarmored defense would be invalid. The only advantage I see is the ability to use some monk powers like multiclass or wisdom-only monks (astral self) where they could drop dexterity instead of armor.
Even if you could get 14 (+2) in strength, that won't help you be as good as a barbarian or fighter. The real problem is not the distribution of characteristics but the grappling ability in base strength. We could compare intimidation in base strength and charisma. Perhaps it should add in martial arts that for grappling the monk can use acrobatics instead of athletics. A grab as in judo does not use as much strength, but technique.
I see what you mean, you would like to make a basic strength monk with armor, but retaining martial arts.... Wouldn't that only make the monk more mad? Strength for attacking, wisdom for ki attacks, dexterity + armor and constitution.
Jumping, movement, etc.... It's just not that useful if you don't have something to do with it.
To do step of the wind you drop your damage numbers significantly as you lose the extra attacks as your bonus action is eaten up and you lose ki.
So it boils down to you moving in and attempting to stun most of the time at later levels.... Which is why monk drops hard at level 11 imo.
They get a lot of defensive buffs that effect only themselves at later levels which doesn't really benefit the whole party much. In a party based game it's noticable.
Overall they are fine until level 11 but after that it's a pretty significant drop off.... Unless you play kensei archer in which case your damage is pretty good thanks to ki aim assist.
I think monks should get free BA dash and if you spend ki you can get the extra jump.
I also think they should get an extra ASI at level 10 and I think they need an extra attack as part of FoB at level 11.
I also think stun should be the effects of the slow spell and by level 11 if you focus all your attacks on one creature you get to attempt a stun for free if you hit at least once.
Flurry of Blows. You can spend 1 ki power to make one more unarmed strikes on your turn.
Defensive Stance You can spend 1 ki point to take the Dodge action as a bonus action on your turn. While in your defensive stance, you can make opportunity attacks to any creature that moves more than 5 feet while within your reach without using your reaction.
Lightning Step You can spend 1 ki point to teleport up to twice your movement to an unoccupied space that you can see as a bonus action on your turn.
Flurry of Blows. You can spend 1 ki power to make one more unarmed strikes on your turn.
Defensive Stance You can spend 1 ki point to take the Dodge action as a bonus action on your turn. While in your defensive stance, you can make opportunity attacks to any creature that moves more than 5 feet while within your reach without using your reaction.
Lightning Step You can spend 1 ki point to teleport up to twice your movement to an unoccupied space that you can see as a bonus action on your turn.
I like the Lightning Step idea. I think the monk could really use a teleport and or flying skill.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Honestly the only controversial changes there is
Personally, his changes just don't go far enough for me. It's just the existing monk but its features are upgraded, when what I want is more of a fundamental rework (more actual hit and run striker rather than the current stunning strike spam).
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
I find the concept of choosing ki features very interesting, this would definitely make it a less rigid class and a bit more customizable. Perhaps a solution to balance the class to other classes is still missing, but what you offer is definitely an outlet. If a similar solution were proposed it would allow new features to be added for the monk ki features as they already do with fighting style and Eldritch Invocations.
This might be a hot take, but "stunning strike spam" is not how a monk should be played.
Well, treatmonk's fix is exactly for that purpose. It changes absolutely nothing about the monk other than making it better at doing the current best strategy, that is, stunning strike.
Personally, I'd prefer more diversity in my monks. I think there is a place for stunning strike, but I'd just prefer if we had more options.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
These are some really great options. I love the idea of customizable monks. I think the ki replenish ability can happen a number of times equal to proficiency modifier per long rest. Maybe we can keep diamond soul and deflect blow. Maybe a ki powered punch 1 ki = 1 extra martial arts die of force damage and and air steps at11th level when you use step of the wing you have a fly speed equal to your movement speed until the end of your turn. Starting at 15 level you movement is considered fly during your turn and when you use step of the wind you have a flying speed equal to twice your movement speed until the end of your next turn. The level 18 abilities should be like 8 or 9 spells. They can be a little crazy for a high ki cost.
Suggestions:
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Beginning at 18th level, you can use your action to spend 3 ki points to become Haste for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Beginning at 18th level, you can use your action to spend 3 ki points to open a Hunger of Hadar for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Those are some good suggestions. It expands on what you can do with Empty Body. Not sure about the Huner of Hadar just due to thematic reasons. Maybe it can be similar to Armor of Agathys (in keeping with the warlock spells), but instead of frost surrounding you it is your Ki and you gain Temp HP plus do force damage instead of cold? Temp HP and damage scale depending on how many Ki you spend (with some kind of top limit) so 1 to 5 ki to get the same as a warlock casting AoA at 1st to 5th level spell slots?
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
In this case, isn't it better to use Fire Shield, even though it has little to do with the emptiness. Maybe you can even change the reflex damage element. However, I'm not so much for this spell because the monk should avoid getting hit, but with resistance to all damage it could be interesting.
Beginning at 18th level, you can use your action to spend 4 ki points to make a Fire Shield for 10 minute. During that time, you also have resistance to all damage but force damage and you can choose your shield element from Acid, Cold, Fire, Lightning, Poison or Thunder. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
New version, but maybe a little too broken.
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 11 + 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 lack the heavy and special properties. You gain the following benefits while you are unarmed or wielding weapons that you have proficiency and you aren't wearing armor or wielding a shield:
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. Additionally, when you score a critical hit you regain 1 ki power.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Defensive Stance and Lightning Step. You learn more ki features as you gain levels in this class. Additionally, If you have a spell(s) granted through racial traits or feats, they can be fueled by your ki. The amount of ki used is equal to the spell level. 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:
Spell Save DC = 8 + your proficiency bonus +your wisdom modifier
Ki Martial Arts
Starting at 2nd level, you learn the KMA Techniques that are fueled by your Ki. You learn one KMA Technique of your choice. You can use only one KMA technique per attack. You learn one additional technique of your choice at 5th, 8th, 12th, 16th, and 19th level. Each time you learn new techniques, you can also replace one techniques you know with a different one. You can use one technique for any attacks you successfully perform, each technique consumes 1 ki power. <<I still need to figure out if there are too many techniques to choose from, and maybe I should invent some new ones and separate them by level, for now they are similar to those in the battle master.>>
Bait and Switch When you're within 5 feet of a creature on your turn, you can switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the Martial die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. (x)
Goading Attack When you hit a creature with a weapon/unarmed attack, you can attempt to goad the target into attacking you. You add the Martial die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Counter-Strike When a creature misses you with a melee attack, you can use your reaction to make a unarmed attack against that creature. If you hit, you add the Martial die to the attack's damage roll.
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 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, 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 at 5 feet of you 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 you have at least one hand free and it is small enough to hold. If you catch a missile, you can make a ranged attack with 20/60 of range using the weapon or 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 give the same power to 4 people within your movement range by consuming 1 ki.
Life Force
At 4th level, you can spend 1 ki as an action 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. Additionally, you can do the reverse operation to recover 1 ki.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ki-Empowered Body
Starting at 5th 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, if your weapon is enhanced by a spell, your unarmed strike are also enhanced as well.
Stunning Strike
Starting at 6th 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.
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 in 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 any creature that can understand a language can understand what you say. Moreover, when you make Charisma checks, you can use instead your Wisdom modifier.
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 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 make two reactions in each of your turns. Additionally, every time you roll for initiative and you have less than 5 ki point, you regain 5 + your Wisdom modifier ki
How broken or flawed do you all find this attempt?
https://www.gmbinder.com/share/-N0S8rBsDEjNm3AW2aPX
I think that ends up being the major point...
People say monk is great at mobility but honestly you need something to do with that speed and with monk the only real thing to do with it is stun spam.
They are not good single attack damage and after 11 their overall damage is actually bad. They don't have good athletics, so grappling is out.
So really their mobility is good.... But they don't have much to do with it.
They are the perfect example of a high floor/low ceiling class that is fine but no party is going to be missing them really.
One could always think of a speed-based feature.
Mobility, not just running. Yes, they can run faster than most, along walls, and even across water. But that's not all. Step of the Wind lets them double their jump distance. So, for example, let's assume a Strength score of 8. This means they can normally take an 8-foot long jump or 2-foot high jump; assuming a 10-foot running start. Those get doubled for just 1 Ki point, to 16 and 4 respectively. But what if you don't neglect Strength? Monks are proficient in Strength saving throws, after all. And Athletics is on the class' skill list.
Even just a 12 Strength increases those to 12 x 4; with Step of the Wind increasing them to 24 x 8. You can't run through enemy lines, but you can leap over them. And, let me tell you, jumping is where it's at. Especially this little paragraph.
So, if your jump distance is 24 feet then you can attempt a DC 10 Strength (Athletics) check to clear a low obstacle no higher than 6 feet tall. Yeah, give me that. Give me more, if you can. Two years ago, one of my players was a minotaur 4E monk with the athlete feat. His Dex was only okay, and he made sure to put points into Strength so he could still use hammering horns. Honestly, I think he was spreading himself pretty thin but I wasn't going to argue with him; it wasn't my place. But I did give him the chance to get gauntlets of ogre power. Being able to long jump upwards of 38 feet, clearing "low obstacles" that were 9-feet tall, and high jump upwards of 14 feet was pure joy to watch. And don't forget that characters can also reach ledges 1.5 times their height, so those statistics do actually matter. He could grab a ledge 25 feet up, with no running start, and just scramble.
The monk's mobility and Stunning Strike make it a scalpel of a class that can get behind enemy lines and disable soft targets that would otherwise be protected. You don't use tactics like that against big targets with bonuses to their Constitution saving throws in the double-digits. You use it against enemy spellcasters; especially ones concentrating on spells.
And, yeah, you can get some of that with boots of striding and springing or winged boots. But the monk doesn't need to, and maybe someone else would benefit from one of those even more.
I would like to get your opinion on the change I made on the 3 basic ki skills (Flurry of Blows, Defensive Stance, Lightning Step). I'd also like to know what you think about the KMA feature. Is one KMA technique every 3-4 levels too many? Inside the list of KMA will find 2 techniques for each type of saving throw. Are they a good option?
The thing about the armor addtion is that it only facilitates Martial arts, the only things that happen when you wear armor as a monk is lock you out of martial arts and Unarmored movement.
Removing the armor restriction actually adds more customizability to the monk class itself,with it you can a medium armor strength pugilist or a wise spiritualist utilizing Shaliaghlegh.
To the monk, the Shaliaghlegh spell is not so useful, because he does not only attack with weapon but also with unarmed attacks. The absence of armor, you may be right since in this edition even the spellcaster can use armor and still cast spells. The only class in the game that cannot use an armor for the mauls it entails is only the monk.
However, I don't see a strong advantage in adding armor. If you use armor the feature unarmored defense would be invalid. The only advantage I see is the ability to use some monk powers like multiclass or wisdom-only monks (astral self) where they could drop dexterity instead of armor.
Even if you could get 14 (+2) in strength, that won't help you be as good as a barbarian or fighter. The real problem is not the distribution of characteristics but the grappling ability in base strength. We could compare intimidation in base strength and charisma. Perhaps it should add in martial arts that for grappling the monk can use acrobatics instead of athletics. A grab as in judo does not use as much strength, but technique.
I see what you mean, you would like to make a basic strength monk with armor, but retaining martial arts.... Wouldn't that only make the monk more mad? Strength for attacking, wisdom for ki attacks, dexterity + armor and constitution.
Jumping, movement, etc.... It's just not that useful if you don't have something to do with it.
To do step of the wind you drop your damage numbers significantly as you lose the extra attacks as your bonus action is eaten up and you lose ki.
So it boils down to you moving in and attempting to stun most of the time at later levels.... Which is why monk drops hard at level 11 imo.
They get a lot of defensive buffs that effect only themselves at later levels which doesn't really benefit the whole party much. In a party based game it's noticable.
Overall they are fine until level 11 but after that it's a pretty significant drop off.... Unless you play kensei archer in which case your damage is pretty good thanks to ki aim assist.
I think monks should get free BA dash and if you spend ki you can get the extra jump.
I also think they should get an extra ASI at level 10 and I think they need an extra attack as part of FoB at level 11.
I also think stun should be the effects of the slow spell and by level 11 if you focus all your attacks on one creature you get to attempt a stun for free if you hit at least once.
I like the Lightning Step idea. I think the monk could really use a teleport and or flying skill.