Been working on some changes for the monk subclass and am looking for some opinions on them.
Add: Survival, Nature and Medicine to the skill list and let them choose 3 skills at base
Possibly add another ASI, lvl 10 seems best
Ki: Ki pool either Monk lvl + Wis Mod or ½ monk lvl + Proficiency + Wis mod
Make step of the wind and patient defence free
Stunning Strike: Either once per turn or ½ Proficiency (Rounded down) creatures per turn, only once per creature per turn
New 9 lvl feature: Improved Ki Manipulation
Improved Flurry of blows: When you use this feature, you can spend an additional ki point to make an additional attack, following the same criteria. At 15 lvl you can use up to 2 ki points for that many attacks.
Improved Step of the wind: You can instead spend 2 Ki points to cast the Misty Step spell and you can teleport up to your movement speed instead. You can use this feature up to you Proficiency modifier times per short rest. At 15 lvl, Once per long rest, you can spend 7 Ki points to cast the Teleport Spell.
Improved Patient Defense: You can instead spend 2 Ki points to cast the Mirror Image spell. You can use this feature up to you Proficiency modifier times per short rest. At 15 lvl, Once per long rest, you can spend 7 Ki points to cast the Simulacrum spell with no material components, but it has the casting time of an action, duration of 1 minute and can only be a duplicate of yourself. It also shares your ki pool.
Empty body: Remove the stipulation that you can’t take other creatures
Perfect Self: Also increase Dex and Wis by 2, up to a max of 22
I definitely don't think it's perfect, and it may make the monk class too complicated, I'd be glad to hear any criticisms you have. Maybe you can think of some stupidly broken combos that I didn't think about.
Been working on some changes for the monk subclass and am looking for some opinions on them.
Add: Survival, Nature and Medicine to the skill list and let them choose 3 skills at base
Medicine and Nature can fit, but I'm not convinced of Survival. I might take Religion off the list. 3 skills sounds like a good idea to me.
Possibly add another ASI, lvl 10 seems best
The monk is MAD so I agree. Or on the other hand you could move damage and attack to wisdom, so that dexterity only affects defense.
Ki: Ki pool either Monk lvl + Wis Mod or ½ monk lvl + Proficiency + Wis mod
The monk is a class with little ki power, but this especially on spiecific classes. I would consider a ki enhancement only for magical objects or talents.
Make step of the wind and patient defence free
"Step of the wind" and "Patient defense" are in the "ki" feature, so they have to use ki or you move them into martial arts feature.
Stunning Strike: Either once per turn or ½ Proficiency (Rounded down) creatures per turn, only once per creature per turn
Stunning Strickes can only be activated before each attack, so they are limited by the number of attacks performed. Only those who do not know how to play use them all in one action. it is the fault of this game system that people say that the monk has a small ki reserve. The monk is an interesting class because it teaches the player the self-control. The ki is like the spells of the magic classes, These don't waste all their spells in the first fight, but use cantrips in between the spells with level slots, to save some for other fights.
New 9 lvl feature: Improved Ki Manipulation
Improved Flurry of blows: When you use this feature, you can spend an additional ki point to make an additional attack, following the same criteria. At 15 lvl you can use up to 2 ki points for that many attacks.
I proposed it too, but someone pointed out to me that some existing subclasses of the monk would suffer. example "way of the drunken master".
Improved Step of the wind: You can instead spend 2 Ki points to cast the Misty Step spell and you can teleport up to your movement speed instead. You can use this feature up to you Proficiency modifier times per short rest. At 15 lvl, Once per long rest, you can spend 7 Ki points to cast the Teleport Spell.
You could move step of the wind to martial arts since it no longer requires ki and put this in its place in the ki feature.
You could also introduce it in the "improved movements" feature.
Improved Patient Defense: You can instead spend 2 Ki points to cast the Mirror Image spell. You can use this feature up to you Proficiency modifier times per short rest. At 15 lvl, Once per long rest, you can spend 7 Ki points to cast the Simulacrum spell with no material components, but it has the casting time of an action, duration of 1 minute and can only be a duplicate of yourself. It also shares your ki pool.
Same advice that o gave for Improved Step of the wind.
Empty body: Remove the stipulation that you can’t take other creatures
OK, but it's a spell you'll almost never use.
Perfect Self: Also increase Dex and Wis by 2, up to a max of 22
Acceptable, but not all that useful.
I definitely don't think it's perfect, and it may make the monk class too complicated, I'd be glad to hear any criticisms you have. Maybe you can think of some stupidly broken combos that I didn't think about.
If it can give you some inspiration, in the first link is my variation of the monk class with all the elements in blue color varying from the orginal. Probably the changes are many and many are exaggerated, but so I can also see which are more important and which are not. This thread contains so many brilliant ideas from so many people motivated to change and improve the monk class. https://www.dndbeyond.com/forums/class-forums/monk/128560-the-new-evolution-of-the-monk-core-class?page=24#c466
Been working on some changes for the monk subclass and am looking for some opinions on them.
Add: Survival, Nature and Medicine to the skill list and let them choose 3 skills at base
Possibly add another ASI, lvl 10 seems best
Ki: Ki pool either Monk lvl + Wis Mod or ½ monk lvl + Proficiency + Wis mod
Make step of the wind and patient defence free
Stunning Strike: Either once per turn or ½ Proficiency (Rounded down) creatures per turn, only once per creature per turn
New 9 lvl feature: Improved Ki Manipulation
Improved Flurry of blows: When you use this feature, you can spend an additional ki point to make an additional attack, following the same criteria. At 15 lvl you can use up to 2 ki points for that many attacks.
Improved Step of the wind: You can instead spend 2 Ki points to cast the Misty Step spell and you can teleport up to your movement speed instead. You can use this feature up to you Proficiency modifier times per short rest. At 15 lvl, Once per long rest, you can spend 7 Ki points to cast the Teleport Spell.
Improved Patient Defense: You can instead spend 2 Ki points to cast the Mirror Image spell. You can use this feature up to you Proficiency modifier times per short rest. At 15 lvl, Once per long rest, you can spend 7 Ki points to cast the Simulacrum spell with no material components, but it has the casting time of an action, duration of 1 minute and can only be a duplicate of yourself. It also shares your ki pool.
Empty body: Remove the stipulation that you can’t take other creatures
Perfect Self: Also increase Dex and Wis by 2, up to a max of 22
I definitely don't think it's perfect, and it may make the monk class too complicated, I'd be glad to hear any criticisms you have.
Maybe you can think of some stupidly broken combos that I didn't think about.
Medicine and Nature can fit, but I'm not convinced of Survival. I might take Religion off the list. 3 skills sounds like a good idea to me.
The monk is MAD so I agree. Or on the other hand you could move damage and attack to wisdom, so that dexterity only affects defense.
The monk is a class with little ki power, but this especially on spiecific classes. I would consider a ki enhancement only for magical objects or talents.
"Step of the wind" and "Patient defense" are in the "ki" feature, so they have to use ki or you move them into martial arts feature.
Stunning Strickes can only be activated before each attack, so they are limited by the number of attacks performed. Only those who do not know how to play use them all in one action. it is the fault of this game system that people say that the monk has a small ki reserve. The monk is an interesting class because it teaches the player the self-control. The ki is like the spells of the magic classes, These don't waste all their spells in the first fight, but use cantrips in between the spells with level slots, to save some for other fights.
I proposed it too, but someone pointed out to me that some existing subclasses of the monk would suffer. example "way of the drunken master".
You could move step of the wind to martial arts since it no longer requires ki and put this in its place in the ki feature.
You could also introduce it in the "improved movements" feature.
Same advice that o gave for Improved Step of the wind.
OK, but it's a spell you'll almost never use.
Acceptable, but not all that useful.
If it can give you some inspiration, in the first link is my variation of the monk class with all the elements in blue color varying from the orginal. Probably the changes are many and many are exaggerated, but so I can also see which are more important and which are not. This thread contains so many brilliant ideas from so many people motivated to change and improve the monk class. https://www.dndbeyond.com/forums/class-forums/monk/128560-the-new-evolution-of-the-monk-core-class?page=24#c466
This link, on the other hand, contains my own variation that I'm improving by following tips left and right.
https://www.gmbinder.com/share/-Mz734bN8gWVYvErwFpw