This is a ‘fix’ I propose should apply to all monks. I’ve been playtesting it for months in my game and it has worked well to keep the monk up with other martial characters.
Unity of Being Prereqisite: Monk class While unarmored and unarmed or wielding a monk weapon, you gain the following benefits:
You may apply your Strength and Dexterity modifiers to the attack and damage rolls of your unarmed strikes and monk weapons.
You may apply your Dexterity and Wisdom modifiers to your Armor Class.
You may apply your Dexterity and Intelligence modifiers to your initiative.
You gain bonus Ki equal to your Wisdom and Charisma modifiers.
AC is already modified by both DEX & WIS, so there’s no real change there.
Attack & Damage are affected by STR or DEX, but that’s practically always going to be DEX. Adding STR as well helps to close the gap between monks and other martial characters who are likely to be wielding better weapons.
The initiative bonus from INT is only significant on the first round of combat, but it’s nice for getting stun attempts before an enemy can use an alpha strike. INT on INIT represents being quicker to assess a tactical situation and implement a trained response.
The bonus Ki is most significant at lower levels, and it’s the ‘juice’ that makes a monk more interesting than a tavern brawler. Since CHA is a source of magic for so many classes, it’s nice to give it a place here. Since this is entirely a bonus that isn’t going to remove anything you would otherwise have, CHA still works as a place to put your flaw stat if your ability score method makes one unavoidable.
Q: Don’t most monks dumpstat STR, INT, and/or CHA? A: Yes, but you don’t have to follow their lead. A 14 STR and 16 DEX has the same effect on your combat as a 20 DEX would. It’s nice to have a place where the unbalanced min/max isn’t the ‘right’ option, and it’s nice to have a class which the original ‘+1 to all’ standard human can shine.
Q: Won’t this make Stunning Strike even more of a pain in terms of shutting down ‘boss’ monsters? A: Yes, but that’s what a scrapper does. You’re not the biggest damage blaster, the toughest tanker, or the most effective controller, but you can do them all reasonably well, which makes you the single-enemy specialist.
If you still feel the need to tone down Stunning Strike, consider making Undead and Constructs immune to stun, and maybe Elementals and Plants too, since none of them have a nervous system to disrupt. Oozes are questionable, but it’s bad enough to have to touch those with your fists anyway.
You could also make Stunning Strike cost 2 Ki, but if you do that, you might also make the chance to stun apply to all monk attacks made during the monk’s turn. It’s more expensive to try to stun and flurry, but it’s also less likely to be a waste.
So what do you, as monk players and their DMs, think? If you see problems which I haven’t encountered in my playtesting, please explain your concerns and suggest a patch. I know the wording is loose, but I hope you’ll understand the intent.
"There might yet be a heaven, but it isn't going to be 'perfect', and we're going to have to build it ourselves." - Philhellenes, Science Saved My Soul
That's what I mean by making it apply to all monks. It's implemented as a feat, but if a DM gives it to a character at first level, it works out to a change to the core class. If you like it, use it, or ask your DM to let you try it.
"There might yet be a heaven, but it isn't going to be 'perfect', and we're going to have to build it ourselves." - Philhellenes, Science Saved My Soul
I think that's too much. Monks aren't really bad, and although they do have problems they're not awful.
Str AND Dex to attacks means you can multiclass into Barbarian to get rage damage on all attacks (when raging), AND get advantage to all attacks (when using Reckless) AND even apply Elven Accuracy too, for "triple advantage". Not to mention, you add two modifiers to hit, which means even using the Standard Array you can have +8 at level 1. Okay, but what do we gain from this? Take the Kensei subclass and the Sharpshooter feat. Now you can apply the -5/+10 at practically no risk. It takes a few levels to set up, but from level 5 already it is amazing. Elven accuracy will come at level 6 (Custom Lineage) or 10 (or 8, but you're better off with more monk levels anyway). And, even without it, it's still just too good.
AC doesn't change, I guess.
Adding Int to initiative might not seem to be a lot, but again, multiclassing will make this incredibly more powerul. This should at least not apply before a higher level.
Bonus Ki was really all the fix the class ever needed, and tying it to Wis modifier would be enough. Adding Cha is too much.
If your Monk is struggling, it's better to check what's causing the problem, because they shouldn't be too weak. Are they playing suboptimally while everyone else optimise as much as possible? Did you roll for stats and they rolled poorly/not in a way that actually benefits a MAD class? What enemies are you fighting most of the time? Humanoid groups make Monks shine, through Deflect Missiles, their great speeds and ability to shut down enemies.
What terrain are you using for most combats? Interesting terrain that challenges your group will make Monks better, since they'll be able to manoeuvre where others would struggle. An endless field against one big monster who doesn't move would mean many Monk abilities are useless.
Are you giving many magic items? Perhaps give less of them, or find ones that will help the monk. If your fighter is a walking magical armoury while your Monk still uses a stick to hit enemies, cannot benefit from magical armours and many more... you get the point. Your Monk should have just as many as anyone else. I personally would suggest to give less to all, homebrew something the Monk can make actual use of or find some of the few existing ones of that kind.
Consider their subclass. Is it any good? Are they utilising it well? Four Elements Monk, as cool as it is, is just bad. Using the Kensei Monk for a 2d4+Dex damage Blowgun at level 3 might be cool, but at the end of the day it's just weaker than a normal Monk.
If they still feel weak, I think adding just 2 Ki points should make all the difference. They'll be able to do all the cool Monk stuff more freely, while preventing anything unintended. A 2 level dip to Monk would suddenly be more impactful, but it's not really that good for most characters, if we're honest.
Reckless attack and the added damage from raging is only with base strength attacks. Elven Accuracy works, but the monk does not have much benefit in increasing his probability of making critical.
Other than that, I can say that the monk actually is not that weak, he just has a problem in disengaging in a practical way and after 11th level his damage loses in comparison with other classes. Normally a campaign does not give 3rd to 10th level, so there should not be much of a problem. Then it is up to the master to invent a magic item or martial arts book that gives the monk a special ability. If I were the master I would gift a martial arts book that allows the monk to push an enemy 5 feet once per turn (regardless of the opponent's staza)
According to the feat/ability in question, the monk's attack will use Str as well as Dex. Meaning, the Monk doesn't even need to invest in Str beyond the multiclassing minimum to gain these benefits.
Disengaging isn't a necessity in combat. You could find other ways to play effectively. If you do find that in order for your playstyle disengaging is important, pick a fitting subclass like Open Hand/Drunken Master/Four Elements (when choosing specific options) or a fitting feat like Crusher/Mobile. There's also Step of the Wind, and although someone might say it's a pricy investment, if you think an extra 1d4+3 (for an average level 1-3 Monk) if you hit damage is more important than disengaging, then you didn't need to disengage.
After the 11th level, the Monk's damage might not scale like other classes, but it's not that bad either. Your punches deal as much as any monk weapon (non-Kensei) can deal, and by 17th level, it deals the most damage any weapon that isn't a heavy weapon can deal. Meaning you can have both your hands doing something else while kicking your foes or headbutting them for as much damage as a longsword held with both hands does. Your Ki points are also finally an abundant resource, with 11+ per short rest. Only if your party doesn't take short rests or if your burn all these Ki points into Flurry of Blows+Stunning Strike every attack will you feel like you're missing on it. But, then, that's just managing a resource. Moreover, you finally get some of the best features in the game. Purity of Body, Diamond Soul and Empty Body are great defensive buffs. You have insane speed and can run up walls and across liquids. Your AC should be nearing 20 if not there already, and that's while you're wearing your birthday suit. Not to mention, the various level 11 and 17 subclass features are mostly busted. Even for the weaker subclasses.
Sure, an optimised Fighter will USUALLY deal more consistent damage, but we're not comparing to them. Apples and oranges shouldn't taste the same.
According to the feat/ability in question, the monk's attack will use Str as well as Dex. Meaning, the Monk doesn't even need to invest in Str beyond the multiclassing minimum to gain these benefits.
I don't think martial arts works that way, you simply use dexterity instead of strength to manipulate some weapons. The features of the barbarian clearly require attacks with strength.
Rage
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Martial Arts
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
Disengaging isn't a necessity in combat. You could find other ways to play effectively. If you do find that in order for your playstyle disengaging is important, pick a fitting subclass like Open Hand/Drunken Master/Four Elements (when choosing specific options) or a fitting feat like Crusher/Mobile. There's also Step of the Wind, and although someone might say it's a pricy investment, if you think an extra 1d4+3 (for an average level 1-3 Monk) if you hit damage is more important than disengaging, then you didn't need to disengage.
It is a pity not to take full advantage of the monk's movement, and to do so requires a practical system for disengaging. Some races like the bugbear have useful racial advantages, or there is the possibility of taking a feat if human V. (if not you have to wait until 4th level). But I find it a pity that this is not already part of the class features and instead a solution (features, races, multiclasses) should be found to solve this problem. A class should be stable and functional from the beginning. A monk who has d8 hit points and does not have many trait points to boost in constitution and also does not have many ASIs to waste on feats, cannot afford great customization maneuvers.
After the 11th level, the Monk's damage might not scale like other classes, but it's not that bad either. Your punches deal as much as any monk weapon (non-Kensei) can deal, and by 17th level, it deals the most damage any weapon that isn't a heavy weapon can deal. Meaning you can have both your hands doing something else while kicking your foes or headbutting them for as much damage as a longsword held with both hands does. Your Ki points are also finally an abundant resource, with 11+ per short rest. Only if your party doesn't take short rests or if your burn all these Ki points into Flurry of Blows+Stunning Strike every attack will you feel like you're missing on it. But, then, that's just managing a resource. Moreover, you finally get some of the best features in the game. Purity of Body, Diamond Soul and Empty Body are great defensive buffs. You have insane speed and can run up walls and across liquids. Your AC should be nearing 20 if not there already, and that's while you're wearing your birthday suit. Not to mention, the various level 11 and 17 subclass features are mostly busted. Even for the weaker subclasses.
Sure, an optimised Fighter will USUALLY deal more consistent damage, but we're not comparing to them. Apples and oranges shouldn't taste the same.
The monk afterwards remains playable, though mechanically somewhat complex for younger and inexperienced players.
The only problem is that the monk played with a group of people skilled in optimizing their characters will unfortunately remain at a great disadvantage, especially later at higher levels.
1. That is correct. It seems you have not read the top post, to which I was referring. From it:
Apply your Strength and Dexterity modifiers to the attack and damage rolls of your unarmed strikes and monk weapons.
Here, he clearly says (and later explains) that the change is the word "and" instead of "the" so Monk gets to use both. That's what I was saying is needlessly strong for several reasons, as explained above. Normal Monks, of course, don't get to use both.
2. You can take advantage of it in plenty of ways. Some subclasses offer you tools to do that, others don't. Not all Monks have to use it the same way. Also, if you use Stunning Strike, after all attacks are done you can leave the enemy's range without triggering an opportunity attack. This might seem counter-intuitive, but it's a great way to use it. Yes, the enemy might pass the save and yes, it still costs Ki, but I think that's a fair trade. Later, even if much later, Empty Body allows your to take no opportunity attacks from creatures that can't "see" an invisible enemy.
The Monk being MAD is problematic on its own, but it is solvable in many ways. Btw, if mentioned already, I think the fact that the Monk has a d8 hit die shows that they should be compared to Rogues with d8 as well, and not a Fighter with a d10. It's a different category. I wouldn't say it makes a Monk hard to customise. I've seen many interesting Monk builds, some of which using no Dex at all, and still seeming very good. Search for Treeanmonk's video about armoured Monks.
3. Complex? Sure. I'd argue a Wizard with 26 spells (minimum, not including cantrips) at level 11 is much more confusing, and so is a Druid and many other classes. Complexity is something that some classes have, and that's peefectly fine. The Champion Fighter, a great subclass, suffers a bad reputation just because it's too simple. So does the Hunter Ranger, for example.
And again, that's hardly true, if given fair conditions. For example, if you give a high levelled party 1,500 GP to spend each: Fighters will get Plate armour. Casters will get expensive material components for powerful spells. The Monks buy... beer and a few darts? Maybe a huge sack to carry all those useless coins. On the other hand, throw the party with nothing but clothes and everyone will envy the Monk for being completely independant.
1. That is correct. It seems you have not read the top post, to which I was referring. From it:
Apply your Strength and Dexterity modifiers to the attack and damage rolls of your unarmed strikes and monk weapons.
Here, he clearly says (and later explains) that the change is the word "and" instead of "the" so Monk gets to use both. That's what I was saying is needlessly strong for several reasons, as explained above. Normal Monks, of course, don't get to use both.
2. You can take advantage of it in plenty of ways. Some subclasses offer you tools to do that, others don't. Not all Monks have to use it the same way. Also, if you use Stunning Strike, after all attacks are done you can leave the enemy's range without triggering an opportunity attack. This might seem counter-intuitive, but it's a great way to use it. Yes, the enemy might pass the save and yes, it still costs Ki, but I think that's a fair trade. Later, even if much later, Empty Body allows your to take no opportunity attacks from creatures that can't "see" an invisible enemy.
The Monk being MAD is problematic on its own, but it is solvable in many ways. Btw, if mentioned already, I think the fact that the Monk has a d8 hit die shows that they should be compared to Rogues with d8 as well, and not a Fighter with a d10. It's a different category. I wouldn't say it makes a Monk hard to customise. I've seen many interesting Monk builds, some of which using no Dex at all, and still seeming very good. Search for Treeanmonk's video about armoured Monks.
3. Complex? Sure. I'd argue a Wizard with 26 spells (minimum, not including cantrips) at level 11 is much more confusing, and so is a Druid and many other classes. Complexity is something that some classes have, and that's peefectly fine. The Champion Fighter, a great subclass, suffers a bad reputation just because it's too simple. So does the Hunter Ranger, for example.
And again, that's hardly true, if given fair conditions. For example, if you give a high levelled party 1,500 GP to spend each: Fighters will get Plate armour. Casters will get expensive material components for powerful spells. The Monks buy... beer and a few darts? Maybe a huge sack to carry all those useless coins. On the other hand, throw the party with nothing but clothes and everyone will envy the Monk for being completely independant.
Sorry, I had not read the first post.
Effectively this correction would solve some of the monk's problems, but only because of the strong synergy with the barbarian.
In addition, thanks to magic items that enhance characteristics, all attack and damage rolls that use the two characteristics at the same time can be boosted to the maximum making it a little too strong. this would lead the monk to want objects that enhance characteristics leading him to depend too much on them and destroying the image of independence from the objects he has.
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This is a ‘fix’ I propose should apply to all monks. I’ve been playtesting it for months in my game and it has worked well to keep the monk up with other martial characters.
Unity of Being
Prereqisite: Monk class
While unarmored and unarmed or wielding a monk weapon, you gain the following benefits:
AC is already modified by both DEX & WIS, so there’s no real change there.
Attack & Damage are affected by STR or DEX, but that’s practically always going to be DEX. Adding STR as well helps to close the gap between monks and other martial characters who are likely to be wielding better weapons.
The initiative bonus from INT is only significant on the first round of combat, but it’s nice for getting stun attempts before an enemy can use an alpha strike. INT on INIT represents being quicker to assess a tactical situation and implement a trained response.
The bonus Ki is most significant at lower levels, and it’s the ‘juice’ that makes a monk more interesting than a tavern brawler. Since CHA is a source of magic for so many classes, it’s nice to give it a place here. Since this is entirely a bonus that isn’t going to remove anything you would otherwise have, CHA still works as a place to put your flaw stat if your ability score method makes one unavoidable.
Q: Don’t most monks dumpstat STR, INT, and/or CHA?
A: Yes, but you don’t have to follow their lead. A 14 STR and 16 DEX has the same effect on your combat as a 20 DEX would. It’s nice to have a place where the unbalanced min/max isn’t the ‘right’ option, and it’s nice to have a class which the original ‘+1 to all’ standard human can shine.
Q: Won’t this make Stunning Strike even more of a pain in terms of shutting down ‘boss’ monsters?
A: Yes, but that’s what a scrapper does. You’re not the biggest damage blaster, the toughest tanker, or the most effective controller, but you can do them all reasonably well, which makes you the single-enemy specialist.
If you still feel the need to tone down Stunning Strike, consider making Undead and Constructs immune to stun, and maybe Elementals and Plants too, since none of them have a nervous system to disrupt. Oozes are questionable, but it’s bad enough to have to touch those with your fists anyway.
You could also make Stunning Strike cost 2 Ki, but if you do that, you might also make the chance to stun apply to all monk attacks made during the monk’s turn. It’s more expensive to try to stun and flurry, but it’s also less likely to be a waste.
So what do you, as monk players and their DMs, think? If you see problems which I haven’t encountered in my playtesting, please explain your concerns and suggest a patch. I know the wording is loose, but I hope you’ll understand the intent.
"There might yet be a heaven, but it isn't going to be 'perfect', and we're going to have to build it ourselves." - Philhellenes, Science Saved My Soul
Backgrounds • Feats • Magic Items • Monsters •
Ancestries• Spells •SubclassesThese should just be core features of the class
That's what I mean by making it apply to all monks. It's implemented as a feat, but if a DM gives it to a character at first level, it works out to a change to the core class.
If you like it, use it, or ask your DM to let you try it.
https://www.dndbeyond.com/feats/863686-unity-of-being
"There might yet be a heaven, but it isn't going to be 'perfect', and we're going to have to build it ourselves." - Philhellenes, Science Saved My Soul
Backgrounds • Feats • Magic Items • Monsters •
Ancestries• Spells •SubclassesI think that's too much. Monks aren't really bad, and although they do have problems they're not awful.
Str AND Dex to attacks means you can multiclass into Barbarian to get rage damage on all attacks (when raging), AND get advantage to all attacks (when using Reckless) AND even apply Elven Accuracy too, for "triple advantage". Not to mention, you add two modifiers to hit, which means even using the Standard Array you can have +8 at level 1. Okay, but what do we gain from this? Take the Kensei subclass and the Sharpshooter feat. Now you can apply the -5/+10 at practically no risk. It takes a few levels to set up, but from level 5 already it is amazing. Elven accuracy will come at level 6 (Custom Lineage) or 10 (or 8, but you're better off with more monk levels anyway). And, even without it, it's still just too good.
AC doesn't change, I guess.
Adding Int to initiative might not seem to be a lot, but again, multiclassing will make this incredibly more powerul. This should at least not apply before a higher level.
Bonus Ki was really all the fix the class ever needed, and tying it to Wis modifier would be enough. Adding Cha is too much.
If your Monk is struggling, it's better to check what's causing the problem, because they shouldn't be too weak. Are they playing suboptimally while everyone else optimise as much as possible? Did you roll for stats and they rolled poorly/not in a way that actually benefits a MAD class? What enemies are you fighting most of the time? Humanoid groups make Monks shine, through Deflect Missiles, their great speeds and ability to shut down enemies.
What terrain are you using for most combats? Interesting terrain that challenges your group will make Monks better, since they'll be able to manoeuvre where others would struggle. An endless field against one big monster who doesn't move would mean many Monk abilities are useless.
Are you giving many magic items? Perhaps give less of them, or find ones that will help the monk. If your fighter is a walking magical armoury while your Monk still uses a stick to hit enemies, cannot benefit from magical armours and many more... you get the point. Your Monk should have just as many as anyone else. I personally would suggest to give less to all, homebrew something the Monk can make actual use of or find some of the few existing ones of that kind.
Consider their subclass. Is it any good? Are they utilising it well? Four Elements Monk, as cool as it is, is just bad. Using the Kensei Monk for a 2d4+Dex damage Blowgun at level 3 might be cool, but at the end of the day it's just weaker than a normal Monk.
If they still feel weak, I think adding just 2 Ki points should make all the difference. They'll be able to do all the cool Monk stuff more freely, while preventing anything unintended. A 2 level dip to Monk would suddenly be more impactful, but it's not really that good for most characters, if we're honest.
Varielky
Reckless attack and the added damage from raging is only with base strength attacks. Elven Accuracy works, but the monk does not have much benefit in increasing his probability of making critical.
Other than that, I can say that the monk actually is not that weak, he just has a problem in disengaging in a practical way and after 11th level his damage loses in comparison with other classes. Normally a campaign does not give 3rd to 10th level, so there should not be much of a problem. Then it is up to the master to invent a magic item or martial arts book that gives the monk a special ability.
If I were the master I would gift a martial arts book that allows the monk to push an enemy 5 feet once per turn (regardless of the opponent's staza)
According to the feat/ability in question, the monk's attack will use Str as well as Dex. Meaning, the Monk doesn't even need to invest in Str beyond the multiclassing minimum to gain these benefits.
Disengaging isn't a necessity in combat. You could find other ways to play effectively. If you do find that in order for your playstyle disengaging is important, pick a fitting subclass like Open Hand/Drunken Master/Four Elements (when choosing specific options) or a fitting feat like Crusher/Mobile. There's also Step of the Wind, and although someone might say it's a pricy investment, if you think an extra 1d4+3 (for an average level 1-3 Monk) if you hit damage is more important than disengaging, then you didn't need to disengage.
After the 11th level, the Monk's damage might not scale like other classes, but it's not that bad either. Your punches deal as much as any monk weapon (non-Kensei) can deal, and by 17th level, it deals the most damage any weapon that isn't a heavy weapon can deal. Meaning you can have both your hands doing something else while kicking your foes or headbutting them for as much damage as a longsword held with both hands does. Your Ki points are also finally an abundant resource, with 11+ per short rest. Only if your party doesn't take short rests or if your burn all these Ki points into Flurry of Blows+Stunning Strike every attack will you feel like you're missing on it. But, then, that's just managing a resource. Moreover, you finally get some of the best features in the game. Purity of Body, Diamond Soul and Empty Body are great defensive buffs. You have insane speed and can run up walls and across liquids. Your AC should be nearing 20 if not there already, and that's while you're wearing your birthday suit. Not to mention, the various level 11 and 17 subclass features are mostly busted. Even for the weaker subclasses.
Sure, an optimised Fighter will USUALLY deal more consistent damage, but we're not comparing to them. Apples and oranges shouldn't taste the same.
Varielky
I don't think martial arts works that way, you simply use dexterity instead of strength to manipulate some weapons. The features of the barbarian clearly require attacks with strength.
Rage
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Martial Arts
It is a pity not to take full advantage of the monk's movement, and to do so requires a practical system for disengaging. Some races like the bugbear have useful racial advantages, or there is the possibility of taking a feat if human V. (if not you have to wait until 4th level). But I find it a pity that this is not already part of the class features and instead a solution (features, races, multiclasses) should be found to solve this problem. A class should be stable and functional from the beginning. A monk who has d8 hit points and does not have many trait points to boost in constitution and also does not have many ASIs to waste on feats, cannot afford great customization maneuvers.
The monk afterwards remains playable, though mechanically somewhat complex for younger and inexperienced players.
The only problem is that the monk played with a group of people skilled in optimizing their characters will unfortunately remain at a great disadvantage, especially later at higher levels.
1. That is correct. It seems you have not read the top post, to which I was referring. From it:
Here, he clearly says (and later explains) that the change is the word "and" instead of "the" so Monk gets to use both. That's what I was saying is needlessly strong for several reasons, as explained above. Normal Monks, of course, don't get to use both.
2. You can take advantage of it in plenty of ways. Some subclasses offer you tools to do that, others don't. Not all Monks have to use it the same way. Also, if you use Stunning Strike, after all attacks are done you can leave the enemy's range without triggering an opportunity attack. This might seem counter-intuitive, but it's a great way to use it. Yes, the enemy might pass the save and yes, it still costs Ki, but I think that's a fair trade. Later, even if much later, Empty Body allows your to take no opportunity attacks from creatures that can't "see" an invisible enemy.
The Monk being MAD is problematic on its own, but it is solvable in many ways. Btw, if mentioned already, I think the fact that the Monk has a d8 hit die shows that they should be compared to Rogues with d8 as well, and not a Fighter with a d10. It's a different category. I wouldn't say it makes a Monk hard to customise. I've seen many interesting Monk builds, some of which using no Dex at all, and still seeming very good. Search for Treeanmonk's video about armoured Monks.
3. Complex? Sure. I'd argue a Wizard with 26 spells (minimum, not including cantrips) at level 11 is much more confusing, and so is a Druid and many other classes. Complexity is something that some classes have, and that's peefectly fine. The Champion Fighter, a great subclass, suffers a bad reputation just because it's too simple. So does the Hunter Ranger, for example.
And again, that's hardly true, if given fair conditions. For example, if you give a high levelled party 1,500 GP to spend each: Fighters will get Plate armour. Casters will get expensive material components for powerful spells. The Monks buy... beer and a few darts? Maybe a huge sack to carry all those useless coins. On the other hand, throw the party with nothing but clothes and everyone will envy the Monk for being completely independant.
Varielky
Sorry, I had not read the first post.
Effectively this correction would solve some of the monk's problems, but only because of the strong synergy with the barbarian.
In addition, thanks to magic items that enhance characteristics, all attack and damage rolls that use the two characteristics at the same time can be boosted to the maximum making it a little too strong. this would lead the monk to want objects that enhance characteristics leading him to depend too much on them and destroying the image of independence from the objects he has.