No, like I said, Dexterity would be dropped. So Unarmored Defense, for example, would be 10+CON+WIS.
We can infer that Dex is a cardinal prerogative of AC. It would be strange to eliminate dexterity from AC.
What would be strange with making Unarmored Defense 10+CON+WIS? It would help towards fixing the Monk's problems. My changing everywhere DEX is used to CON, you get an interesting and unique Frontliner.
Okay, but why do you want to make a frontline warrior with d8 hit points who has such a movement ability? What you're trying to do is far doesn't make much sense according to the basic monk design. Unless you want to replace unarmored movement, slow fall, step of the wind, evasion and Deflect Missiles. Although they don't all require dexterity, from my side they represent what is the monk's display of great dexterity.
I like the idea of making it so that a Monk's hit dice and hit points use Wisdom instead of Constitution. It also solves the MAD, just the other way. A Monk with no Wisdom just feels wrong to me, and making it so that Con isn't a factor in hit points plays a lot into the "frail old guy that can beat your ass" archetype which is a common think with Monks. Might screw up multiclassing, but IMO multiclassing shouldn't be as much of an obstacle for making unique ideas.
From my point of view, the concept of Quar1on is much more interesting. At least logically, the vitality of ki power accumulated by the monk is given by its wisdom, and this could act as a conduit of life force. But this is then taken up by the "Quickened Healing" feature, which from my point of view could be designed a little better.
This indeed makes sense. Which is why I originally wanted to change WIS -> CON. By making CON a secondary ability score, you can make a pretty tanky monk without affecting the abilities of the monk too much. All that would happen is that WIS would be taken out of the monk, but that'd open up the flavor of monks in general, in my opinion. From monks to martial artists of all kinds: boxers, wrestlers, jiujitsu, etc.
I am not sure that would actually be much of a buff.
It would give a Monk a few more hit points, but at the expense of Wisdom saves and skills. I think you would go from a relatively weak class with generally decent wisdom skills and good in what you took proficiency in, to a relatively weak class with poor Wisdom skills and saves.
The saves thing would not be an issue at high levels, but at low levels I think it would.
But you'd have good CON saves, which is great. You'd also change the saving throw proficiencies, I guess.
The Dex would still be their save, and play a part in dex saves and such. but I would have the con and wis be the focal points. for my spicy hot take.
It would also be used for initiative, which would suck if you dumped it and acrobatics and the other dex-based skills.
This would make Monk an extremely powerful 1-level dip for a Fighter, Cleric or Ranger .... especially Ranger. You would get the kind of things people are do with Hexblade for Charisma, but with Wisdom which is a stronger skill overall than Charisma and such that it increases AC too. TBH I can't think of any class, other than maybe Wizard, that would not get a buff by taking this dip.
Keep using Dex and Wis, but give them HP and attack damage bonus from their Wisdom. I'm not going to do the math, but maybe something like half their wisdom bonus (rounded up) added to HP each level, and to bonus attack damage each attack.
I feel like that's going too far into introducing new mechanics. For example, a 20 DEX 20 WIS monk would do +10 damage per attack, and a monk can make 4 attacks.
No, like I said, Dexterity would be dropped. So Unarmored Defense, for example, would be 10+CON+WIS.
We can infer that Dex is a cardinal prerogative of AC. It would be strange to eliminate dexterity from AC.
What would be strange with making Unarmored Defense 10+CON+WIS? It would help towards fixing the Monk's problems. My changing everywhere DEX is used to CON, you get an interesting and unique Frontliner.
Okay, but why do you want to make a frontline warrior with d8 hit points who has such a movement ability? What you're trying to do is far doesn't make much sense according to the basic monk design. Unless you want to replace unarmored movement, slow fall, step of the wind, evasion and Deflect Missiles. Although they don't all require dexterity, from my side they represent what is the monk's display of great dexterity.
I like the idea of making it so that a Monk's hit dice and hit points use Wisdom instead of Constitution. It also solves the MAD, just the other way. A Monk with no Wisdom just feels wrong to me, and making it so that Con isn't a factor in hit points plays a lot into the "frail old guy that can beat your ass" archetype which is a common think with Monks. Might screw up multiclassing, but IMO multiclassing shouldn't be as much of an obstacle for making unique ideas.
From my point of view, the concept of Quar1on is much more interesting. At least logically, the vitality of ki power accumulated by the monk is given by its wisdom, and this could act as a conduit of life force. But this is then taken up by the "Quickened Healing" feature, which from my point of view could be designed a little better.
This indeed makes sense. Which is why I originally wanted to change WIS -> CON. By making CON a secondary ability score, you can make a pretty tanky monk without affecting the abilities of the monk too much. All that would happen is that WIS would be taken out of the monk, but that'd open up the flavor of monks in general, in my opinion. From monks to martial artists of all kinds: boxers, wrestlers, jiujitsu, etc.
I am not sure that would actually be much of a buff.
It would give a Monk a few more hit points, but at the expense of Wisdom saves and skills. I think you would go from a relatively weak class with generally decent wisdom skills and good in what you took proficiency in, to a relatively weak class with poor Wisdom skills and saves.
The saves thing would not be an issue at high levels, but at low levels I think it would.
But you'd have good CON saves, which is great. You'd also change the saving throw proficiencies, I guess.
So your big idea is to take the monk out of the Monk. I don't think I'm on board.
Constitution saves are only good for casters. For everybody else, they're closer to Strength, Charisma, and Intelligence than Wisdom and Dexterity.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
But you'd have good CON saves, which is great. You'd also change the saving throw proficiencies, I guess.
Constitution is a good save, but not nearly as good as Wisdom unless you are a caster.
It is also a LOT less useful for skill checks. Overall I see that as a net loss, especially when the class only gets 2 skill proficiencies.
In general I think Constitution is overated because healing is so available in the game.
When making quotes please leave the names correct.
The names are correct. I don't think you read it the right way.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
But you'd have good CON saves, which is great. You'd also change the saving throw proficiencies, I guess.
Constitution is a good save, but not nearly as good as Wisdom unless you are a caster.
It is also a LOT less useful for skill checks. Overall I see that as a net loss, especially when the class only gets 2 skill proficiencies.
In general I think Constitution is overated because healing is so available in the game.
When making quotes please leave the names correct.
The names are correct. I don't think you read it the right way.
Then why do you quote me when I have never written what is under my name?
a. That wasn't me. b. It's under your name, but not within your name. It is within WobblyFett's name. Look at the boxes.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
No, like I said, Dexterity would be dropped. So Unarmored Defense, for example, would be 10+CON+WIS.
We can infer that Dex is a cardinal prerogative of AC. It would be strange to eliminate dexterity from AC.
What would be strange with making Unarmored Defense 10+CON+WIS? It would help towards fixing the Monk's problems. My changing everywhere DEX is used to CON, you get an interesting and unique Frontliner.
Okay, but why do you want to make a frontline warrior with d8 hit points who has such a movement ability? What you're trying to do is far doesn't make much sense according to the basic monk design. Unless you want to replace unarmored movement, slow fall, step of the wind, evasion and Deflect Missiles. Although they don't all require dexterity, from my side they represent what is the monk's display of great dexterity.
I like the idea of making it so that a Monk's hit dice and hit points use Wisdom instead of Constitution. It also solves the MAD, just the other way. A Monk with no Wisdom just feels wrong to me, and making it so that Con isn't a factor in hit points plays a lot into the "frail old guy that can beat your ass" archetype which is a common think with Monks. Might screw up multiclassing, but IMO multiclassing shouldn't be as much of an obstacle for making unique ideas.
From my point of view, the concept of Quar1on is much more interesting. At least logically, the vitality of ki power accumulated by the monk is given by its wisdom, and this could act as a conduit of life force. But this is then taken up by the "Quickened Healing" feature, which from my point of view could be designed a little better.
This indeed makes sense. Which is why I originally wanted to change WIS -> CON. By making CON a secondary ability score, you can make a pretty tanky monk without affecting the abilities of the monk too much. All that would happen is that WIS would be taken out of the monk, but that'd open up the flavor of monks in general, in my opinion. From monks to martial artists of all kinds: boxers, wrestlers, jiujitsu, etc.
I am not sure that would actually be much of a buff.
It would give a Monk a few more hit points, but at the expense of Wisdom saves and skills. I think you would go from a relatively weak class with generally decent wisdom skills and good in what you took proficiency in, to a relatively weak class with poor Wisdom skills and saves.
The saves thing would not be an issue at high levels, but at low levels I think it would.
But you'd have good CON saves, which is great. You'd also change the saving throw proficiencies, I guess.
So your big idea is to take the monk out of the Monk. I don't think I'm on board.
Constitution saves are only good for casters. For everybody else, they're closer to Strength, Charisma, and Intelligence than Wisdom and Dexterity.
Remember, this is but the simplest way to fix a monk. There might be better ways, but those ways are more complex. Besides, CON saves are pretty good even for non-casters, in my opinion. Most of the saves a player will make in their adventuring career are either Dexterity saves or Constitution saves, anyway. Also, monks eventually get proficiency in all saves and there's nothing discouraging you from investing into Wisdom. It's just no longer mandatory.
But you'd have good CON saves, which is great. You'd also change the saving throw proficiencies, I guess.
Constitution is a good save, but not nearly as good as Wisdom unless you are a caster.
It is also a LOT less useful for skill checks. Overall I see that as a net loss, especially when the class only gets 2 skill proficiencies.
In general I think Constitution is overated because healing is so available in the game.
Wisdom is important, but like I've already said, most adventurers will make more Dexterity and Constitution saving throws than any other throughout their TTRPG career. Also, like I said, you can still invest in Wisdom. It's just no longer mandatory, which was making the Monk an incredibly MAD class. Finally, monks eventually get proficiency in all saving throws, anyway.
And besides, you do still have Dexterity based skills available to you and you can invest in Wisdom if you'd like. To reiterate, Wisdom would just no longer be mandatory, so players make an intelligent or charismatic monk just as easily as a wise monk, if they'd like.
But you'd have good CON saves, which is great. You'd also change the saving throw proficiencies, I guess.
Constitution is a good save, but not nearly as good as Wisdom unless you are a caster.
It is also a LOT less useful for skill checks. Overall I see that as a net loss, especially when the class only gets 2 skill proficiencies.
In general I think Constitution is overated because healing is so available in the game.
When making quotes please leave the names correct.
The names are correct. I don't think you read it the right way.
Then why do you quote me when I have never written what is under my name?
a. That wasn't me. b. It's under your name, but not within your name. It is within WobblyFett's name. Look at the boxes.
For my part I just hit the "quote" button, delete eveything except the text I want to quote and the software does the rest. I don't even understand how the boxes work or how to tell who is being quoted and who isn't.
But you'd have good CON saves, which is great. You'd also change the saving throw proficiencies, I guess.
Constitution is a good save, but not nearly as good as Wisdom unless you are a caster.
It is also a LOT less useful for skill checks. Overall I see that as a net loss, especially when the class only gets 2 skill proficiencies.
In general I think Constitution is overated because healing is so available in the game.
When making quotes please leave the names correct.
The names are correct. I don't think you read it the right way.
Then why do you quote me when I have never written what is under my name?
a. That wasn't me. b. It's under your name, but not within your name. It is within WobblyFett's name. Look at the boxes.
For my part I just hit the "quote" button, delete eveything except the text I want to quote and the software does the rest. I don't even understand how the boxes work or how to tell who is being quoted and who isn't.
It's not that big of a deal and I didn't want it to scale that much, just be careful to delete well next time. See example above.
I'm throwing it out there like this, but another solution could be damage reduction equal to the wisdom modifier.
As monks already have a similar feature, I think it'd rather be best to avoid overlapping methods of damage mitigation in a single class.
I guess you are talking about the "Deflect Missiles" feature. Effectively so many have already tried to evolve that feature so that it not only reduces the damage of ranged attacks but also melee attacks. Now that I think about it, my proposal would become too tempting for multiclasses that use wisdom. This also applies to replacing constitution with wisdom.
I remain that the easiest option is to switch hit points to d10 and add a ki feature that works like the "Defensive duellist" feat and make "Patient Defense" and "Step of the Wind" ki free. Add another Ability Score to the 10th level and make the monk's DC equal to that of the Battle Master. This would make wisdom less significant.
Here is an example:(In this example, I also added other details being a part of my project)
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are any Simple and Martial Weapons, that lack the heavy and special properties. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
When unarmored, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
Once per turn, when you hit a creature with an unarmed strike, you can move it 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away without provoking attacks of opportunity.
You can roll a d6 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.
When you use the Attack action with an unarmed strike, or a monk weapon on your turn, or you attack with a monk feature that use ki points, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, or you cast a spell that use ki points, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Additionally, you can take the Dash, Disengage, or Dodge actionas as a bonus action on your turn. When you use one of this actions your jump distance is doubled.
At 4th level, when falling, you can use your reaction to reduce your fall damage by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Ki Cultivation
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 two such features: Blocking and Flurry of Blows. Furthermore, 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.
Blocking. When a creature hits you with an attack, as a reaction you can spend 1 ki point and add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Flurry of Blows. Once per turn, you can spend 1 ki point to make an unarmed strike as part of your Attack action.
Life Force. At 4th level, as a bonus action you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Tongue of Ki. At 6th level, as a bonus action you can spend 2 ki points and for 1 hour you can 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.
Lightning Step. At 7th level, as a bonus action you can spend 2 ki point to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Master Soul. At 13th level, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Astral Meditation. At 15th level, you can spend 6 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.
I'm throwing it out there like this, but another solution could be damage reduction equal to the wisdom modifier.
As monks already have a similar feature, I think it'd rather be best to avoid overlapping methods of damage mitigation in a single class.
I guess you are talking about the "Deflect Missiles" feature. Effectively so many have already tried to evolve that feature so that it not only reduces the damage of ranged attacks but also melee attacks. Now that I think about it, my proposal would become too tempting for multiclasses that use wisdom. This also applies to replacing constitution with wisdom.
The idea is that replacing Constitution for Wisdom in terms of hit points would only be for Monk levels. You wouldn't be able to take a 1 level dip into Monk and suddenly have as many hit points as a Barbarian.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I'm throwing it out there like this, but another solution could be damage reduction equal to the wisdom modifier.
As monks already have a similar feature, I think it'd rather be best to avoid overlapping methods of damage mitigation in a single class.
I guess you are talking about the "Deflect Missiles" feature. Effectively so many have already tried to evolve that feature so that it not only reduces the damage of ranged attacks but also melee attacks. Now that I think about it, my proposal would become too tempting for multiclasses that use wisdom. This also applies to replacing constitution with wisdom.
The idea is that replacing Constitution for Wisdom in terms of hit points would only be for Monk levels. You wouldn't be able to take a 1 level dip into Monk and suddenly have as many hit points as a Barbarian.
It actually makes sense. Do you plan to create a new feature or insert it into an existing one?
I'm throwing it out there like this, but another solution could be damage reduction equal to the wisdom modifier.
As monks already have a similar feature, I think it'd rather be best to avoid overlapping methods of damage mitigation in a single class.
I guess you are talking about the "Deflect Missiles" feature. Effectively so many have already tried to evolve that feature so that it not only reduces the damage of ranged attacks but also melee attacks. Now that I think about it, my proposal would become too tempting for multiclasses that use wisdom. This also applies to replacing constitution with wisdom.
The idea is that replacing Constitution for Wisdom in terms of hit points would only be for Monk levels. You wouldn't be able to take a 1 level dip into Monk and suddenly have as many hit points as a Barbarian.
It actually makes sense. Do you plan to create a new feature or insert it into an existing one?
Neither. Just change the Hit Points section of Class Features to say Wisdom modifier instead of Constitution modifier.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I'm throwing it out there like this, but another solution could be damage reduction equal to the wisdom modifier.
As monks already have a similar feature, I think it'd rather be best to avoid overlapping methods of damage mitigation in a single class.
I guess you are talking about the "Deflect Missiles" feature. Effectively so many have already tried to evolve that feature so that it not only reduces the damage of ranged attacks but also melee attacks. Now that I think about it, my proposal would become too tempting for multiclasses that use wisdom. This also applies to replacing constitution with wisdom.
The idea is that replacing Constitution for Wisdom in terms of hit points would only be for Monk levels. You wouldn't be able to take a 1 level dip into Monk and suddenly have as many hit points as a Barbarian.
It actually makes sense. Do you plan to create a new feature or insert it into an existing one?
Neither. Just change the Hit Points section of Class Features to say Wisdom modifier instead of Constitution modifier.
I'm throwing it out there like this, but another solution could be damage reduction equal to the wisdom modifier.
As monks already have a similar feature, I think it'd rather be best to avoid overlapping methods of damage mitigation in a single class.
I guess you are talking about the "Deflect Missiles" feature. Effectively so many have already tried to evolve that feature so that it not only reduces the damage of ranged attacks but also melee attacks. Now that I think about it, my proposal would become too tempting for multiclasses that use wisdom. This also applies to replacing constitution with wisdom.
I remain that the easiest option is to switch hit points to d10 and add a ki feature that works like the "Defensive duellist" feat and make "Patient Defense" and "Step of the Wind" ki free. Add another Ability Score to the 10th level and make the monk's DC equal to that of the Battle Master. This would make wisdom less significant.
Here is an example:(In this example, I also added other details being a part of my project)
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are any Simple and Martial Weapons, that lack the heavy and special properties. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
When unarmored, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
Once per turn, when you hit a creature with an unarmed strike, you can move it 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away without provoking attacks of opportunity.
You can roll a d6 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.
When you use the Attack action with an unarmed strike, or a monk weapon on your turn, or you attack with a monk feature that use ki points, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, or you cast a spell that use ki points, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Additionally, you can take the Dash, Disengage, or Dodge actionas as a bonus action on your turn. When you use one of this actions your jump distance is doubled.
At 4th level, when falling, you can use your reaction to reduce your fall damage by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Ki Cultivation
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 two such features: Blocking and Flurry of Blows. Furthermore, 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.
Blocking. When a creature hits you with an attack, as a reaction you can spend 1 ki point and add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Flurry of Blows. Once per turn, you can spend 1 ki point to make an unarmed strike as part of your Attack action.
Life Force. At 4th level, as a bonus action you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Tongue of Ki. At 6th level, as a bonus action you can spend 2 ki points and for 1 hour you can 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.
Lightning Step. At 7th level, as a bonus action you can spend 2 ki point to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Master Soul. At 13th level, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Astral Meditation. At 15th level, you can spend 6 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.
I'd disagree, as the Dodge action is very, very good (underrated, even). In a system where AC doesn't scale very much, a +2 bonus to AC for free is incredibly broken. Not to mention multiclassing problems. It's ok on a monk because it costs Ki points, action economy, and being a monk, but allowing it to be free will make it egregious.
If we were to discuss more radical changes, I do think the bonus action Dash could be reasonably free, but I'd like to avoid treading on the toes of the Rogue. I'd rather buff the unarmored movement.
Now, I do agree with a d10 hit die being very reasonable. I also concur with giving a 10th level ASI to the Monk. But to address your point about the DC changing and such, that's where I'd disagree. The Monk has a very potent feature in it's Stunning Strike. Tying it's DC to Dexterity could cause problems with it's effectiveness in combat, ironically. I'd rather tie the DC to a secondary ability score, like Constitution. In this way, the Monk becomes less dependent on Wisdom, is incentivized to invest in Constitution, and creates an overall tanker Monk as their health increases. Also, imagine if their AC is also 10 + DEX + CON? You'd get a better frontliner, at the very least.
Other radical changes I agree with would be to move Tongue Of The Sun And Moon to an earlier level, except it would need ki points and have a duration. At such a level, the feature is uninspired and weak. I'd also like to see Ki points equal [Base Number] + Monk level. Many complaints about the Monk originate from their lack of Ki points, especially in Tier 1 levels of play. Instead of adding a scaling value, a base number would be fine, in my opinion. It would buff the early game of monks without having too much of an effect on higher levels of play.
Finally, I'd like to conclude my idea to replace Wisdom with Constitution is but the simplest method. Low effort, high reward. I do think the Monk needs some bigger changes, but this is the most efficient change in regards to keeping to the original material as much as possible, in my opinion.
I'm throwing it out there like this, but another solution could be damage reduction equal to the wisdom modifier.
As monks already have a similar feature, I think it'd rather be best to avoid overlapping methods of damage mitigation in a single class.
I guess you are talking about the "Deflect Missiles" feature. Effectively so many have already tried to evolve that feature so that it not only reduces the damage of ranged attacks but also melee attacks. Now that I think about it, my proposal would become too tempting for multiclasses that use wisdom. This also applies to replacing constitution with wisdom.
The idea is that replacing Constitution for Wisdom in terms of hit points would only be for Monk levels. You wouldn't be able to take a 1 level dip into Monk and suddenly have as many hit points as a Barbarian.
It actually makes sense. Do you plan to create a new feature or insert it into an existing one?
Neither. Just change the Hit Points section of Class Features to say Wisdom modifier instead of Constitution modifier.
I think this is somewhat along the lines of mine own solution, but in the other direction. You'd achieve the same thing, but at the cost of a core system mechanic: Constitution being the ability score that represents health and durability. I'd say that's more egregious than taking the flavor of Wisdom out of the class, so I would like to maintain my stance that my solution is better than your suggestion.
I'm throwing it out there like this, but another solution could be damage reduction equal to the wisdom modifier.
As monks already have a similar feature, I think it'd rather be best to avoid overlapping methods of damage mitigation in a single class.
I guess you are talking about the "Deflect Missiles" feature. Effectively so many have already tried to evolve that feature so that it not only reduces the damage of ranged attacks but also melee attacks. Now that I think about it, my proposal would become too tempting for multiclasses that use wisdom. This also applies to replacing constitution with wisdom.
I remain that the easiest option is to switch hit points to d10 and add a ki feature that works like the "Defensive duellist" feat and make "Patient Defense" and "Step of the Wind" ki free. Add another Ability Score to the 10th level and make the monk's DC equal to that of the Battle Master. This would make wisdom less significant.
Here is an example:(In this example, I also added other details being a part of my project)
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are any Simple and Martial Weapons, that lack the heavy and special properties. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
When unarmored, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
Once per turn, when you hit a creature with an unarmed strike, you can move it 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away without provoking attacks of opportunity.
You can roll a d6 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.
When you use the Attack action with an unarmed strike, or a monk weapon on your turn, or you attack with a monk feature that use ki points, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, or you cast a spell that use ki points, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Additionally, you can take the Dash, Disengage, or Dodge actionas as a bonus action on your turn. When you use one of this actions your jump distance is doubled.
At 4th level, when falling, you can use your reaction to reduce your fall damage by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Ki Cultivation
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 two such features: Blocking and Flurry of Blows. Furthermore, 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.
Blocking. When a creature hits you with an attack, as a reaction you can spend 1 ki point and add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Flurry of Blows. Once per turn, you can spend 1 ki point to make an unarmed strike as part of your Attack action.
Life Force. At 4th level, as a bonus action you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Tongue of Ki. At 6th level, as a bonus action you can spend 2 ki points and for 1 hour you can 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.
Lightning Step. At 7th level, as a bonus action you can spend 2 ki point to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Master Soul. At 13th level, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Astral Meditation. At 15th level, you can spend 6 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.
I'd disagree, as the Dodge action is very, very good (underrated, even). In a system where AC doesn't scale very much, a +2 bonus to AC for free is incredibly broken. Not to mention multiclassing problems. It's ok on a monk because it costs Ki points, action economy, and being a monk, but allowing it to be free will make it egregious.
If we were to discuss more radical changes, I do think the bonus action Dash could be reasonably free, but I'd like to avoid treading on the toes of the Rogue. I'd rather buff the unarmored movement.
Now, I do agree with a d10 hit die being very reasonable. I also concur with giving a 10th level ASI to the Monk. But to address your point about the DC changing and such, that's where I'd disagree. The Monk has a very potent feature in it's Stunning Strike. Tying it's DC to Dexterity could cause problems with it's effectiveness in combat, ironically. I'd rather tie the DC to a secondary ability score, like Constitution. In this way, the Monk becomes less dependent on Wisdom, is incentivized to invest in Constitution, and creates an overall tanker Monk as their health increases. Also, imagine if their AC is also 10 + DEX + CON? You'd get a better frontliner, at the very least.
Other radical changes I agree with would be to move Tongue Of The Sun And Moon to an earlier level, except it would need ki points and have a duration. At such a level, the feature is uninspired and weak. I'd also like to see Ki points equal [Base Number] + Monk level. Many complaints about the Monk originate from their lack of Ki points, especially in Tier 1 levels of play. Instead of adding a scaling value, a base number would be fine, in my opinion. It would buff the early game of monks without having too much of an effect on higher levels of play.
Finally, I'd like to conclude my idea to replace Wisdom with Constitution is but the simplest method. Low effort, high reward. I do think the Monk needs some bigger changes, but this is the most efficient change in regards to keeping to the original material as much as possible, in my opinion.
I'm throwing it out there like this, but another solution could be damage reduction equal to the wisdom modifier.
As monks already have a similar feature, I think it'd rather be best to avoid overlapping methods of damage mitigation in a single class.
I guess you are talking about the "Deflect Missiles" feature. Effectively so many have already tried to evolve that feature so that it not only reduces the damage of ranged attacks but also melee attacks. Now that I think about it, my proposal would become too tempting for multiclasses that use wisdom. This also applies to replacing constitution with wisdom.
The idea is that replacing Constitution for Wisdom in terms of hit points would only be for Monk levels. You wouldn't be able to take a 1 level dip into Monk and suddenly have as many hit points as a Barbarian.
It actually makes sense. Do you plan to create a new feature or insert it into an existing one?
Neither. Just change the Hit Points section of Class Features to say Wisdom modifier instead of Constitution modifier.
I think this is somewhat along the lines of mine own solution, but in the other direction. You'd achieve the same thing, but at the cost of a core system mechanic: Constitution being the ability score that represents health and durability. I'd say that's more egregious than taking the flavor of Wisdom out of the class, so I would like to maintain my stance that my solution is better than your suggestion.
In contrast to you I do not think at all that your solution is better than mine, only different. Even if your solution is indeed clever, it is still an out-of-standard solution and therefore hardly acceptable. But after all we are talking about Homebrew, so any solution that is not too OP is acceptable. So Inshallah.
To be clear, my solution does not aim for more hit points. If you go look at the link I posted, my solution is aimed at a warrior who uses his speed every turn and his attack form is mainly unarmed. I don't agree with what you say about the dodge action being free, there is always the waste of a bonus action, and in addition dodge is a prepared action so it won't necessarily be used even if prepared. We can say that it is on par with hide as a rogue's bonus action. In the case of AC, there is always the possibility of using the "blocking" feature. But my solutions (although not inherent to the main theme) were to integrate the too many patch features they have recently added to the monk.
I'm throwing it out there like this, but another solution could be damage reduction equal to the wisdom modifier.
As monks already have a similar feature, I think it'd rather be best to avoid overlapping methods of damage mitigation in a single class.
I guess you are talking about the "Deflect Missiles" feature. Effectively so many have already tried to evolve that feature so that it not only reduces the damage of ranged attacks but also melee attacks. Now that I think about it, my proposal would become too tempting for multiclasses that use wisdom. This also applies to replacing constitution with wisdom.
The idea is that replacing Constitution for Wisdom in terms of hit points would only be for Monk levels. You wouldn't be able to take a 1 level dip into Monk and suddenly have as many hit points as a Barbarian.
It actually makes sense. Do you plan to create a new feature or insert it into an existing one?
Neither. Just change the Hit Points section of Class Features to say Wisdom modifier instead of Constitution modifier.
I think this is somewhat along the lines of mine own solution, but in the other direction. You'd achieve the same thing, but at the cost of a core system mechanic: Constitution being the ability score that represents health and durability. I'd say that's more egregious than taking the flavor of Wisdom out of the class, so I would like to maintain my stance that my solution is better than your suggestion.
The core system mechanic would still exist, just not for Monks. I think it would actually be very interesting. Whereas every other class in the game needs Constitution to be high to have any chance of survival, Monks can walk around with a -1 in it 'cause they're so damn wise. The fact that it's a core system mechanic makes it even more interesting when it is upturned, and it would give the class a lot of uniqueness. Something which, might I add, your suggestion reduces, since it creates a number of similarities between Monks and Barbarians and gives the axe to the only martial class that relies on a mental ability score.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I'm throwing it out there like this, but another solution could be damage reduction equal to the wisdom modifier.
As monks already have a similar feature, I think it'd rather be best to avoid overlapping methods of damage mitigation in a single class.
I guess you are talking about the "Deflect Missiles" feature. Effectively so many have already tried to evolve that feature so that it not only reduces the damage of ranged attacks but also melee attacks. Now that I think about it, my proposal would become too tempting for multiclasses that use wisdom. This also applies to replacing constitution with wisdom.
The idea is that replacing Constitution for Wisdom in terms of hit points would only be for Monk levels. You wouldn't be able to take a 1 level dip into Monk and suddenly have as many hit points as a Barbarian.
It actually makes sense. Do you plan to create a new feature or insert it into an existing one?
Neither. Just change the Hit Points section of Class Features to say Wisdom modifier instead of Constitution modifier.
I think this is somewhat along the lines of mine own solution, but in the other direction. You'd achieve the same thing, but at the cost of a core system mechanic: Constitution being the ability score that represents health and durability. I'd say that's more egregious than taking the flavor of Wisdom out of the class, so I would like to maintain my stance that my solution is better than your suggestion.
The core system mechanic would still exist, just not for Monks. I think it would actually be very interesting. Whereas every other class in the game needs Constitution to be high to have any chance of survival, Monks can walk around with a -1 in it 'cause they're so damn wise. The fact that it's a core system mechanic makes it even more interesting when it is upturned, and it would give the class a lot of uniqueness. Something which, might I add, your suggestion reduces, since it creates a number of similarities between Monks and Barbarians and gives the axe to the only martial class that relies on a mental ability score.
You can play any class with a 10 constitution and most classes play fine with an 8. Barbarian probably would not work with an 8 con, but other classes will if you build your play style around it.
People think they need a higher constitution than they really need to be viable, but when you get down to it other skills are generally more important to survival. Strength OR Dexterity, and Wisdom are really what is going to keep you alive. Assuming you play a balanced game with all 3 tiers and skill checks in combat, a strong case can be made for Charisma being more important than Constitution as well.
If you run an 8 wisdom and 14 con and get surprised once a day, that is going to drain all the extra hit points the constitution gives you as opposed to having those flopped and not being surprised. Either Dexterity or Strength are needed to have a high AC which again is generally going to be better than 3hps per level or so.
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This indeed makes sense. Which is why I originally wanted to change WIS -> CON. By making CON a secondary ability score, you can make a pretty tanky monk without affecting the abilities of the monk too much. All that would happen is that WIS would be taken out of the monk, but that'd open up the flavor of monks in general, in my opinion. From monks to martial artists of all kinds: boxers, wrestlers, jiujitsu, etc.
But you'd have good CON saves, which is great. You'd also change the saving throw proficiencies, I guess.
Yeah . . . I don't enjoy that idea too much.
I feel like that's going too far into introducing new mechanics. For example, a 20 DEX 20 WIS monk would do +10 damage per attack, and a monk can make 4 attacks.
So your big idea is to take the monk out of the Monk. I don't think I'm on board.
Constitution saves are only good for casters. For everybody else, they're closer to Strength, Charisma, and Intelligence than Wisdom and Dexterity.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I'm throwing it out there like this, but another solution could be damage reduction equal to the wisdom modifier.
Constitution is a good save, but not nearly as good as Wisdom unless you are a caster.
It is also a LOT less useful for skill checks. Overall I see that as a net loss, especially when the class only gets 2 skill proficiencies.
In general I think Constitution is overated because healing is so available in the game.
When making quotes please leave the names correct.
The names are correct. I don't think you read it the right way.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Then why do you quote me when I have never written what is under my name?
a. That wasn't me.
b. It's under your name, but not within your name. It is within WobblyFett's name. Look at the boxes.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Remember, this is but the simplest way to fix a monk. There might be better ways, but those ways are more complex. Besides, CON saves are pretty good even for non-casters, in my opinion. Most of the saves a player will make in their adventuring career are either Dexterity saves or Constitution saves, anyway. Also, monks eventually get proficiency in all saves and there's nothing discouraging you from investing into Wisdom. It's just no longer mandatory.
As monks already have a similar feature, I think it'd rather be best to avoid overlapping methods of damage mitigation in a single class.
Wisdom is important, but like I've already said, most adventurers will make more Dexterity and Constitution saving throws than any other throughout their TTRPG career. Also, like I said, you can still invest in Wisdom. It's just no longer mandatory, which was making the Monk an incredibly MAD class. Finally, monks eventually get proficiency in all saving throws, anyway.
And besides, you do still have Dexterity based skills available to you and you can invest in Wisdom if you'd like. To reiterate, Wisdom would just no longer be mandatory, so players make an intelligent or charismatic monk just as easily as a wise monk, if they'd like.
For my part I just hit the "quote" button, delete eveything except the text I want to quote and the software does the rest. I don't even understand how the boxes work or how to tell who is being quoted and who isn't.
It's not that big of a deal and I didn't want it to scale that much, just be careful to delete well next time. See example above.
I guess you are talking about the "Deflect Missiles" feature. Effectively so many have already tried to evolve that feature so that it not only reduces the damage of ranged attacks but also melee attacks. Now that I think about it, my proposal would become too tempting for multiclasses that use wisdom. This also applies to replacing constitution with wisdom.
I remain that the easiest option is to switch hit points to d10 and add a ki feature that works like the "Defensive duellist" feat and make "Patient Defense" and "Step of the Wind" ki free. Add another Ability Score to the 10th level and make the monk's DC equal to that of the Battle Master. This would make wisdom less significant.
Here is an example: (In this example, I also added other details being a part of my project)
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are any Simple and Martial Weapons, that lack the heavy and special properties. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
When unarmored, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
Once per turn, when you hit a creature with an unarmed strike, you can move it 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away without provoking attacks of opportunity.
You can roll a d6 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.
When you use the Attack action with an unarmed strike, or a monk weapon on your turn, or you attack with a monk feature that use ki points, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, or you cast a spell that use ki points, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Additionally, you can take the Dash, Disengage, or Dodge actionas as a bonus action on your turn. When you use one of this actions your jump distance is doubled.
At 4th level, when falling, you can use your reaction to reduce your fall damage by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Ki Cultivation
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 two such features: Blocking and Flurry of Blows. Furthermore, 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.
Blocking. When a creature hits you with an attack, as a reaction you can spend 1 ki point and add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Flurry of Blows. Once per turn, you can spend 1 ki point to make an unarmed strike as part of your Attack action.
Life Force. At 4th level, as a bonus action you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Tongue of Ki. At 6th level, as a bonus action you can spend 2 ki points and for 1 hour you can 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.
Lightning Step. At 7th level, as a bonus action you can spend 2 ki point to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Master Soul. At 13th level, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Astral Meditation. At 15th level, you can spend 6 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.
If you are interested this is the link to my project, but it is not finished yet: https://homebrewery.naturalcrit.com/share/muLRg68S5oAv
The idea is that replacing Constitution for Wisdom in terms of hit points would only be for Monk levels. You wouldn't be able to take a 1 level dip into Monk and suddenly have as many hit points as a Barbarian.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
It actually makes sense. Do you plan to create a new feature or insert it into an existing one?
Neither. Just change the Hit Points section of Class Features to say Wisdom modifier instead of Constitution modifier.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
smart
I'd disagree, as the Dodge action is very, very good (underrated, even). In a system where AC doesn't scale very much, a +2 bonus to AC for free is incredibly broken. Not to mention multiclassing problems. It's ok on a monk because it costs Ki points, action economy, and being a monk, but allowing it to be free will make it egregious.
If we were to discuss more radical changes, I do think the bonus action Dash could be reasonably free, but I'd like to avoid treading on the toes of the Rogue. I'd rather buff the unarmored movement.
Now, I do agree with a d10 hit die being very reasonable. I also concur with giving a 10th level ASI to the Monk. But to address your point about the DC changing and such, that's where I'd disagree. The Monk has a very potent feature in it's Stunning Strike. Tying it's DC to Dexterity could cause problems with it's effectiveness in combat, ironically. I'd rather tie the DC to a secondary ability score, like Constitution. In this way, the Monk becomes less dependent on Wisdom, is incentivized to invest in Constitution, and creates an overall tanker Monk as their health increases. Also, imagine if their AC is also 10 + DEX + CON? You'd get a better frontliner, at the very least.
Other radical changes I agree with would be to move Tongue Of The Sun And Moon to an earlier level, except it would need ki points and have a duration. At such a level, the feature is uninspired and weak. I'd also like to see Ki points equal [Base Number] + Monk level. Many complaints about the Monk originate from their lack of Ki points, especially in Tier 1 levels of play. Instead of adding a scaling value, a base number would be fine, in my opinion. It would buff the early game of monks without having too much of an effect on higher levels of play.
Finally, I'd like to conclude my idea to replace Wisdom with Constitution is but the simplest method. Low effort, high reward. I do think the Monk needs some bigger changes, but this is the most efficient change in regards to keeping to the original material as much as possible, in my opinion.
I think this is somewhat along the lines of mine own solution, but in the other direction. You'd achieve the same thing, but at the cost of a core system mechanic: Constitution being the ability score that represents health and durability. I'd say that's more egregious than taking the flavor of Wisdom out of the class, so I would like to maintain my stance that my solution is better than your suggestion.
In contrast to you I do not think at all that your solution is better than mine, only different. Even if your solution is indeed clever, it is still an out-of-standard solution and therefore hardly acceptable. But after all we are talking about Homebrew, so any solution that is not too OP is acceptable. So Inshallah.
To be clear, my solution does not aim for more hit points. If you go look at the link I posted, my solution is aimed at a warrior who uses his speed every turn and his attack form is mainly unarmed. I don't agree with what you say about the dodge action being free, there is always the waste of a bonus action, and in addition dodge is a prepared action so it won't necessarily be used even if prepared. We can say that it is on par with hide as a rogue's bonus action. In the case of AC, there is always the possibility of using the "blocking" feature. But my solutions (although not inherent to the main theme) were to integrate the too many patch features they have recently added to the monk.
The core system mechanic would still exist, just not for Monks. I think it would actually be very interesting. Whereas every other class in the game needs Constitution to be high to have any chance of survival, Monks can walk around with a -1 in it 'cause they're so damn wise. The fact that it's a core system mechanic makes it even more interesting when it is upturned, and it would give the class a lot of uniqueness. Something which, might I add, your suggestion reduces, since it creates a number of similarities between Monks and Barbarians and gives the axe to the only martial class that relies on a mental ability score.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
You can play any class with a 10 constitution and most classes play fine with an 8. Barbarian probably would not work with an 8 con, but other classes will if you build your play style around it.
People think they need a higher constitution than they really need to be viable, but when you get down to it other skills are generally more important to survival. Strength OR Dexterity, and Wisdom are really what is going to keep you alive. Assuming you play a balanced game with all 3 tiers and skill checks in combat, a strong case can be made for Charisma being more important than Constitution as well.
If you run an 8 wisdom and 14 con and get surprised once a day, that is going to drain all the extra hit points the constitution gives you as opposed to having those flopped and not being surprised. Either Dexterity or Strength are needed to have a high AC which again is generally going to be better than 3hps per level or so.