Some of you may know that I have been trying to create an alternate variant of the Monk class. Having heard, however, that the new official monk is coming out, I would like to finish this research and show you the results. I would also be happy to have your opinion, whether positive or negative, and advice is always welcome. This decision of mine is also a way of letting go of this research and finally accepting what the new official monk will be, whether it is as I would have liked it to be or even completely different, but hopefully exciting and well designed.
If not I will put each feature here with a little analysis of my choices.
The blue color represents changes to basic monk features.The orange color, on the other hand, describes my simple analysis.
Class Features
Hit Points
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, and one Martial weapon.
Tools: One type of artisan’s tools or one musical instrument.
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, and Stealth.
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 when unarmored and not wielding a shield, and are either unarmed or are wielding a monk weapon:
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 d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. d6 (2-7th level) / d8 (8-13th level) / d10 (14-19 level) / d12 (20th level). I wanted to keep d4 only for the 1st level of the monk. As if the introduction of ki would allow the monk to empower himself.
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 or a feature 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.
In this feature I incorporated "Dedicated Weapon", "Ki-Fueled Attack" and incorporated part of the "Crusher" feat because I am convinced that it is an adequate solution to the monk's mobility problem. My question is whether they are incorporated well enough to be acceptable.
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, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
In this feature I incorporated "Patient Defense" and "Step of the Wind," making them free of their ki-point cost. Some of you will think that Dodge action is too OP to be without cost, but I am of the opinion that Hide could be even more beneficial. An opponent you don't see cannot hit it, while an opponent who is preparing to dodge can always be hit if the roll to hit is high enough. But maybe I am forgetting something if you have another opinion I will be glad to hear it. In This feature I also added "Slow Fall" being very much in line with the acrobatic movements of a monk.
Ki
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse-specifically, the element that flows through living bodies.
Ki Cultivation
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 Techniques. 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.
Ki Techniques
Starting at 2nd level, when you obtain this feature, you learn four Ki Techniques, which you can choose from the Monk Ki Techniques list. As you increase in level, you learn more techniques, as indicated in the Techniques Known column of the monk table. Additionally, when you gain a Monk level, you can exchange any known Ki Technique for another for which you meet the level prerequisites. You cannot repeat the same technique on the same creature in the same turn, and each technique consumes 1 ki point. Some of the Ki Techniques require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Ki techniques originated as an alternative to the fighting syle of the fighter and also as a variant to the spells of the half-magic classes. The basics were already there, stunning strike, Deflect Missiles, Quickened Healing, Focused Aim, Tongue of the Sun and Moon, Diamond Soul, ... These were already randomly placed ki techniques in the monk class. Only now there is more choice and prevents the player from falling into the monotonous stunning strike.
In this feature I wanted to solve the problem of repetitive "Stunning Strikes" by giving the player the concept of combining different martial arts techniques. One example is to combine "Sweep" with "Ki Blocking" or "Pushing Strike" with "Two in One Strike." The combinations can be up to a number equal to the number of the monk's attacks. These techniques are designed to replace the monk's dependence on stunning strikes and thus have an orderly system of techniques that allows it to be customized to the player's liking.
Ki Techniques List
3rd level:
Blocking. When a creature hits you with an attack, as a reaction you can add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Grappler. When you try to grapple, you can choose to use Acrobatics instead of Athletics check. Roll one martial arts die and add the number rolled to your Grapple check.
Life Force. As a bonus action you can roll a Martial Arts die and regain a number of hit points equal to the number rolled plus your proficiency bonus. (QH)
Pushing Strike. When you hit a creature with an unarmed strike, you can attempt to push it back. It must succeed on a Strength saving throw or it can be pushed up to 15 feet away from you.
Quick Strike. Once on each of your turns, when using the bonus action, you can make an unarmed strike. (FoB)
Shocking Strike. When you hit a creature with an unarmed strike, you can block its reaction. The creature cannot use its reaction until the end of its next turn.
Sweep. When you hit a creature with an unarmed strike, you can attempt to knock it down. It must succeed on a Dexterity saving throw or be knocked prone.
5th level:
Blinding Strike. When you hit a creature with an unarmed strike, you can target its eyes with your fingers. It must succeed on a Dexterity saving throw or be blind until the end of your next turn.
Catch Missiles. When you are hit by a ranged weapon attack, you can use your reaction to catch it. The damage is reduced by two Martial Arts die roll + your Dexterity modifier. Additionally, you can make a ranged attack with 20/60 of range using the object you just caught. The missile counts as a monk weapon for this attack. (Deflect Missiles)
Disarming Strike. When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it's holding. It must succeed on a Strength saving throw or drop the chosen object. The object lands at its feet.
Goading Strike. When you hit a creature with an unarmed strike, you can attempt to goad it into attacking you. It must succeed on a Wisdom saving throw or take disadvantage on all attack rolls against targets other than you until the end of your next turn.
Ki Blocking. When you hit a creature with an unarmed strike, you can block it. It must succeed on a Charisma saving throw or its speed becomes 0 until the end of its next turn. If flying it safely descends at 60 feet per round.
Ki Language. As a bonus action you can touch the ki of other minds so that you understand all spoken languages for 2 hours and any creature that can understand a language can understand what you say. (Tongue of the Sun and Moon)
Throat Strike. When you hit a creature with an unarmed strike, you can blow the enemy throat. It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
8th level:
Killing Intent. When you hit a creature with an unarmed strike, you can infect its mind with your ki to awaken the sense of mortality. It must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn.
Lightning Step. As a bonus action you can to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Powerful Strike. When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. Roll a Martial Arts die and add it to the attack's damage roll.
Strike Back. When you take damage from a creature in melee, you can use your reaction to make an unarmed attack against it.
Stunning Strike. When you hit another creature with an unarmed strike, you can interfere with the flow of ki in an opponent's body. It must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Two in One Strike. When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier.
12th level:
Backhand Strike. Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed attack against it.
Counter Strike. When a creature misses you with a melee attack, you can use your reaction to make an unarmed attack against it.
Dazing Strike. When you hit another creature with an unarmed strike, you can hit it at the enemy's temple. It must succeed on an Intelligence saving throw or it cannot take any reactions until the end of your next turn. Also, on your next turn, it must choose whether to get a move, an action, or a bonus action; it gets only one of the three.
Energy Drain. When you hit a creature with an unarmed strike, you can attempt to drain Energy force from it to reinforce your body. You gain a number of temporary hit points equal to half your damage. If you do this, the damage becomes necrotic.
Ki Blasts. As a bonus action, you create three glowing orbs of Ki. You can cast the Magic Missile spell without providing material components. (ref. Magic Missile Spell)
Mantra. Whenever you make a saving throw and fail, a mantra pervades your mind and helps you concentrate to get through difficult times. You can reroll the saving throw and take the second result.(Diamond Soul)
16th level:
Mental Strike. When you hit a creature with an unarmed strike, you can attempt to damage its mind. It must succeed on a Charisma saving throw, or it must roll a d10 and subtract the number rolled from the next saving throw it makes before the end of your next turn.
Nightmare. When a creature beside you is frightened, you can use your reaction to make an unarmed attack on it.
No Mercy. When a creature beside you is prone, you can use your reaction to instantly leap at it, and make an unarmed attack on it.
Trail of Cinders. As you move, your feet leave a trail of fire. All creatures within 5 feet of where you move must succeed on a Dexterity saving throw or takes one Martial Arts die of fire damage from your trail. A creature or object can take this damage only once per turn.
Wall of Ki. As a bonus action, you can summon the Wall of Force spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. (ref. Wall of Force spell)
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 10th, and 17th level.
Each subclass includes other ki techniques specific to them to be added to the list of ki techniques. This allows the monk to expand the ki techniques and create its own original system of techniques equal to the spells of the magical classes. Monk subclasses are designed to be able to save ki points. If interested you can see each subclass in this link: https://homebrewery.naturalcrit.com/share/rtFbrp8l4OZL
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Body Cultivation
At 11th level, mastery of the ki flowing through you makes you proficient in Constitution saving throws and immune to diseases and poisons. Additionally, your intense training allows you to empower your Unarmed attacks. Whenever you hit a creature with a Ki Technique, the creature takes one extra Martial Arts die of damage.
Body Cultivation is a damage enhancement through consumption of ki points. This feature makes ki techniques finally comparable to Battle master maneuvers. It could also be compared to Divine Smite of the paladin. This feature also represents the completeness of physically based saving throws and the beginning in the more spiritual pursuit of the monk. This feature was put in place of the Monastic feature being a great power up.
Soul Cultivation
Beginning at 13th level, your long years of meditation and your mastery of ki give you proficiency in all saving throws.
Someone advised me to nerf this feature. So I am thinking of proposing another solution where the monk just has only an extra proficiency on saving throws.. Then there is also to remember that there is the 12th level Mantra ki technique.
Soul Cultivation: Starting at the 13th level, long years of meditation and ki mastery confer competence in one of the saving throws of your choice.
Harmony
At the 13th level, the harmony achieved between body and mind allows your Ki Techniques to be performed more naturally and in balance. Choose two Ki Techniques between the 3rd and 5th levels that you already know. Once per round, you can perform one of these techniques without spending ki points.
At 18th level, you can choose two Ki Techniques between 8th and 12th levels that you already know. Once per round, you can perform two Ki Techniques you chose in this feature without spending ki points.
By spending 8 hours in meditation, it is possible to exchange all the chosen Ki Techniques in this feature for other techniques.
This solution saves ki points and at the same time maintains the monk's identity, or more precisely its function as a battlefield controller in the group, and this even in the absence of resources. Body Cultivation and Harmony allows the monk to do more damage without owing ki points, thus solving its damage power problem. This feature could be comparable to a cross between the paladin's Improved Divine Smite and the wizard's Spell Mastery.
Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, For every 10 years, your body ages only 1 year, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Additionally, 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.
Enlightenment
At 20th level, you go beyond the human limit. Your body is so used to certain movements that have become one with your being. You can take an additional reaction between each of your turns. Moreover, you can use both inner ki and the ki of heaven and earth, every time you roll for initiative, you will always have at least 4 ki points.
So many are convinced that the 20th-level feature of the monk very disappointing. The additional reaction combines extremely well with ki techniques that use reaction. Giving the monk an almost additional attack. I also modified the basic feature to make it active even if the monk still has 1-3 ki points.
"This is the way" was taken up by The Mandalorian. (I love this saying of theirs)
I am a huge fan of the Ki Techniques. Personally, I think all of the martial characters should have some form of manoeuvre-type ability to use in combat, and these are exactly what I would like to see :D
One thing I am not so much of a fan of is Soul Cultivation, simply because it is completely passive and very powerful. I personally would allow them to spend x amount of ki points to gain proficiency in a save for 10 minutes as a bonus action, allowing them to get proficiency in what they need, as they need it, without completely nullifying harmful effects. This means that they might get hit by a status effect the first time, but are ready for it next time.
There was something else I wanted to mention as well, but I can't remember it. Maybe I'll edit it in later if I remember.
All in all, pretty cool. Definitely makes the monk the master at imposing and resisting status effects and battlefield control, which is a cool niche that martial options have been lacking
Thank you DawnShard, I'm glad you like Ki techniques. I too believe that every non-magical class should have techniques. But this could lead to another 4th verion.
For the Ranger I was thinking about the ability to prepare the terrain with traps. A good hunter does not fight in enemy territory, it lures the prey into its territory.
For the Barbarian I was thinking of few but very brutal techniques.
For the fighter, they could be given access to a few more techniques of the Battle Master.
For the Rogue I haven't thought about that yet.
Rangers employing traps is certainly a cool idea. I could definitely see Barbarians getting something simple, like frighten an enemy you hit, or reduce their AC by sundering their armour open with your massive axe. Fighters I think should have access to the Parry, Riposte and Precision Attack manoeuvres (at least) as baseline, and Rogues could possibly impose conditions by giving up a portion of their sneak attack?
There are a lot of interesting ideas. For the fighter, I also agree. For the barbarian I was thinking of basing it on heavy weapons and what a heavy or large weapon could do, like used as a shield or to push or to make brutal attacks. Also the ability to jump long distances and create and Earth tremor (like the Spell). I was thinking of giving the barbarian a free critic like the fighter's action surge. Also perhaps the ability to Taunt and Fear. Maybe it is too much? (I seem to be making a kind of Hulk)
For the rogue I was thinking something about poisons/bleeding, traps and illusion. But there is more to think about.
Regarding Soul Cultivation, I can understand your point of view. Perhaps it can be corrected if it was no longer completely passive. For example, if the monk is attacked and has to make a saving throw, as a reaction it could add its wisdom modifier to the throw.
That also sounds like a good solution. One thing to keep in mind though is that providing too many reactions can sometimes feel bad, especially if the player is forced to choose one over the other because it is 'better' rather than what is fun. I worry that this feature may cause some frustration against mobs that are heavy on the saving throws, but since I haven't play-tested it myself it is hard to say for certain. One way to avoid this would be to have the reaction trigger when the fail a saving throw, so that it doesn't ever feel wasted, instead feeling positively impactful.
I thought of another solution. Among the 12th level ki techniques is Mantra which performs exactly what you said:
Mantra: Whenever you make a saving throw and fail, you can reroll it and take the second result.
So to weaken the Soul Cultivation feature I could simply do that:
Soul Cultivation: Starting at the 13th level, long years of meditation and ki mastery confer competence in one of the saving throws of your choice.
Ah, too bad. As soon as you remember, please tell me. Every piece of advice is important.
I believe I remember what it was; I was going to mention that the additional reaction would be very powerful, especially since the Ki Techniques provide many additional uses, however upon reflection, it is the 20th level feature and so it's power is probably suitable. It would also help to alleviate the above problem, and create some interesting strategies.
I think the additional reaction suits a martial arts master. Like the concept of muscle reflex, where the body reacts before the mind gives the signal.
It's much the same problem I see with many attempts to "fix" the monk. A plethora of options but most of them are a waste of space since the optimal choices & play style remain the same and at the end of the day the "fixed" monk is weaker than the OG monk.
As someone who has played monk and enjoyed it these are the only KI techniques I would actually use:
3rd Level: FoB, Grappler (maybe Blocking if I knew it was a very high damage attack and the +2 AC would make a difference) 5th Level: Blinding Strike, Ki Languages, (Throat Strike but only until level 8 and I got Stunning Strike) 8th Level: Stunning Strike, Killing Intent, Lightning Step 12th Level: Counter Strike, Dazing Strike, Mantra 16th Level: Wall of Ki
Doesn't Grappler include the shove action since that is still a grapple check? Why was the 3rd level knocking prone nerfed? Why are you limited to using a KI technique only 1/round? Why nerf Diamon Soul? I'd rather have proficiency in all saves than it cost me ki to reroll a save.
It's much the same problem I see with many attempts to "fix" the monk. A plethora of options but most of them are a waste of space since the optimal choices & play style remain the same and at the end of the day the "fixed" monk is weaker than the OG monk.
Have you read the Body Cultivation and Harmony feats?
As someone who has played monk and enjoyed it these are the only KI techniques I would actually use:
3rd Level: FoB, Grappler (maybe Blocking if I knew it was a very high damage attack and the +2 AC would make a difference) 5th Level: Blinding Strike, Ki Languages, (Throat Strike but only until level 8 and I got Stunning Strike) 8th Level: Stunning Strike, Killing Intent, Lightning Step 12th Level: Counter Strike, Dazing Strike, Mantra 16th Level: Wall of Ki
Why not also take Quick Strike? Why not combine some ki techniques that trigger a reaction attack?
Killing Intent - Nightmare
Sweep - No Mercy
Goading Strike - Strike Back / Counter Strike / Blocking
There are also other simple combinations such as:
Sweep - Ki Blocking
Mental Strike - All ki techniques
Trail of Cinders - Disengage / or Feat mobile + Dash
Doesn't Grappler include the shove action since that is still a grapple check? Why was the 3rd level knocking prone nerfed? Why are you limited to using a KI technique only 1/round? Why nerf Diamon Soul? I'd rather have proficiency in all saves than it cost me ki to reroll a save.
Ki techniques are designed to be combos. The choice of combining these techniques allows for variations of techniques to be created. Each technique at a different TS and this can be adapted to the enemy you are facing.
Example of a monk with 2 attacks as an action and 1 as a bonus action. You are comparing a creature that has good constitution but not good dexterity.
1st Att: Sweep / 2nd Att: Ki Blocking / 3rd Att: Powerful Strike / Reaction Att: No Mercy Special Att: Quick Strike
I want to tank: 1st Att: Goading Strike / 2nd Att: Pushing Strike / 3rd Att: Wall of Ki / Reaction Att: Strike Back / Counter Strike / Blocking
Team with a spellcaster by aggrupting enemies: (As long as you hit different enemies you can repeat the technique) 1st Att: Pushing Strike / 2nd Att: Pushing Strike / 3rd Att: Mental Strike / Special Att: Quick Strike - Mental Strike Reaction Att: Strike Back / Counter Strike / Blocking
Then make them combos rather than a patchwork of things, it was not at all clear to me that they were supposed to be combos b/c before level 10 a monk is rarely using more than 1 ki per round. Consider: A bunch of the 3rd level ones are separating out the Open Hand 3rd level ability so that what currently costs an Open Hand monk 1 ki would now cost them 3 ki (i.e. current Monk can do 3x more battlefield control at level 3 than this revised version). So this is a straight up nerf at low levels. Even a high levels spending more than 2 ki per round is still "expensive" and something the Monk can't do every round of combat.
Similarly, the whole combo concept is ruined if the enemy doesn't fail every single saving throw which considering they have a on average 50-60% chance to succeed vs a monk's DC is pretty unlikely. Why can't I repeat a KI technique if the first time I try it the enemy succeeds the save?
I wouldn't take / use the reaction ones b/c most of them require me to stay in melee with enemies which as a monk is not something I particularly want to be doing. It's better to use my ki to prevent an enemy from hitting me than to use it to retaliate after they do hit me. And if I do want to stay in melee, then I'm taking Sentinel which combines a bunch of these KI techniques together without costing me a ki point. Plus Nightmare & no Mercy are at 16th level, when I can create a Wall of Force for that Ki point instead which 99% of the time is way better:
I've knocked them prone : Wall of Force on top of them so they are stuck prone / crawling their way out I want to get away from them : Wall of Force between us and I can run away safely I want to stop them moving : Wall of Force around them. I want to stop them attacking my allies : Wall of Force around them I want to stop an enemy flying away : Wall of Force on top of them
Then make them combos rather than a patchwork of things, it was not at all clear to me that they were supposed to be combos b/c before level 10 a monk is rarely using more than 1 ki per round. Consider: A bunch of the 3rd level ones are separating out the Open Hand 3rd level ability so that what currently costs an Open Hand monk 1 ki would now cost them 3 ki (i.e. current Monk can do 3x more battlefield control at level 3 than this revised version). So this is a straight up nerf at low levels. Even a high levels spending more than 2 ki per round is still "expensive" and something the Monk can't do every round of combat.
From 2nd to 10th level the ki techniques are of purely strategic use and therefore do not require excessive use. From 11th level each time they are used these deal additional damage equal to your martial die and this is even if the creature passes the saving throw. From 13th level the monk can effet 1 ki technique for free during his turn and from 18th level they become 2 free techniques in his turn.
Similarly, the whole combo concept is ruined if the enemy doesn't fail every single saving throw which considering they have a on average 50-60% chance to succeed vs a monk's DC is pretty unlikely. Why can't I repeat a KI technique if the first time I try it the enemy succeeds the save?
If a ki technique fails this does not prevent you from changing strategy or continuing the same combo. If you failed to push your opponent then you block their reactions, if you did not blind it try af sweep it, etc... In a fight it is normal not to succeed all the time; this makes it realistic.
I wouldn't take / use the reaction ones b/c most of them require me to stay in melee with enemies which as a monk is not something I particularly want to be doing. It's better to use my ki to prevent an enemy from hitting me than to use it to retaliate after they do hit me. And if I do want to stay in melee, then I'm taking Sentinel which combines a bunch of these KI techniques together without costing me a ki point.
Reaction attacks can also be made during your turn. This means that you can use the reaction attack even before you move and finish your turn.
Reactions
Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack is the most common type of reaction. When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.
I received advice regarding Martial Arts feature. Unfortunately, I cannot interpret them. The pushing skill seems to me to be very much in tune with the image of martial arts. But maybe I should just replace it with the addition I made in the Unarmored Movement feature. (See red writing)
For the Push I'd rather have that be more of a choice. It's the biggest issue with the OG Stunning Strike imo, that you can't switch to fit your situation. Here if we're adding something like this in I want it to lead to interesting choices.
First I think that's a bit cheap for the disengage and with it not being a disengage means that it's stronger as it's outside the system. This feels more like a feat than a class feature without a cost.
Second what I think Martials need is an option with their attack. This thinks about a good fix with a rider to the attack, but then falls flat to me as it doesn't really add options.
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 when unarmored and not wielding a shield, and are either unarmed or are wielding a monk weapon:
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 d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
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 or a feature 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, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Hello everyone.
Some of you may know that I have been trying to create an alternate variant of the Monk class. Having heard, however, that the new official monk is coming out, I would like to finish this research and show you the results. I would also be happy to have your opinion, whether positive or negative, and advice is always welcome. This decision of mine is also a way of letting go of this research and finally accepting what the new official monk will be, whether it is as I would have liked it to be or even completely different, but hopefully exciting and well designed.
If you are interested here is the link : https://homebrewery.naturalcrit.com/share/rtFbrp8l4OZL
If not I will put each feature here with a little analysis of my choices.
The blue color represents changes to basic monk features. The orange color, on the other hand, describes my simple analysis.
Class Features
Hit Points
Proficiencies
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 when unarmored and not wielding a shield, and are either unarmed or are wielding a monk weapon:
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 d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. d6 (2-7th level) / d8 (8-13th level) / d10 (14-19 level) / d12 (20th level). I wanted to keep d4 only for the 1st level of the monk. As if the introduction of ki would allow the monk to empower himself.
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 or a feature 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.
In this feature I incorporated "Dedicated Weapon", "Ki-Fueled Attack" and incorporated part of the "Crusher" feat because I am convinced that it is an adequate solution to the monk's mobility problem. My question is whether they are incorporated well enough to be acceptable.
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, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
In this feature I incorporated "Patient Defense" and "Step of the Wind," making them free of their ki-point cost. Some of you will think that Dodge action is too OP to be without cost, but I am of the opinion that Hide could be even more beneficial. An opponent you don't see cannot hit it, while an opponent who is preparing to dodge can always be hit if the roll to hit is high enough. But maybe I am forgetting something if you have another opinion I will be glad to hear it. In This feature I also added "Slow Fall" being very much in line with the acrobatic movements of a monk.
Ki
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse-specifically, the element that flows through living bodies.
Ki Cultivation
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 Techniques. 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.
Ki Techniques
Starting at 2nd level, when you obtain this feature, you learn four Ki Techniques, which you can choose from the Monk Ki Techniques list. As you increase in level, you learn more techniques, as indicated in the Techniques Known column of the monk table. Additionally, when you gain a Monk level, you can exchange any known Ki Technique for another for which you meet the level prerequisites. You cannot repeat the same technique on the same creature in the same turn, and each technique consumes 1 ki point. Some of the Ki Techniques require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
2nd level 4 Ki Techniques / 5th level 6 KT / 8th level 8 KT / 12th Level 10 KT / 16th level 12 KT / 20th level 14 KT
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Ki techniques originated as an alternative to the fighting syle of the fighter and also as a variant to the spells of the half-magic classes. The basics were already there, stunning strike, Deflect Missiles, Quickened Healing, Focused Aim, Tongue of the Sun and Moon, Diamond Soul, ... These were already randomly placed ki techniques in the monk class. Only now there is more choice and prevents the player from falling into the monotonous stunning strike.
In this feature I wanted to solve the problem of repetitive "Stunning Strikes" by giving the player the concept of combining different martial arts techniques. One example is to combine "Sweep" with "Ki Blocking" or "Pushing Strike" with "Two in One Strike." The combinations can be up to a number equal to the number of the monk's attacks. These techniques are designed to replace the monk's dependence on stunning strikes and thus have an orderly system of techniques that allows it to be customized to the player's liking.
Ki Techniques List
3rd level:
Blocking. When a creature hits you with an attack, as a reaction you can add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Grappler. When you try to grapple, you can choose to use Acrobatics instead of Athletics check. Roll one martial arts die and add the number rolled to your Grapple check.
Life Force. As a bonus action you can roll a Martial Arts die and regain a number of hit points equal to the number rolled plus your proficiency bonus. (QH)
Pushing Strike. When you hit a creature with an unarmed strike, you can attempt to push it back. It must succeed on a Strength saving throw or it can be pushed up to 15 feet away from you.
Quick Strike. Once on each of your turns, when using the bonus action, you can make an unarmed strike. (FoB)
Shocking Strike. When you hit a creature with an unarmed strike, you can block its reaction. The creature cannot use its reaction until the end of its next turn.
Sweep. When you hit a creature with an unarmed strike, you can attempt to knock it down. It must succeed on a Dexterity saving throw or be knocked prone.
5th level:
Blinding Strike. When you hit a creature with an unarmed strike, you can target its eyes with your fingers. It must succeed on a Dexterity saving throw or be blind until the end of your next turn.
Catch Missiles. When you are hit by a ranged weapon attack, you can use your reaction to catch it. The damage is reduced by two Martial Arts die roll + your Dexterity modifier. Additionally, you can make a ranged attack with 20/60 of range using the object you just caught. The missile counts as a monk weapon for this attack. (Deflect Missiles)
Disarming Strike. When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it's holding. It must succeed on a Strength saving throw or drop the chosen object. The object lands at its feet.
Goading Strike. When you hit a creature with an unarmed strike, you can attempt to goad it into attacking you. It must succeed on a Wisdom saving throw or take disadvantage on all attack rolls against targets other than you until the end of your next turn.
Ki Blocking. When you hit a creature with an unarmed strike, you can block it. It must succeed on a Charisma saving throw or its speed becomes 0 until the end of its next turn. If flying it safely descends at 60 feet per round.
Ki Language. As a bonus action you can touch the ki of other minds so that you understand all spoken languages for 2 hours and any creature that can understand a language can understand what you say. (Tongue of the Sun and Moon)
Throat Strike. When you hit a creature with an unarmed strike, you can blow the enemy throat. It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
8th level:
Killing Intent. When you hit a creature with an unarmed strike, you can infect its mind with your ki to awaken the sense of mortality. It must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn.
Lightning Step. As a bonus action you can to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Powerful Strike. When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. Roll a Martial Arts die and add it to the attack's damage roll.
Strike Back. When you take damage from a creature in melee, you can use your reaction to make an unarmed attack against it.
Stunning Strike. When you hit another creature with an unarmed strike, you can interfere with the flow of ki in an opponent's body. It must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Two in One Strike. When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier.
12th level:
Backhand Strike. Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed attack against it.
Counter Strike. When a creature misses you with a melee attack, you can use your reaction to make an unarmed attack against it.
Dazing Strike. When you hit another creature with an unarmed strike, you can hit it at the enemy's temple. It must succeed on an Intelligence saving throw or it cannot take any reactions until the end of your next turn. Also, on your next turn, it must choose whether to get a move, an action, or a bonus action; it gets only one of the three.
Energy Drain. When you hit a creature with an unarmed strike, you can attempt to drain Energy force from it to reinforce your body. You gain a number of temporary hit points equal to half your damage. If you do this, the damage becomes necrotic.
Ki Blasts. As a bonus action, you create three glowing orbs of Ki. You can cast the Magic Missile spell without providing material components. (ref. Magic Missile Spell)
Mantra. Whenever you make a saving throw and fail, a mantra pervades your mind and helps you concentrate to get through difficult times. You can reroll the saving throw and take the second result. (Diamond Soul)
16th level:
Mental Strike. When you hit a creature with an unarmed strike, you can attempt to damage its mind. It must succeed on a Charisma saving throw, or it must roll a d10 and subtract the number rolled from the next saving throw it makes before the end of your next turn.
Nightmare. When a creature beside you is frightened, you can use your reaction to make an unarmed attack on it.
No Mercy. When a creature beside you is prone, you can use your reaction to instantly leap at it, and make an unarmed attack on it.
Trail of Cinders. As you move, your feet leave a trail of fire. All creatures within 5 feet of where you move must succeed on a Dexterity saving throw or takes one Martial Arts die of fire damage from your trail. A creature or object can take this damage only once per turn.
Wall of Ki. As a bonus action, you can summon the Wall of Force spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. (ref. Wall of Force spell)
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 10th, and 17th level.
Each subclass includes other ki techniques specific to them to be added to the list of ki techniques. This allows the monk to expand the ki techniques and create its own original system of techniques equal to the spells of the magical classes. Monk subclasses are designed to be able to save ki points. If interested you can see each subclass in this link: https://homebrewery.naturalcrit.com/share/rtFbrp8l4OZL
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Body Cultivation
At 11th level, mastery of the ki flowing through you makes you proficient in Constitution saving throws and immune to diseases and poisons. Additionally, your intense training allows you to empower your Unarmed attacks. Whenever you hit a creature with a Ki Technique, the creature takes one extra Martial Arts die of damage.
Body Cultivation is a damage enhancement through consumption of ki points. This feature makes ki techniques finally comparable to Battle master maneuvers. It could also be compared to Divine Smite of the paladin. This feature also represents the completeness of physically based saving throws and the beginning in the more spiritual pursuit of the monk. This feature was put in place of the Monastic feature being a great power up.
Soul Cultivation
Beginning at 13th level, your long years of meditation and your mastery of ki give you proficiency in all saving throws.
Someone advised me to nerf this feature. So I am thinking of proposing another solution where the monk just has only an extra proficiency on saving throws.. Then there is also to remember that there is the 12th level Mantra ki technique.
Soul Cultivation: Starting at the 13th level, long years of meditation and ki mastery confer competence in one of the saving throws of your choice.
Harmony
At the 13th level, the harmony achieved between body and mind allows your Ki Techniques to be performed more naturally and in balance. Choose two Ki Techniques between the 3rd and 5th levels that you already know. Once per round, you can perform one of these techniques without spending ki points.
At 18th level, you can choose two Ki Techniques between 8th and 12th levels that you already know. Once per round, you can perform two Ki Techniques you chose in this feature without spending ki points.
By spending 8 hours in meditation, it is possible to exchange all the chosen Ki Techniques in this feature for other techniques.
This solution saves ki points and at the same time maintains the monk's identity, or more precisely its function as a battlefield controller in the group, and this even in the absence of resources. Body Cultivation and Harmony allows the monk to do more damage without owing ki points, thus solving its damage power problem. This feature could be comparable to a cross between the paladin's Improved Divine Smite and the wizard's Spell Mastery.
Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, For every 10 years, your body ages only 1 year, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Additionally, 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.
Enlightenment
At 20th level, you go beyond the human limit. Your body is so used to certain movements that have become one with your being. You can take an additional reaction between each of your turns. Moreover, you can use both inner ki and the ki of heaven and earth, every time you roll for initiative, you will always have at least 4 ki points.
So many are convinced that the 20th-level feature of the monk very disappointing. The additional reaction combines extremely well with ki techniques that use reaction. Giving the monk an almost additional attack. I also modified the basic feature to make it active even if the monk still has 1-3 ki points.
"This is the way" was taken up by The Mandalorian. (I love this saying of theirs)
I thought I could move the whole thread from the Monk forum to this one, but I couldn't, so I created a new one.
This discussion was brought up by this link:
https://www.dndbeyond.com/forums/class-forums/monk/168858-monk-gradual-cultivation-and-sudden-enlightenment#c9
There are a lot of interesting ideas. For the fighter, I also agree. For the barbarian I was thinking of basing it on heavy weapons and what a heavy or large weapon could do, like used as a shield or to push or to make brutal attacks. Also the ability to jump long distances and create and Earth tremor (like the Spell). I was thinking of giving the barbarian a free critic like the fighter's action surge. Also perhaps the ability to Taunt and Fear. Maybe it is too much? (I seem to be making a kind of Hulk)
For the rogue I was thinking something about poisons/bleeding, traps and illusion. But there is more to think about.
I thought of another solution. Among the 12th level ki techniques is Mantra which performs exactly what you said:
Mantra: Whenever you make a saving throw and fail, you can reroll it and take the second result.
So to weaken the Soul Cultivation feature I could simply do that:
Soul Cultivation: Starting at the 13th level, long years of meditation and ki mastery confer competence in one of the saving throws of your choice.
I think the additional reaction suits a martial arts master. Like the concept of muscle reflex, where the body reacts before the mind gives the signal.
Thanks for the advice.
It's much the same problem I see with many attempts to "fix" the monk. A plethora of options but most of them are a waste of space since the optimal choices & play style remain the same and at the end of the day the "fixed" monk is weaker than the OG monk.
As someone who has played monk and enjoyed it these are the only KI techniques I would actually use:
3rd Level: FoB, Grappler (maybe Blocking if I knew it was a very high damage attack and the +2 AC would make a difference)
5th Level: Blinding Strike, Ki Languages, (Throat Strike but only until level 8 and I got Stunning Strike)
8th Level: Stunning Strike, Killing Intent, Lightning Step
12th Level: Counter Strike, Dazing Strike, Mantra
16th Level: Wall of Ki
Doesn't Grappler include the shove action since that is still a grapple check? Why was the 3rd level knocking prone nerfed? Why are you limited to using a KI technique only 1/round? Why nerf Diamon Soul? I'd rather have proficiency in all saves than it cost me ki to reroll a save.
Have you read the Body Cultivation and Harmony feats?
Why not also take Quick Strike? Why not combine some ki techniques that trigger a reaction attack?
Killing Intent - Nightmare
Sweep - No Mercy
Goading Strike - Strike Back / Counter Strike / Blocking
There are also other simple combinations such as:
Sweep - Ki Blocking
Mental Strike - All ki techniques
Trail of Cinders - Disengage / or Feat mobile + Dash
Ki techniques are designed to be combos. The choice of combining these techniques allows for variations of techniques to be created. Each technique at a different TS and this can be adapted to the enemy you are facing.
Example of a monk with 2 attacks as an action and 1 as a bonus action. You are comparing a creature that has good constitution but not good dexterity.
1st Att: Sweep / 2nd Att: Ki Blocking / 3rd Att: Powerful Strike / Reaction Att: No Mercy
Special Att: Quick Strike
I want to tank:
1st Att: Goading Strike / 2nd Att: Pushing Strike / 3rd Att: Wall of Ki / Reaction Att: Strike Back / Counter Strike / Blocking
Team with a spellcaster by aggrupting enemies: (As long as you hit different enemies you can repeat the technique)
1st Att: Pushing Strike / 2nd Att: Pushing Strike / 3rd Att: Mental Strike /
Special Att: Quick Strike - Mental Strike
Reaction Att: Strike Back / Counter Strike / Blocking
Then make them combos rather than a patchwork of things, it was not at all clear to me that they were supposed to be combos b/c before level 10 a monk is rarely using more than 1 ki per round. Consider: A bunch of the 3rd level ones are separating out the Open Hand 3rd level ability so that what currently costs an Open Hand monk 1 ki would now cost them 3 ki (i.e. current Monk can do 3x more battlefield control at level 3 than this revised version). So this is a straight up nerf at low levels. Even a high levels spending more than 2 ki per round is still "expensive" and something the Monk can't do every round of combat.
Similarly, the whole combo concept is ruined if the enemy doesn't fail every single saving throw which considering they have a on average 50-60% chance to succeed vs a monk's DC is pretty unlikely. Why can't I repeat a KI technique if the first time I try it the enemy succeeds the save?
I wouldn't take / use the reaction ones b/c most of them require me to stay in melee with enemies which as a monk is not something I particularly want to be doing. It's better to use my ki to prevent an enemy from hitting me than to use it to retaliate after they do hit me. And if I do want to stay in melee, then I'm taking Sentinel which combines a bunch of these KI techniques together without costing me a ki point. Plus Nightmare & no Mercy are at 16th level, when I can create a Wall of Force for that Ki point instead which 99% of the time is way better:
I've knocked them prone : Wall of Force on top of them so they are stuck prone / crawling their way out
I want to get away from them : Wall of Force between us and I can run away safely
I want to stop them moving : Wall of Force around them.
I want to stop them attacking my allies : Wall of Force around them
I want to stop an enemy flying away : Wall of Force on top of them
Subclasses offer a reduction in ki point costs. If you go to see the monk Open Hand allows it offers a similar solution to the original Open Hand. https://homebrewery.naturalcrit.com/share/rtFbrp8l4OZL
From 2nd to 10th level the ki techniques are of purely strategic use and therefore do not require excessive use. From 11th level each time they are used these deal additional damage equal to your martial die and this is even if the creature passes the saving throw. From 13th level the monk can effet 1 ki technique for free during his turn and from 18th level they become 2 free techniques in his turn.
If a ki technique fails this does not prevent you from changing strategy or continuing the same combo. If you failed to push your opponent then you block their reactions, if you did not blind it try af sweep it, etc... In a fight it is normal not to succeed all the time; this makes it realistic.
Reaction attacks can also be made during your turn. This means that you can use the reaction attack even before you move and finish your turn.
Reactions
Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack is the most common type of reaction.
When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.
I received advice regarding Martial Arts feature. Unfortunately, I cannot interpret them. The pushing skill seems to me to be very much in tune with the image of martial arts. But maybe I should just replace it with the addition I made in the Unarmored Movement feature. (See red writing)
What do you think about it?
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 when unarmored and not wielding a shield, and are either unarmed or are wielding a monk weapon:
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 d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
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 or a feature 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, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.