Preface: In 5e, monk is pretty much the weakest class, suffering from many issues: - Multiple ability score dependency - All abilities are tied to a single resource pool - Expending resources makes them only comparable to other classes when the others are not using any resources - Abilities geared towards melee combat on a class with poor hit points and AC - Good mobility is wasted when damage and crowd control options are subpar - Inability to benefit from magic items to the same extent as the other classes Monk seems to have been balanced against other martial classes only in a game with no feats. With 1DD, feats are no longer an optional rule are available already in backgrounds. Therefore, I think Monks could use a buff.
Pre-existing buffs: - New grappling rules are great for monks, as is the new grappler feat. This is awesome! Only thing missing is allowing monks to base their grapple escape dc on their dexterity.
Ideas: 1) Martial arts die should start at d6, like all races natural weapons. Martial arts should work with natural weapons (for example when multiclassing into druid and wildshaping) 2) Flurry of blows should work with monk weapons, even if martial arts bonus action attack does not 3) A lot of fast attacks fits the fantasy, so monks could follow the fighters extra attack progression. At least give them extra attack at level 11 4) Dodging attacks instead of tanking them fits the fantasy. In addition their normal martial arts AC, monks should receive a bonus to their AC equal to their proficiency bonus. This would make optimal level 1 monk equal to a sword and board paladin, and level 20 monk equal to the same paladin in magical gear. They'd still retain their low hit points, so I don't see this as overpowered. 5) Step of the wind should cost no ki, like it doesn't for rogues (the second weakest class in 5e) 6) Switch the levels when stillness of mind and diamond soul are gained 7) Fix the wording of stillness of mind so that the condition you would want to end does not prevent you from using it. 8) Free stunning strike on critical hits and attacks made as reaction? 9) Many subclass abilities should have their own resource pool instead of using ki.
I think some combination of these or other ideas could help bring Monks into balance with other martial classes. What do you think?
Monk definitely needs to be a lot less MAD. It would also be neat to see them get some abilities that actually do things outside of combat. But making Monk playable without high scores in every ability is definitely the top priority.
Preface:
In 5e, monk is pretty much the weakest class, suffering from many issues:
- Multiple ability score dependency
- All abilities are tied to a single resource pool
- Expending resources makes them only comparable to other classes when the others are not using any resources
- Abilities geared towards melee combat on a class with poor hit points and AC
- Good mobility is wasted when damage and crowd control options are subpar
- Inability to benefit from magic items to the same extent as the other classes
Monk seems to have been balanced against other martial classes only in a game with no feats. With 1DD, feats are no longer an optional rule are available already in backgrounds. Therefore, I think Monks could use a buff.
Pre-existing buffs:
- New grappling rules are great for monks, as is the new grappler feat. This is awesome! Only thing missing is allowing monks to base their grapple escape dc on their dexterity.
Ideas:
1) Martial arts die should start at d6, like all races natural weapons. Martial arts should work with natural weapons (for example when multiclassing into druid and wildshaping)
2) Flurry of blows should work with monk weapons, even if martial arts bonus action attack does not
3) A lot of fast attacks fits the fantasy, so monks could follow the fighters extra attack progression. At least give them extra attack at level 11
4) Dodging attacks instead of tanking them fits the fantasy. In addition their normal martial arts AC, monks should receive a bonus to their AC equal to their proficiency bonus. This would make optimal level 1 monk equal to a sword and board paladin, and level 20 monk equal to the same paladin in magical gear. They'd still retain their low hit points, so I don't see this as overpowered.
5) Step of the wind should cost no ki, like it doesn't for rogues (the second weakest class in 5e)
6) Switch the levels when stillness of mind and diamond soul are gained
7) Fix the wording of stillness of mind so that the condition you would want to end does not prevent you from using it.
8) Free stunning strike on critical hits and attacks made as reaction?
9) Many subclass abilities should have their own resource pool instead of using ki.
I think some combination of these or other ideas could help bring Monks into balance with other martial classes. What do you think?
Monk definitely needs to be a lot less MAD. It would also be neat to see them get some abilities that actually do things outside of combat. But making Monk playable without high scores in every ability is definitely the top priority.
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HERE.Core class features NOT costing KI.
Subclasses with 'focus' on theme CAN cost ki.
Just a thought.