To you our calculations, didn’t they make Hex once per turn so your baseline would be smaller?
At level 11, the Warlock can expend a third level slot to make their Hex 2d6.
Although it's inferior to doing d6 on three shots, it's better if you're good at missing since you only need to hit once to do the extra damage.
It's inferior between levels 5 and 9, because there you don't have a third level slot to spend on Hex, but from level 9 on it's about on par to damage from the older version. Likewise the 3d6 from a fifth level slot at level 17.
Of course there's always something better than Hex to spend a fifth level spell slot on.
I get that but I believe this was a level 10 damage calculation with 2d6 (only have 2 of these slots) and 11th level with 3d6 (you don’t have these slots yet). And not sure how often you would use your limited 3rd-4th and 5th level slots to get an extra 1d6/2d6
It's no more limited that is was in 5e, so if people were using Hex beyond level 5 in 5e, they will do so in One D&D.
Shove grants many gaming possibilities, reinforces the hit-and-run tactic, dealing prone condition forces the foe to use half movement to stand up, so you can, with your extra monk movement, close up, prone, hit, then move away 20', then the foe must use 15' to stand up and with the remaining 15' cannot reach you, it can only use its opportunity attack with disadvantage because the prone condition, also spending its Reaction. If it is using a Reach weapon, simply move 25' away as the monk continues to get more extra movement. In close spaces is great as you reduce the requirement of distance to half to make use of your hit-and-run tactic.
The Grapple can have another uses, is all tactics, chances and options, useful if know how to use them.
As the monk get extra attack with the MA feature, looks like the perfect feature to use them for those extra options.
That changes nothing about the fact that a 5e monk right now is very easy to build to be better at grappling & shoving than the UA6 Monk ever will be.
The fact is that I am not thinking about "builds". Why are people so obsessed with all those about maths and builds? This is not a Diablo game, but a RPG. Having adequate access to those unarmed maneuvers (allowing to use Dex for DC) and correctly used at the correct time, can be very useful. Is about tactics and convenience, I repeat.
Then you are trading being mediocre at Grappling / Shoving without doing anything at all to be good at it, for never being able to be good at it, in a game where specialization is rewarded. If you only care about versatility then the One D&D monk is fine, it's baseline it completely mediocre but by spending DP they can become decent at any one thing, and have no ways at all to become excellent at anything. They will be a niche class that is good for a very small party, or in a game where nobody cares if their character is good at anything, and will remain completely abandoned by all the groups/players who enjoy the tactical side of the game.
I guess some class has to be the worst, why not let it be the monk.
To you our calculations, didn’t they make Hex once per turn so your baseline would be smaller?
At level 11, the Warlock can expend a third level slot to make their Hex 2d6.
Although it's inferior to doing d6 on three shots, it's better if you're good at missing since you only need to hit once to do the extra damage.
It's inferior between levels 5 and 9, because there you don't have a third level slot to spend on Hex, but from level 9 on it's about on par to damage from the older version. Likewise the 3d6 from a fifth level slot at level 17.
Of course there's always something better than Hex to spend a fifth level spell slot on.
I get that but I believe this was a level 10 damage calculation with 2d6 (only have 2 of these slots) and 11th level with 3d6 (you don’t have these slots yet). And not sure how often you would use your limited 3rd-4th and 5th level slots to get an extra 1d6/2d6
I did it for ease. The calculations are already online and show that if you use a higher slot it stays around the same, in addition given the reception for it and hunter's mark I don't like the odds of it still existing. I am comparing it to current rather than the new way because regardless of how the new works the old is still a good benchmark for "ok damage" not great damage, ok damage.
And this is kind of the problem. Monk is not really brining anything to the table besides damage until 5, and the thing it brings at that point is single target and unreliable, and that is for its entire career. Monk doesn't really do anything except damage and stun.
I'm convinced that the design team at WotC is fundamentally Not interested in fixing any of the central design flaws of the core Monk class, as it is barely changed from the PHB Monk, regardless of how they want to rename or reshuffle the onramping of features.
I'm convinced that the design team at WotC is fundamentally Not interested in fixing any of the central design flaws of the core Monk class, as it is barely changed from the PHB Monk, regardless of how they want to rename or reshuffle the onramping of features.
That may be true but they kind of did the same thing with Rogues in the Expert classes UA. But now look at it. We will have to see what happens after the survey is done
Then you are trading being mediocre at Grappling / Shoving without doing anything at all to be good at it, for never being able to be good at it, in a game where specialization is rewarded. If you only care about versatility then the One D&D monk is fine, it's baseline it completely mediocre but by spending DP they can become decent at any one thing, and have no ways at all to become excellent at anything. They will be a niche class that is good for a very small party, or in a game where nobody cares if their character is good at anything, and will remain completely abandoned by all the groups/players who enjoy the tactical side of the game.
But not sure what you mean. The monk always has an extra unarmed attack with the Bonus Action. Then you can choose to simply add damage to be more balanced with the others, or use another unarmed option like grapple or shove, more usually the last one (shove) because grapple is for certain specific condition, if fact with the monk you are more interested in moving. If allow to use Dex for DC, then is just like many other things, i.e. spells, that use the same kind of DC 8 + stat + proficiency.
What get the monk at higher level is mobility and resistances. The way the monk can climb, pass through liquids, jump, resist charm and others...well cannot be ignored. How many adventurers died charmed by harpy then fall off the cliff, in this case the monk can simply use its Bonus Action to finish the Charm condition. Unfortunately they removed the immunity to poison, probably being immune to Green Dragon Breath was considered too much, and added other conditions remove instead.
In addition, more and more uses of the monk skills, which increases a lot the options. When you have 11 Ki points, that can be replenished with Short Rest (even limited to 2 like we do), and it gets one extra 1 minute Short Rest. Well 44 Discipline points to spend per Long Rest are a lot! The Warrior of the Shadow can be untouched with the improved Shadow Step, the Elemental one can Fly and attack from 15', and the Open Hand can move freely with Step of the Wind without cost, in addition to the extra 20'! of movement, a total of 100' to move each round!, without opportunity attacks, and able to climb vertically or through liquids, and then combine it (depending which one you want to use) with Flurry of Blows to inflict damage + conditions on any hit.
How many adventurers died charmed by harpy then fall off the cliff, in this case the monk can simply use its Bonus Action to finish the Charm condition.
They will not, because the Harpy's charm makes you incapacitated which means you cannot take actions, bonus actions or reactions. Thus would not be able to use a bonus action, and cannot remove the charmed condition.
The Warrior of the Shadow can be untouched with the improved Shadow Step, the Elemental one can Fly and attack from 15', and the Open Hand can move freely with Step of the Wind without cost, in addition to the extra 20'! of movement, a total of 100' to move each round!,
All of which is irrelevant if you are fighting in a dungeon, ruin, building, tomb, crypt, tunnel, cave, tower, ship, on the walls of a fortress, or in an arena all of which are likely to be significantly smaller than 100' across. And why would the enemy even bother to attack the monk? The paladin, barbarian, wizard, sorcerer, bard, cleric, and warlock in the party are all a much bigger threat to that enemy, whom the baddies should be trying to attack / kill before wasting their time with the monk.
Unless revised in UA (that don’t remember) Incapacitated is cannot make action or reactions, but doesn’t include Bonus Action. The monk uses the Bonus Action for that immunities.
OK if you consider the monk is not a threat and don’t receive attacks, then its hit-and-run tactic is flawless. Remember that is not a tank, so it is not supposed to receive the attacks replacing others. But attack after attack and not receiving at the end it wins. And unless it is a very close place, remember that you can use your movement in many ways, including doubling the jump, climbing vertically. It is not so hard to put distance enough in many cases, even more if they fix the unarmed so it can shove the target.
What I think is that people has not played the monk, and uses it like the typical direct stats vs stats and in that way are lower.
Unless revised in UA (that don’t remember) Incapacitated is cannot make action or reactions, but doesn’t include Bonus Action. The monk uses the Bonus Action for that immunities.
You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
It's really a dumb way of organizing information, but incapacitated does indeed deprive you of your bonus action.
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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.
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What I think is that people has not played the monk, and uses it like the typical direct stats vs stats and in that way are lower.
I've played a monk several times: an Open Hand monk from level 1-7, a Mercy Monk at level 6 a Sun Soul Monk at level 5 and 13 a Fighter-1, Monk -2
I've played with a level 3 Astral Self Monk
I've DMed more monks: Drunken Master level 3-6, level 3-11 Four Elements level 3-5 Kensei level 3-5
At low levels monk is super fun, and about as powerful as a Rogue in combat but much less out-of-combat utility. When fighting against humanoids with character levels their ability to stun-lock is extremely powerful. But their cool movement options come online way too late, sure they can run across water but the cleric can just cast Water Walking on the whole party so everyone can do it. Sure they can climb walls but the druid could just summon Giant spiders so the whole party can do the same, or the wizard can cast spider climb on everyone.
Most battlemaps aren't big enough for them to use their movement speed to the fullest, leaving it as a niche out of combat utility that will come up maybe once every 7 sessions. It's not useless, but it's not good either.
Most battlemaps aren't big enough for them to use their movement speed to the fullest, leaving it as a niche out of combat utility that will come up maybe once every 7 sessions. It's not useless, but it's not good either.
I've run into plenty of maps where more than 30' of movement would be useful, but often those maps are ones where if you want to be relevant as a melee character you need to run at 100' or more.
What I think is that people has not played the monk, and uses it like the typical direct stats vs stats and in that way are lower.
I've played a monk several times: an Open Hand monk from level 1-7, a Mercy Monk at level 6 a Sun Soul Monk at level 5 and 13 a Fighter-1, Monk -2
I've played with a level 3 Astral Self Monk
I've DMed more monks: Drunken Master level 3-6, level 3-11 Four Elements level 3-5 Kensei level 3-5
At low levels monk is super fun, and about as powerful as a Rogue in combat but much less out-of-combat utility. When fighting against humanoids with character levels their ability to stun-lock is extremely powerful. But their cool movement options come online way too late, sure they can run across water but the cleric can just cast Water Walking on the whole party so everyone can do it. Sure they can climb walls but the druid could just summon Giant spiders so the whole party can do the same, or the wizard can cast spider climb on everyone.
Most battlemaps aren't big enough for them to use their movement speed to the fullest, leaving it as a niche out of combat utility that will come up maybe once every 7 sessions. It's not useless, but it's not good either.
This lots of this. Monks don't really do much outside of DAMAGE for most of the game. The movement isn't super impactful and by the time they get the movement they need to do something special the party had a reliable solution to that issue 6 levels earlier. I fully believe you could push flurry of blows back to level 5 and make it free make patient defense and step of the wind free, reverting step of the wind back to being disengage OR dash and you could bring the level 9 ability all the way down to level 3 or 4 and the monk still wouldn't be broken and would still need help at higher levels, which maybe they would be able to do once they have openings. Heck they could just roll the level 9 ability into unarmored movement and have an entire extra ability available. By making Flurry and patient and step free and just a bonus action monk may not need the short rest recovery and you could get them ANOTHER ability at 7 as well. Things that could help them scale in the game is what is needed.
Most battlemaps aren't big enough for them to use their movement speed to the fullest, leaving it as a niche out of combat utility that will come up maybe once every 7 sessions. It's not useless, but it's not good either.
That presumes they’re running in a straight line. If they’re zigzagging between enemies for hit-and-run tactics then the more movement the better.
Unless revised in UA (that don’t remember) Incapacitated is cannot make action or reactions, but doesn’t include Bonus Action. The monk uses the Bonus Action for that immunities.
You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
It's really a dumb way of organizing information, but incapacitated does indeed deprive you of your bonus action.
If most charming abilites also put Incapacitated, then what is the meaning of allowing to finish it with a Bonus Action? I don’t understand. Maybe the monsters or conditions will also be revised, if not it would be even more useful to get advantage on saving throws against charm, than an option which can be rarely even used because Incapacitated condition, I mean the Charm option of the ability.
So probably would grant also advantage to ST for those cases, then the option to finish it with a Bonus Action, when possible. Another thing for the survey.
If most charming abilites also put Incapacitated, then what is the meaning of allowing to finish it with a Bonus Action?
The charmed condition isn't super common, but it does do things like letting you clear a vampire's charm. Still, I mostly agree; the new version is very marginal.
What I think is that people has not played the monk, and uses it like the typical direct stats vs stats and in that way are lower.
I've played a monk several times: an Open Hand monk from level 1-7, a Mercy Monk at level 6 a Sun Soul Monk at level 5 and 13 a Fighter-1, Monk -2
I've played with a level 3 Astral Self Monk
I've DMed more monks: Drunken Master level 3-6, level 3-11 Four Elements level 3-5 Kensei level 3-5
At low levels monk is super fun, and about as powerful as a Rogue in combat but much less out-of-combat utility. When fighting against humanoids with character levels their ability to stun-lock is extremely powerful. But their cool movement options come online way too late, sure they can run across water but the cleric can just cast Water Walking on the whole party so everyone can do it. Sure they can climb walls but the druid could just summon Giant spiders so the whole party can do the same, or the wizard can cast spider climb on everyone.
Most battlemaps aren't big enough for them to use their movement speed to the fullest, leaving it as a niche out of combat utility that will come up maybe once every 7 sessions. It's not useless, but it's not good either.
This lots of this. Monks don't really do much outside of DAMAGE for most of the game. The movement isn't super impactful and by the time they get the movement they need to do something special the party had a reliable solution to that issue 6 levels earlier. I fully believe you could push flurry of blows back to level 5 and make it free make patient defense and step of the wind free, reverting step of the wind back to being disengage OR dash and you could bring the level 9 ability all the way down to level 3 or 4 and the monk still wouldn't be broken and would still need help at higher levels, which maybe they would be able to do once they have openings. Heck they could just roll the level 9 ability into unarmored movement and have an entire extra ability available. By making Flurry and patient and step free and just a bonus action monk may not need the short rest recovery and you could get them ANOTHER ability at 7 as well. Things that could help them scale in the game is what is needed.
i'm beginning to wonder: are monks meant to be balanced around low-magic campaigns, not all games generally? like, are they meant for one thing but made available for all things just because? maybe not every subclass (shadow, elements, etc), but the main class itself. if there are no web spells and summoned giant spiders then it's just some particularly talented martial types on deck for adventuring duty. then climbing the walls and sprinting around might seem like boons.
does that make this version of the main class monk... okay by that perspective? is it subclasses that should bear the burden of keeping up with the casters? i'm not advocating for this to be true, just wondering if it gives some context to dev decisions.
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To give a bit more OOC utility, we could take a leaf from the Ranger and give the Monk an extra proficiency and one expertise at level 1, and another expertise at level 9.
Perhaps allow the Monk to expend 1 ki to gain advantage on ability checks?
If most charming abilites also put Incapacitated, then what is the meaning of allowing to finish it with a Bonus Action? I don’t understand. Maybe the monsters or conditions will also be revised, if not it would be even more useful to get advantage on saving throws against charm, than an option which can be rarely even used because Incapacitated condition, I mean the Charm option of the ability.
So probably would grant also advantage to ST for those cases, then the option to finish it with a Bonus Action, when possible. Another thing for the survey.
Exactly! Just look at the spells that use charmed:
Can be ended by Monk ability: Charm Person/Monster Crown of Madness Fast Friends Geas
Cannot be ended by Monk ability: Dominate Person/Monster Hypnotic Pattern Incite Greed
Speaking of Monk's anti-spell abilities, I wanted to check what Deflect Energy is actually good against.
You can use your Reaction to deflect ranged attacks against you that deal Bludgeoning, Piercing, or Slashing damage.
You can now use your Deflect Missiles feature against ranged attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Filtering the Spell list to just ranged attacks, that gives the following, from highest level to lowest level. There are likely relevant monster ranged attacks that are harder to search.
7th level Crown of Stars
5th level Wall of Light
4th level Storm Sphere
and then a bunch of level 1 and 2 spells and cantrips. I find that as a 13th level ability to be underwhelming. Am I missing something about how Deflect Energy works?
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It's no more limited that is was in 5e, so if people were using Hex beyond level 5 in 5e, they will do so in One D&D.
Then you are trading being mediocre at Grappling / Shoving without doing anything at all to be good at it, for never being able to be good at it, in a game where specialization is rewarded. If you only care about versatility then the One D&D monk is fine, it's baseline it completely mediocre but by spending DP they can become decent at any one thing, and have no ways at all to become excellent at anything. They will be a niche class that is good for a very small party, or in a game where nobody cares if their character is good at anything, and will remain completely abandoned by all the groups/players who enjoy the tactical side of the game.
I guess some class has to be the worst, why not let it be the monk.
I did it for ease. The calculations are already online and show that if you use a higher slot it stays around the same, in addition given the reception for it and hunter's mark I don't like the odds of it still existing. I am comparing it to current rather than the new way because regardless of how the new works the old is still a good benchmark for "ok damage" not great damage, ok damage.
And this is kind of the problem. Monk is not really brining anything to the table besides damage until 5, and the thing it brings at that point is single target and unreliable, and that is for its entire career. Monk doesn't really do anything except damage and stun.
I'm convinced that the design team at WotC is fundamentally Not interested in fixing any of the central design flaws of the core Monk class, as it is barely changed from the PHB Monk, regardless of how they want to rename or reshuffle the onramping of features.
That may be true but they kind of did the same thing with Rogues in the Expert classes UA. But now look at it. We will have to see what happens after the survey is done
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But not sure what you mean. The monk always has an extra unarmed attack with the Bonus Action. Then you can choose to simply add damage to be more balanced with the others, or use another unarmed option like grapple or shove, more usually the last one (shove) because grapple is for certain specific condition, if fact with the monk you are more interested in moving. If allow to use Dex for DC, then is just like many other things, i.e. spells, that use the same kind of DC 8 + stat + proficiency.
What get the monk at higher level is mobility and resistances. The way the monk can climb, pass through liquids, jump, resist charm and others...well cannot be ignored. How many adventurers died charmed by harpy then fall off the cliff, in this case the monk can simply use its Bonus Action to finish the Charm condition. Unfortunately they removed the immunity to poison, probably being immune to Green Dragon Breath was considered too much, and added other conditions remove instead.
In addition, more and more uses of the monk skills, which increases a lot the options. When you have 11 Ki points, that can be replenished with Short Rest (even limited to 2 like we do), and it gets one extra 1 minute Short Rest. Well 44 Discipline points to spend per Long Rest are a lot! The Warrior of the Shadow can be untouched with the improved Shadow Step, the Elemental one can Fly and attack from 15', and the Open Hand can move freely with Step of the Wind without cost, in addition to the extra 20'! of movement, a total of 100' to move each round!, without opportunity attacks, and able to climb vertically or through liquids, and then combine it (depending which one you want to use) with Flurry of Blows to inflict damage + conditions on any hit.
They will not, because the Harpy's charm makes you incapacitated which means you cannot take actions, bonus actions or reactions. Thus would not be able to use a bonus action, and cannot remove the charmed condition.
All of which is irrelevant if you are fighting in a dungeon, ruin, building, tomb, crypt, tunnel, cave, tower, ship, on the walls of a fortress, or in an arena all of which are likely to be significantly smaller than 100' across. And why would the enemy even bother to attack the monk? The paladin, barbarian, wizard, sorcerer, bard, cleric, and warlock in the party are all a much bigger threat to that enemy, whom the baddies should be trying to attack / kill before wasting their time with the monk.
Unless revised in UA (that don’t remember) Incapacitated is cannot make action or reactions, but doesn’t include Bonus Action. The monk uses the Bonus Action for that immunities.
OK if you consider the monk is not a threat and don’t receive attacks, then its hit-and-run tactic is flawless. Remember that is not a tank, so it is not supposed to receive the attacks replacing others. But attack after attack and not receiving at the end it wins. And unless it is a very close place, remember that you can use your movement in many ways, including doubling the jump, climbing vertically. It is not so hard to put distance enough in many cases, even more if they fix the unarmed so it can shove the target.
What I think is that people has not played the monk, and uses it like the typical direct stats vs stats and in that way are lower.
Bonus Actions
It's really a dumb way of organizing information, but incapacitated does indeed deprive you of your bonus action.
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)
A bonus action is... probably an action (I wouldn't call the rule a model of clarity, but "bonus action" certainly includes the word "action").
I've played a monk several times:
an Open Hand monk from level 1-7,
a Mercy Monk at level 6
a Sun Soul Monk at level 5 and 13
a Fighter-1, Monk -2
I've played with a level 3 Astral Self Monk
I've DMed more monks:
Drunken Master level 3-6, level 3-11
Four Elements level 3-5
Kensei level 3-5
At low levels monk is super fun, and about as powerful as a Rogue in combat but much less out-of-combat utility. When fighting against humanoids with character levels their ability to stun-lock is extremely powerful. But their cool movement options come online way too late, sure they can run across water but the cleric can just cast Water Walking on the whole party so everyone can do it. Sure they can climb walls but the druid could just summon Giant spiders so the whole party can do the same, or the wizard can cast spider climb on everyone.
Most battlemaps aren't big enough for them to use their movement speed to the fullest, leaving it as a niche out of combat utility that will come up maybe once every 7 sessions. It's not useless, but it's not good either.
I've run into plenty of maps where more than 30' of movement would be useful, but often those maps are ones where if you want to be relevant as a melee character you need to run at 100' or more.
This lots of this. Monks don't really do much outside of DAMAGE for most of the game. The movement isn't super impactful and by the time they get the movement they need to do something special the party had a reliable solution to that issue 6 levels earlier.
I fully believe you could push flurry of blows back to level 5 and make it free make patient defense and step of the wind free, reverting step of the wind back to being disengage OR dash and you could bring the level 9 ability all the way down to level 3 or 4 and the monk still wouldn't be broken and would still need help at higher levels, which maybe they would be able to do once they have openings. Heck they could just roll the level 9 ability into unarmored movement and have an entire extra ability available. By making Flurry and patient and step free and just a bonus action monk may not need the short rest recovery and you could get them ANOTHER ability at 7 as well. Things that could help them scale in the game is what is needed.
That presumes they’re running in a straight line. If they’re zigzagging between enemies for hit-and-run tactics then the more movement the better.
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If most charming abilites also put Incapacitated, then what is the meaning of allowing to finish it with a Bonus Action? I don’t understand. Maybe the monsters or conditions will also be revised, if not it would be even more useful to get advantage on saving throws against charm, than an option which can be rarely even used because Incapacitated condition, I mean the Charm option of the ability.
So probably would grant also advantage to ST for those cases, then the option to finish it with a Bonus Action, when possible. Another thing for the survey.
The charmed condition isn't super common, but it does do things like letting you clear a vampire's charm. Still, I mostly agree; the new version is very marginal.
i'm beginning to wonder: are monks meant to be balanced around low-magic campaigns, not all games generally? like, are they meant for one thing but made available for all things just because? maybe not every subclass (shadow, elements, etc), but the main class itself. if there are no web spells and summoned giant spiders then it's just some particularly talented martial types on deck for adventuring duty. then climbing the walls and sprinting around might seem like boons.
does that make this version of the main class monk... okay by that perspective? is it subclasses that should bear the burden of keeping up with the casters? i'm not advocating for this to be true, just wondering if it gives some context to dev decisions.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
"Marginal" sums up the Monk pretty well.
To give a bit more OOC utility, we could take a leaf from the Ranger and give the Monk an extra proficiency and one expertise at level 1, and another expertise at level 9.
Perhaps allow the Monk to expend 1 ki to gain advantage on ability checks?
Exactly! Just look at the spells that use charmed:
Can be ended by Monk ability:
Charm Person/Monster
Crown of Madness
Fast Friends
Geas
Cannot be ended by Monk ability:
Dominate Person/Monster
Hypnotic Pattern
Incite Greed
Speaking of Monk's anti-spell abilities, I wanted to check what Deflect Energy is actually good against.
You can use your Reaction to deflect ranged attacks against you that deal Bludgeoning, Piercing, or Slashing damage.
You can now use your Deflect Missiles feature against ranged attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Filtering the Spell list to just ranged attacks, that gives the following, from highest level to lowest level. There are likely relevant monster ranged attacks that are harder to search.
7th level Crown of Stars
5th level Wall of Light
4th level Storm Sphere
and then a bunch of level 1 and 2 spells and cantrips. I find that as a 13th level ability to be underwhelming. Am I missing something about how Deflect Energy works?