Flurry of blows, go back to making it an innate ability not a disciple point thing. The condition is you must give up your move action because you’re not just swinging fists, your swinging feet as well while engaging a foe in combat. And you can’t use an ability like action surge to do it again, because you still need to use the move action in conjuction. So a monk that will normally have low hit points because they’re putting all their points into Dex and wisdom for that AC and hit bonus, can risk going toe toe with an NPC and staying within reach in order to deal more damage. The only way they are able to move afterwards is if they use their key point for one of those Dash dodge attacks like the shadow monk has.
TO FIX issue with Monk Weapons.... (If not supposed to post opinions on possible subclasses in this thread, I am sorry)
Since martial arts requires monk to be unarmored and these abilities build on martial artis some of them also require Monk to be Unarmored.
KENSEI
LEVEL 3) PATH OF THE KENSIE. Study and train with a CHOSEN weapon to the point it is an extension of yourself.
KENSEI WEPON OF CHOICE – Proficiency in any one martial weapon and replace STR with DEX for bonus to hit and damage. and eligible for any feats requiring a martial weapon and ignoring any other feat Prerequisite.
KENSIE WEAPON BOND – The weapon selected from this class feature uses your martial Arts DIE for damage.
KENSIE WEAPON STANCE – As a Bonus action you can enter a stance with the following options.
Melee Weapon = While unarmored and wielding only your weapon of choice you get a +2 to AC till start of your next turn.
Ranged Weapon = While unarmored and wielding only your weapon of choice your weapon does +1D4 damage till start of your next turn.
Way of the brush – Enter GOD mode by being proficient in Calligraphy supplies or Painter Supplies.
LEVEL 6) IMPROVED WEAPON BOND
While unarmored and wielding only your KENSIE WEAPON OF CHOICE the weapon can do FORCE damage or normal damage on each attack.
While unarmored and wielding only your KESIE WEAPON OF CHOICE. On the first success on an attack roll on your turn with your KENSIE WEAPON OF CHOICE the weapon does one extra MA die of damage. This feature cannot be used again till the start of your next turn.
LEVEL 11) SHARPENINGTHE SRIKE
As a bonus action and spending 1-3 Discipline points and your KENSIE WEAPON OF CHOICE gains a +1-3 (Based on the number of points you spent) to Attack and damage rolls till start of your next turn.
LEVEL 17) UNERRING STRIKE
When you miss an attack using your KENSIE WEAPON of CHOICE you can reroll the attack adding your Proficiency bonus. You can only use this feature once on each or your turns.
I would keep the Kensei as getting one Melee AND one Ranged weapon. I would also give the option to use their WIS bonus with the Ranged weapon (if not both weapons).
I would keep the Kensei as getting one Melee AND one Ranged weapon. I would also give the option to use their WIS bonus with the Ranged weapon (if not both weapons).
For a WIS bonus I think a base level 1 monk PATH feature
Way for the warrior = DEX main and Monk DC based on DEX
Way of the eternal student - WIS main and Monk DC based on WIS
I would keep the Kensei as getting one Melee AND one Ranged weapon. I would also give the option to use their WIS bonus with the Ranged weapon (if not both weapons).
For a WIS bonus I think a base level 1 monk PATH feature
Way for the warrior = DEX main and Monk DC based on DEX
Way of the eternal student - WIS main and Monk DC based on WIS
I sort of suggested a 1st level path in another thread, that would define the underlying nature of the Monk, separate from their subclass (sort of like a Cleric's Holy Order/ Divine Order, or a Warlock's Pact). The ones I suggested were "Mind over Matter" and "Spirit over Matter".
Here's how I'd update those suggestions given this conversation:
First, for "Martial Arts attack and damage bonus" is both for unarmed strikes and "monk melee weapons". All Monks could choose to use DEX or STR.
Mind over Matter: your discipline is based upon channeling your mind into physical combat. Your powers are fueled by your mind and psionics. You use INT as your mystical attribute, Martial Arts attack and damage bonus, and Unarmored Defense bonus.
Spirit over Matter: your discipline is based upon channeling your spirit into physical combat. Your powers are fueled by your spiritual focus. You use WIS as its mystical attribute, Martial Arts attack and damage bonus, and Unarmored Defense bonus, and your powers flow from your inner spiritual focus.
And then add this one:
Vitality over Matter: your discipline is based upon channeling your vitality into physical combat. Your powers are based upon the perfection of your body. You use CON as the basis of your mystical attribute, Martial Arts attack and damage bonus, and Unarmored Defense bonus.
And possibly unarmored AC = 13 + DEX or WIS
I'm not a big fan of changing the Monk's AC calculation. You can always pick a Race/Heritage/Lineage that gets a base AC comparable to that one.
With the 5e-2024 Stats you can get 2 +1's or A +2 and A +1 So. DEX/CON/WIS to 16 but rest are at 8 to can have 17 to DEX and 16 to WIS and have a 15 CON or a 14 CAN and a 4th stat can get to 10. You will still be using 4 out of your 5 FEAT options to GET DEX to 20 for To Hit and Damage and WIS to 20 for DC on Monk features and AC.
You cannot even get a Fighting Style due to it no longer being part of Warrior group, but a Fighting Style feature is needed to get the feat.
Weapon Training to get a Martial Weapon and even if you do it will no work with Martial Arts and DEX - except for a Finess weapon
5th feat will either be another ASI (for some reason Max stat is 22 if you use last FEAT for ASI.) Or a half feat to add function but make a stat ODD with no Mod increase.
Discipline Attack: Starting at Level 2 when attacking the Monk may choose to focus on defense more than dealing damage. Doing so gives you disadvantage on attacks, but attack rolls agent you that you can see are made at disadvantage until the end of your next turn.
So it's basically the opposite of Reckless Attack, Giving the Monk a tool to avoid taking a few hits while still contributing to combat. Leaving you with bones action, Still having some penalty but not using up the Monks limited resources especially useful at low level.
Alternatively a House rule I've been using for the past few years: Patient Defense cost 0 Ki
Flurry of blows, go back to making it an innate ability not a disciple point thing. The condition is you must give up your move action because you’re not just swinging fists, your swinging feet as well while engaging a foe in combat. And you can’t use an ability like action surge to do it again, because you still need to use the move action in conjuction. So a monk that will normally have low hit points because they’re putting all their points into Dex and wisdom for that AC and hit bonus, can risk going toe toe with an NPC and staying within reach in order to deal more damage. The only way they are able to move afterwards is if they use their key point for one of those Dash dodge attacks like the shadow monk has.
Thoughts?
TO FIX issue with Monk Weapons.... (If not supposed to post opinions on possible subclasses in this thread, I am sorry)
Since martial arts requires monk to be unarmored and these abilities build on martial artis some of them also require Monk to be Unarmored.
KENSEI
LEVEL 3) PATH OF THE KENSIE. Study and train with a CHOSEN weapon to the point it is an extension of yourself.
LEVEL 6) IMPROVED WEAPON BOND
LEVEL 11) SHARPENINGTHE SRIKE
LEVEL 17) UNERRING STRIKE
I would keep the Kensei as getting one Melee AND one Ranged weapon. I would also give the option to use their WIS bonus with the Ranged weapon (if not both weapons).
For a WIS bonus I think a base level 1 monk PATH feature
Way for the warrior = DEX main and Monk DC based on DEX
Way of the eternal student - WIS main and Monk DC based on WIS
And possibly unarmored AC = 13 + DEX or WIS
I sort of suggested a 1st level path in another thread, that would define the underlying nature of the Monk, separate from their subclass (sort of like a Cleric's Holy Order/ Divine Order, or a Warlock's Pact). The ones I suggested were "Mind over Matter" and "Spirit over Matter".
Here's how I'd update those suggestions given this conversation:
First, for "Martial Arts attack and damage bonus" is both for unarmed strikes and "monk melee weapons". All Monks could choose to use DEX or STR.
Mind over Matter: your discipline is based upon channeling your mind into physical combat. Your powers are fueled by your mind and psionics. You use INT as your mystical attribute, Martial Arts attack and damage bonus, and Unarmored Defense bonus.
Spirit over Matter: your discipline is based upon channeling your spirit into physical combat. Your powers are fueled by your spiritual focus. You use WIS as its mystical attribute, Martial Arts attack and damage bonus, and Unarmored Defense bonus, and your powers flow from your inner spiritual focus.
And then add this one:
Vitality over Matter: your discipline is based upon channeling your vitality into physical combat. Your powers are based upon the perfection of your body. You use CON as the basis of your mystical attribute, Martial Arts attack and damage bonus, and Unarmored Defense bonus.
I'm not a big fan of changing the Monk's AC calculation. You can always pick a Race/Heritage/Lineage that gets a base AC comparable to that one.
With the 5e-2024 Stats you can get 2 +1's or A +2 and A +1 So. DEX/CON/WIS to 16 but rest are at 8 to can have 17 to DEX and 16 to WIS and have a 15 CON or a 14 CAN and a 4th stat can get to 10. You will still be using 4 out of your 5 FEAT options to GET DEX to 20 for To Hit and Damage and WIS to 20 for DC on Monk features and AC.
You cannot even get a Fighting Style due to it no longer being part of Warrior group, but a Fighting Style feature is needed to get the feat.
Weapon Training to get a Martial Weapon and even if you do it will no work with Martial Arts and DEX - except for a Finess weapon
5th feat will either be another ASI (for some reason Max stat is 22 if you use last FEAT for ASI.) Or a half feat to add function but make a stat ODD with no Mod increase.
Maybe give Monk 1-2 more Feat Progressions
Discipline Attack: Starting at Level 2 when attacking the Monk may choose to focus on defense more than dealing damage. Doing so gives you disadvantage on attacks, but attack rolls agent you that you can see are made at disadvantage until the end of your next turn.
So it's basically the opposite of Reckless Attack, Giving the Monk a tool to avoid taking a few hits while still contributing to combat. Leaving you with bones action, Still having some penalty but not using up the Monks limited resources especially useful at low level.
Alternatively a House rule I've been using for the past few years: Patient Defense cost 0 Ki
I gave my suggestion for an overhaul of the OneD&D Monk over in the "Pugilistic Propositions" thread.