Based on the results of the poll I posted some time ago, here is my redesign of the Monk incorporating the most popular changes as well as the most frequently requested changes in various threads:
Hit Points Hit Dice: 1d10 per monk level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per monk level after 1st
Proficiencies Armor: None Weapons: Simple weapons Tools: Choose one type of artisan’s tools or one musical instrument Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 18 AC equals 16.
This feature improves as you gain monk levels, increasing to AC=18 at 5th level, AC = 19 at 8th level, AC = 20 at 16th level, and AC = 22 at 20th level.
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 Weapon.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
You can use Dexterity or Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, increasing to a d8 at 5th level, a d10 at 11th level and a d12 at 17th level
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one additional unarmed strike as part of that action. You can only make one such additional attack on your turn.
Weapon Mastery
You gain mastery in 2 monk weapons of you choice, that do not have the Nick mastery property. Whenever you finish a Long Rest, you can practice with your weapons and change one of those weapon choices.
Disciple Points Starting at 2nd level, your training allows you to harness the mystic energy that flows through all life. You have Disciple Points equal to your Monk level + your proficiency bonus. You regain all Disciple Points when you finish a short or long rest. Once per day, you can meditate for 1 minute and regain all your expended disciple points.
Disciple Abilities
While you are not wearing armor or using a shield, you can spend your Disciple Points to fuel various monk abilities. You start knowing three such abilities: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more disciple abilities as you gain levels in this class. Some of these abilities require a saving throw, this use your Disciple DC to determine the outcome. When you attempt to Grapple or Shove, you can use you Disciple DC instead of the normal DC.
Disciple DC = 8 + your proficiency bonus + your Wisdom modifier.
Flurry of Blows - you can spend 1 DP to make one unarmed strike as a bonus action.
Patient Defense - you can spend 1 DP to take the Dodge action as a bonus action.
Step of the Wind - you can spend 1 DP to Dash and Disengage as a bonus, and you can jump up to 30ft vertically or horizontally until the end of your turn, this expends your movement as normal.
Unarmored Movement Starting at 2nd level, your speed increases by +10 feet while you are not wearing armor or wielding a shield. You can take the Dash or Disengage action as a bonus action on your turn.
This feature improves as you gain monk levels, increasing to +15 ft at 7th level, +20 ft at 10th level, +25 ft at 14th level, and +30 ft at 18th level.
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, 11th, and 17th level.
Deflect Attack Starting at 3rd level, when you are hit by an attack, you can use your reaction to deflect that attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level. If you reduce the damage to 0 you can spend 1 DP to reflect that attack back towards the attacker or another creature within range depending on the attack type: 5 ft for a melee attack, or 60 ft for a ranged attack. Make an attack roll using your Wisdom modifier and your proficiency bonus, on a hit the attack deals damage equal to your martial arts die + your Wisdom modifier of the same type as the original attack, no other effects of the attack at transferred to the new target.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain the ASI feat or another feat of your choice.
Slow Fall Beginning 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.
Unarmored Movement Improvement At 4th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mystic Strike Starting at 5th level, you can manipulate the mystic energy within other creatures. Once on your turn, when you hit a creature with an Unarmed Strike, you can spend 1 DP to trigger one of the following:
Stagger: The target must succeed on a Dexterity saving throw or become Dazed until the end of your next turn.
Terrify : The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
Blind : The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Confuse: The target must succeed on an Charisma saving throw or become charmed by you until the end of your next turn or until you or your allies deal damage to it.
[Subclasses would add a bonus these options at higher levels: Shadow - Terrify affects all creatures within 10ft of you, Sun Soul - Blind affects all creatures within 10ft of you, Open Hand - If the target fails vs Stagger by 5 or more they are stunned rather than dazed, Drunken Master - Confuse causes them to make one melee attack against a random creature within range at the start of their turn. Astral Self - Confuse also incapacitates them. Kensei - allows using these with weapons. Four Elements - add 1d10 elemental damage when using this.]
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes can deal force damage instead of their normal damage type.
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.
Stillness of Mind Starting at 7th level, at the start of your turn you can spend 1 DP to end one effect on yourself that is causing you to be charmed or frightened (no action required). Alternatively, you can use a Bonus Action to end one such effect without spending any DP.
Purity of Body At 10th level, your mastery of the mystic force flowing through you making you resistant to poison damage and immune to the poisoned condition, and you gain proficiency in 2 saving throws of your choice.
Extra Attack Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Tongue of the Sun and Moon Starting at 13th level, you learn to touch the mystic force of other minds you can read, write and speak all languages, and can communicate telepathically with any creatures within 60ft of you. When you strike a creature with an Unarmed Strike or a monk weapon you deal an additional 1d6 psychic damage to the target.
Diamond Soul Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 DP to reroll it and take the second result.
Empty Body Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 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.
Perfect Self Your Wisdom and Constitution increase by +4 to a maximum of 24. Whenever you roll initiative you regain 4 disciple points.
I'm a little wary of completely decoupling AC from ability scores. I think that instead making AC = 12 + DEX + WIS might be better. Also, Stillness of Mind as worded here seems to still be hard to use if the monk is charmed, because then would they even "want" to end the effect or realize that they are charmed.
Otherwise, it all seems fairly reasonable, not altering most stuff particularly radically.
Just a few thoughts from someone who is not really a monk master debater, but who does enjoy playing them despite their glaring, current weaknesses.
I have seen some discussion about swapping the strength saving throw starting proficiency with wisdom. I personally like that idea.
I don't really like the monk AC starting so high. I can get behind it eventually getting up to 22 but starting at 18 feels high when the barbarian is going to typically start at 13 AC with standard array at level 1.
You use both simple weapons and monk weapons in this post, but don't describe what monk weapons are.
Disciple Abilities has overlap with abilities in this post that come for free, such as SotW and UM.
Unarmored Movement is good.
Deflect attack is great.
Mystic Strike is wonderful.
Tongue of the Sun and Moon is one that I was not sad to lose with the UA. With the psychic damage, it isn't so bad now, but why no monk weapons? Can monks not channel their discipline points through their weapons? :(
I agree with both of you about the AC thing, but there are so many completing demands for the Unarmoured AC:
Some people want it to not depend on Dex so they can have a STR monk
Some people want monk completely SAD on wisdom
I didn't want it to end up super dippable for Druids and Clerics
I didn't want to make it use Con so people who want the classic DEX + WIS monk don't feel left out.
A fair number of tables let you start with any nonmagical equipment you want which means AC 18 for heavy armour wearers.
So just making it a flat AC is the best I could come up with. It might be better to make it flat AC 16 at 1st level, and 18 at 5th level as I think full plate armour should really only be making an appearance around 5th level IMO.
Re: Simple Weapons vs monk weapons - yeah my bad, I copy-pasted from the OG monk and didn't convert them all. I'm still debating about weapons vs unarmed strikes since limiting to unarmed strikes keeps it limited to melee nicely, but I do enjoy weapon-wielding monks, though I kind of felt that Magical weapons and weapon masteries are sort of the trade off vs Mystic Strikes with your Unarmed Strikes - since you US don't get those it makes it a more interesting choice. It kind of depends what WotC do w.r.t to magic weapons TBH.
Tongue of Sun and Moon always felt really thematic to me for monk, but I agree it is essentially a ribbon feature.
Woudn't it make more sense for the unarmed defense to increase at the same time the MA die does? Or maybe at ASI levels?
Aren't the 2 extra save proficiencies from Purity of Body kinda redundant from level 14 onwards? Resistance to poison and inmunity to the poisoned condition is fairly good already, but if you want something more, maybe resistance to necrotic damage?
DPs are fine, but I think you should specify that it's equal to your Monk level + PB, and that you cannot be wearing armor or wielding non-monk weapons. Still that PB plus does incentivize multiclassing 2 levels in monk, even if just for the sake of a bonus action Dodge... I guess this part is difficult to balance.
Woudn't it make more sense for the unarmed defense to increase at the same time the MA die does? Or maybe at ASI levels?
Aren't the 2 extra save proficiencies from Purity of Body kinda redundant from level 14 onwards? Resistance to poison and inmunity to the poisoned condition is fairly good already, but if you want something more, maybe resistance to necrotic damage?
DPs are fine, but I think you should specify that it's equal to your Monk level + PB, and that you cannot be wearing armor or wielding non-monk weapons. Still that PB plus does incentivize multiclassing 2 levels in monk, even if just for the sake of a bonus action Dodge... I guess this part is difficult to balance.
Yes the 2 extra saves for Purity are redundant from 14th level onwards, but Diamond Soul should really be earlier since it is similar in power to the Paladin Aura of Protection that is at 6th level. But that raises the issue of how high Paladin CHA is going to be, so I copped-out and gave it half earlier and half later.
Good point about the DP scaling, and MC potential!
Overall, a big improvement over 5E and UA! Thanks for putting this together, sometimes we get caught up in complaining instead of working towards improvements.
Is there nothing at 9th level now? That could be a Feat or Saving Throw Proficiency(s). You may need to shuffle Purity of Body to 9th and to have a Feat at 10.
[good] Using Dexterity or Wisdom for Monk weapons is interesting. It may be a tempting multiclass for melee Druids, but they already have Shillelagh. Moon Druids would not get multi-attack with Unarmed Strikes. So it is probably not risk of encouraging too much multiclassing. Because you have Deflect Attack as a WIS ability, it looks like WIS is strictly better than DEX for a Monk.
[suggestion] I like your changing of Deflect Attack to WIS. Suggestion: changing the 1d10 to the Martial Arts die may be more thematic. Consider making the counter strike more likely by either removing the Point cost and/or the "reduce damage to 0" condition.
[yay!] Woohoo Unarmored Movement Improvement allows for Water/Wall Running at level 4!
[rework] I'm not a fan of fixed AC based on Monk level. I understand what you are trying to fix here. I prefer getting Monk's survival from Deflect Attack instead of AC.
[Pondering] Your wording for the additional unarmed strike allows for Handaxe + Dagger + Unarmed Strike at Level 1 (the same as UA6). I wonder if, for rules simplicity, making Unarmed Strikes have the Light Weapon property with Nick mastery might be cleaner. Such an offensive reduction could be paired with moving Deflect Attack to Level 1 with a reliable counter attack.
[rework] Points = Monk Level + Proficiency Bonus will be a tempting multiclass for Druid for lots of Bonus Action Dodges. As a personal preference, I would prefer Points became a Long Rest resources with minor Short Rest recharge. Suggestion: Consider changing Patient Defense to provide another use of Deflect Attack. That will be less tempting to multiclass.
[suggestion] I like your Mystic Strikes. I suggest changing the Elemental Monk's 1d10 of damage to a Martial Arts dice.
[preference] Instead of Stillness of Mind, I would rather have a Saving Throw proficiency. It is better to make the Save instead of having a clunky "stop the effect".
This is not the Monk I want because of few places of doubling down of the fixes.
Improved HP, cool
Improved Unarmored Defense, cool
Improved very flexible Martial Arts, very cool. This is looking like pretty good. Maybe a little strong, but I’m liking it.
More DP, I’ve never agreed that monk needed more, but the amount you added isn’t ridiculous, so it’s fine. Also why did Step of the Wind lose its jump bonus.
Wait Deflect Attack, I’ve never been a fan of this idea, but could accept it if you didn’t already give them improved HP and AC. It shouldn’t have reaction damage mitigation and improved hp. If more people want deflect attack, then there is no reason to not have a d8 hit die.
Improved Unarmored movement at 4th is great IMO, but you should merge both slow fall and it into one feature at 4th. They are both mobility features and since they are both being given at 4th making them one feature just makes it cleaner.
I’ve been around too long to accept Stunning Strike just being removed. If the complaint is it is too strong the limit it to once per short rest or once per long rest. A monk without some form of Stunning Strike is not a Monk I want to play. Your new Mystic Strikes are okay, but should all be Con or Wis saves. You could make an argument for other mental stat saves, but the Dex save on Stagger makes no sense.
Extra Attack at 11 Breaks 5e Monk design. They are getting a subclass feature at this level. Their tier 3 damage boost should come from that subclass feature.
You just gave them Extra Attack at 11th then they get another 1d6 per attack at 13th. Seems a lot of too strong. If Extra attack isn’t a thing and Subclasses fail to improve t3 damage at 11th then this feature makes sense.
I feel like your Perfect Self Con boost came out of nowhere, but it’s not bad, it just feels weird.
Obviously I wouldn’t know without seeing this at a table, but reading it this is too strong. This is what happens when you combine all the good ideas into one design.
I really wish more class abilities (not just monk AC as you have suggested) were decoupled from ability scores and driven more by level/proficiency bonus.
The game would be so much richer for role play if everyone wasn't optimizing their main score and dumping others. It would open up more feat usage and I think overall the game would be more interesting if every wizard you met wasn't a super-genius that couldn't lift a feather and every fighter you met wasn't un-charismatic, a dullard, or both.
If skills and ability scores were less tied to class abilities I think the game would be VASTLY improved.
This is not the Monk I want because of few places of doubling down of the fixes.
Improved HP, cool
Improved Unarmored Defense, cool
Improved very flexible Martial Arts, very cool. This is looking like pretty good. Maybe a little strong, but I’m liking it.
More DP, I’ve never agreed that monk needed more, but the amount you added isn’t ridiculous, so it’s fine. Also why did Step of the Wind lose its jump bonus.
Wait Deflect Attack, I’ve never been a fan of this idea, but could accept it if you didn’t already give them improved HP and AC. It shouldn’t have reaction damage mitigation and improved hp. If more people want deflect attack, then there is no reason to not have a d8 hit die.
Improved Unarmored movement at 4th is great IMO, but you should merge both slow fall and it into one feature at 4th. They are both mobility features and since they are both being given at 4th making them one feature just makes it cleaner.
I’ve been around too long to accept Stunning Strike just being removed. If the complaint is it is too strong the limit it to once per short rest or once per long rest. A monk without some form of Stunning Strike is not a Monk I want to play. Your new Mystic Strikes are okay, but should all be Con or Wis saves. You could make an argument for other mental stat saves, but the Dex save on Stagger makes no sense.
Extra Attack at 11 Breaks 5e Monk design. They are getting a subclass feature at this level. Their tier 3 damage boost should come from that subclass feature.
You just gave them Extra Attack at 11th then they get another 1d6 per attack at 13th. Seems a lot of too strong. If Extra attack isn’t a thing and Subclasses fail to improve t3 damage at 11th then this feature makes sense.
I feel like your Perfect Self Con boost came out of nowhere, but it’s not bad, it just feels weird.
Obviously I wouldn’t know without seeing this at a table, but reading it this is too strong. This is what happens when you combine all the good ideas into one design.
The Unarmoured Defense is barely an improvement, it's essentially a +1 from Level 5-Level 12, it just has decoupled it from ability scores so choosing to take feats doesn't affect your AC.
Similarly increasing the hit die is less than the difference between choosing to take Tough as a 1st level feat or choosing something else. Again, I see it more as freeing up your choice to take other options like Alert or Skilled rather than having to take Tough as your background feat.
Deflect Attack is many times more powerful in terms of defense compared to the AC and hit die change, one additional trigger of Deflect Attack/Deflect Missiles is more damage mitigation than increasing the hit die by 1 size: increasing your hit die gives additional hit points equal to your level, one use of Deflect Attack reduces damage by your monk level + 1d10 + your Wisdom modifier. Deflect Attack is there to provide comparable defenses to a Rogue : their Uncanny Dodge halves the damage of one attack every round which depending on the combat might be more or less damage mitigation as Deflect Attack.
The main problem with Deflect Attack as I have it written is that the higher level you are the less likely you are to get the reaction attack b/c it is less and less likely for Deflect Attack to reduce the damage of the attack to 0. This was how I justified the +1d6 damage per attack at level 13, because you're probably not getting many Deflect Attack reaction attacks at this level and higher, it could maybe be a higher level but it felt like it belonged as part of Tongue and I didn't want to push back the rest of Tongue to 15th level. But considering this is the level full casters are getting stuff like Draconic Transformation and Reverse Gravity, it didn't seem massively overpowered.
I debated the Con boost for Perfect Self, I was originally going to make it just Wis boost but that also looked weird, and making it Dex would be a problem for all them who want to make a STR monk (which isn't me be seems to be a significant cadre).
Though you're right about SotW it probably should keep with jump bonus, it just looked prettier on my page without it.
7. Great point with Stunning Strike. I didn't even realize it but mostly because the monk I do play almost always has had the target succeed on the save (not optimal stat spread plus the monsters we fight always seem to be strong in this area😞). My experience with Stunning Strike has been less than ideal. I wouldn't want it removed, I would want it to be made more reliable. If that came at the expense of its power, so be it. I do like Mystic Strike though and would also like to see that stick around.
Hipsters and Dragons proposed two fixes to Stunning Strike. I would be interested to know if either of those are acceptable alternatives from monk experts.
Mystic Strike is basically their two fixes, firstly reducing the number of attempts per turn to 1, and weakening the condition imposed. I only changed the name because I added multiple options to Mystic Strike so that monks still have strategic choices to make - by gambling with different saves - because otherwise once you get to level 10 or so, you'll have enough DP to 'stun' every round + use FoB or other BA DP ability every round meaning there isn't really any choices anymore.
Once per turn for 1 DP you can perform an additional Reaction (Only to repeat Monk feature that uses a reaction)
Maybe later levels you can add an additional 1 DP for an additional Reaction up to 3 Reaction a turn. === 1 DP for 1 reaction. 2 DP for 2nd reaction and 3 DP for third reaction.
This is not the Monk I want because of few places of doubling down of the fixes.
Improved HP, cool
Improved Unarmored Defense, cool
Improved very flexible Martial Arts, very cool. This is looking like pretty good. Maybe a little strong, but I’m liking it.
More DP, I’ve never agreed that monk needed more, but the amount you added isn’t ridiculous, so it’s fine. Also why did Step of the Wind lose its jump bonus.
Wait Deflect Attack, I’ve never been a fan of this idea, but could accept it if you didn’t already give them improved HP and AC. It shouldn’t have reaction damage mitigation and improved hp. If more people want deflect attack, then there is no reason to not have a d8 hit die.
Improved Unarmored movement at 4th is great IMO, but you should merge both slow fall and it into one feature at 4th. They are both mobility features and since they are both being given at 4th making them one feature just makes it cleaner.
I’ve been around too long to accept Stunning Strike just being removed. If the complaint is it is too strong the limit it to once per short rest or once per long rest. A monk without some form of Stunning Strike is not a Monk I want to play. Your new Mystic Strikes are okay, but should all be Con or Wis saves. You could make an argument for other mental stat saves, but the Dex save on Stagger makes no sense.
Extra Attack at 11 Breaks 5e Monk design. They are getting a subclass feature at this level. Their tier 3 damage boost should come from that subclass feature.
You just gave them Extra Attack at 11th then they get another 1d6 per attack at 13th. Seems a lot of too strong. If Extra attack isn’t a thing and Subclasses fail to improve t3 damage at 11th then this feature makes sense.
I feel like your Perfect Self Con boost came out of nowhere, but it’s not bad, it just feels weird.
Obviously I wouldn’t know without seeing this at a table, but reading it this is too strong. This is what happens when you combine all the good ideas into one design.
The Unarmoured Defense is barely an improvement, it's essentially a +1 from Level 5-Level 12, it just has decoupled it from ability scores so choosing to take feats doesn't affect your AC.
Similarly increasing the hit die is less than the difference between choosing to take Tough as a 1st level feat or choosing something else. Again, I see it more as freeing up your choice to take other options like Alert or Skilled rather than having to take Tough as your background feat.
Deflect Attack is many times more powerful in terms of defense compared to the AC and hit die change, one additional trigger of Deflect Attack/Deflect Missiles is more damage mitigation than increasing the hit die by 1 size: increasing your hit die gives additional hit points equal to your level, one use of Deflect Attack reduces damage by your monk level + 1d10 + your Wisdom modifier. Deflect Attack is there to provide comparable defenses to a Rogue : their Uncanny Dodge halves the damage of one attack every round which depending on the combat might be more or less damage mitigation as Deflect Attack.
The main problem with Deflect Attack as I have it written is that the higher level you are the less likely you are to get the reaction attack b/c it is less and less likely for Deflect Attack to reduce the damage of the attack to 0. This was how I justified the +1d6 damage per attack at level 13, because you're probably not getting many Deflect Attack reaction attacks at this level and higher, it could maybe be a higher level but it felt like it belonged as part of Tongue and I didn't want to push back the rest of Tongue to 15th level. But considering this is the level full casters are getting stuff like Draconic Transformation and Reverse Gravity, it didn't seem massively overpowered.
I debated the Con boost for Perfect Self, I was originally going to make it just Wis boost but that also looked weird, and making it Dex would be a problem for all them who want to make a STR monk (which isn't me be seems to be a significant cadre).
Though you're right about SotW it probably should keep with jump bonus, it just looked prettier on my page without it.
Your Unarmored Defense is a huge improvement and you literally said why as you called it barely an improvement. It frees the player up to make choices like no other class in the game.
The combination of increased Hit Die, Improved AC if only barely, and Deflect Attack is too much. You claim Deflect Attack is meant to be a defense similar in power to Rogues Uncanny Dodge but your Monk gets it two levels earlier and has higher Base AC than the rogue. Also at the cost of 1 DP it turns it into an offensive ability as well. For the levels most commonly played 1-10 Deflect Attack is superior to Uncanny Dodge. At higher levels when you can’t use it for the additional attack it’s still mitigating your level+ Wis+ 1d10 every round you hit. Clearly the best build for your Monk is to focus Wis and Con and not worry about other stats. At 10th level you would at least block 16 damage per round with the worst possible roll on the die. You can give enemies a condition and have the ability to find their worst save since you can cover at least 4 different types of saves.
The improvement to Damage from Tongue might not be massively overpowered, but it is overpowered. On any round you FoB and hit all attacks because you blinded the target with your first hit for example it’s an additional 5d6. It’s always on and it’s just extra damage. The spells you named are great once. Then they are gone for the rest of the day.
If perfect self was a wisdom boost it would make more sense but would make your version even more over powered as SAD Wisdom based class.
So with your monk I could SAD Wis
1st S12 D13 C15 I10 W17 CH8 with standard array and take tough for more survivability
4th Boost Con and Wis improving my attack and survivability
8th Max Wis since it’s both my attack and DC stat
12th I know you said the purpose of this build was to give the choice for feats but I don’t see the reason for feat since they don’t aid the Wis con build. I suppose you could take observant ath 4th and Durable at 8th then you would max Wis here, but I’m going for 24 Con personally. So no feats for me this class doesn’t need them. So +2 Con
16th +2 Con
19th I don’t know what to do here since I’ve maxed the only two stats I need to play this class. I guess I’ll take Mage Slayer in case the DM tries to throw a lich at us at level 20. Or you could go Magic Initiate to get a ranged cantrip. 20th S12 D14 C24 I10 W20 CH8 I have the second highest possible HP in the game, with pretty good reactionary damage mitigation. That’s when you can hit my 22 AC (probably 24 with Bracers of Defense or similar magic item) I’m proficient in all saves so it doesn’t matter that I didn’t really boost my other stats. Also with Mage Slayer I have a legendary resistance on one Int, Wis, or Cha save per day. I’ve got five attacks since I have plenty of DP for FoB and Mystic Strike every round. I also haven’t factored in a subclass and what that offers me. Im really strong and this isn’t even the best damage dealing build. This is the Immortal Monk Build. A Nick build gives you 6 attacks. If fighting initiate is allowed you could take that as your feat to add your Wis to the off hand attack or a 2 level fighter dip after level 13th looks Godly on this monk. 11 attacks in one round all with an extra 1d6 psychic damage. I was pushing for the Martial Arts extra Unarmed strike to be part of the action, but now I’m realizing that doesn’t work well with multiclassing.
Based on the results of the poll I posted some time ago, here is my redesign of the Monk incorporating the most popular changes as well as the most frequently requested changes in various threads:
Hit Points Hit Dice: 1d10 per monk level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per monk level after 1st
Proficiencies Armor: None Weapons: Simple weapons Tools: Choose one type of artisan’s tools or one musical instrument Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 18 AC equals 16.
This feature improves as you gain monk levels, increasing to AC=18 at 5th level, AC = 19 at 8th level, AC = 20 at 16th level, and AC = 22 at 20th level.
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 Weapon.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
You can use Dexterity or Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, increasing to a d8 at 5th level, a d10 at 11th level and a d12 at 17th level
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one additional unarmed strike as part of that action. You can only make one such additional attack on your turn.
Weapon Mastery
You gain mastery in 2 monk weapons of you choice. Whenever you finish a Long Rest, you can practice with your weapons and change one of those weapon choices.
Disciple Points Starting at 2nd level, your training allows you to harness the mystic energy that flows through all life. You have Disciple Points equal to your Monk level + your proficiency bonus. You regain all Disciple Points when you finish a short or long rest. Once per day, you can meditate for 1 minute and regain all your expended disciple points.
Disciple Abilities
While you are not wearing armor, you can spend your Disciple Points to fuel various monk abilities. You start knowing three such abilities: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more disciple abilities as you gain levels in this class. Some of these abilities require a saving throw, this use your Disciple DC to determine the outcome. When you attempt to Grapple or Shove, you can use you Disciple DC instead of the normal DC.
Disciple DC = 8 + your proficiency bonus + your Wisdom modifier.
Flurry of Blows - you can spend 1 DP to make one unarmed strike as a bonus action.
Patient Defense - you can spend 1 DP to take the Dodge action as a bonus action.
Step of the Wind - you can spend 1 DP to Dash and Disengage as a bonus.
Unarmored Movement Starting at 2nd level, your speed increases by +10 feet while you are not wearing armor or wielding a shield. You can take the Dash or Disengage action as a bonus action on your turn.
This feature improves as you gain monk levels, increasing to +15 ft at 7th level, +20 ft at 10th level, +25 ft at 14th level, and +30 ft at 18th level.
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, 11th, and 17th level.
Deflect Attack Starting at 3rd level, when you are hit by an attack, you can use your reaction to deflect that attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level. If you reduce the damage to 0 you can spend 1 DP to reflect that attack back towards the attacker or another creature within range depending on the attack type: 5 ft for a melee attack, or 60 ft for a ranged attack. Make an attack roll using your Wisdom modifier and your proficiency bonus, on a hit the attack deals damage equal to your martial arts die + your Wisdom modifier of the same type as the original attack, no other effects of the attack at transferred to the new target.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain the ASI feat or another feat of your choice.
Slow Fall Beginning 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.
Unarmored Movement Improvement At 4th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mystic Strike Starting at 5th level, you can manipulate the mystic energy within other creatures. Once on your turn, when you hit a creature with an Unarmed Strike, you can spend 1 DP to trigger one of the following:
Stagger: The target must succeed on a Dexterity saving throw or become Dazed until the end of your next turn.
Terrify : The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
Blind : The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Confuse: The target must succeed on an Charisma saving throw or become charmed by you until the end of your next turn or until you or your allies deal damage to it.
[Subclasses would add a bonus these options at higher levels: Shadow - Terrify affects all creatures within 10ft of you, Sun Soul - Blind affects all creatures within 10ft of you, Open Hand - If the target fails vs Stagger by 5 or more they are stunned rather than dazed, Drunken Master - Confuse causes them to make one melee attack against a random creature within range at the start of their turn. Astral Self - Confuse also incapacitates them. Kensei - allows using these with weapons. Four Elements - add 1d10 elemental damage when using this.]
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes can deal force damage instead of their normal damage type.
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.
Stillness of Mind Starting at 7th level, at the start of your turn you can spend 1 DP to end one effect on yourself that is causing you to be charmed or frightened (no action required). Alternatively, you can use a Bonus Action to end one such effect without spending any DP.
Purity of Body At 10th level, your mastery of the mystic force flowing through you making you resistant to poison damage and immune to the poisoned condition, and you gain proficiency in 2 saving throws of your choice.
Extra Attack Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Tongue of the Sun and Moon Starting at 13th level, you learn to touch the mystic force of other minds you can read, write and speak all languages, and can communicate telepathically with any creatures within 60ft of you. When you strike a creature with an Unarmed Strike or a monk weapon you deal an additional 1d6 psychic damage to the target.
Diamond Soul Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 DP to reroll it and take the second result.
Empty Body Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 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.
Perfect Self Your Wisdom and Constitution increase by +4 to a maximum of 24. Whenever you roll initiative you regain 4 disciple points.
Edits based on feedback in red.
Decent, but
the flaws as of this reading;
dodge/flurry/step still represent too drastic a value difference. I'd use some other suggestions +unarmed attack for each.
Mastery; This is a baseline feature now, your monk has to do mastery with simple weapons, which are primarily designed to be worse than Martial weapons, so that martial characters are better than mages at martial stuff. https://youtu.be/pKLx-BVnsmo?si=BEZ7Q-lWnJJWZLaZ&t=245 Also, in a post mastery world, unarmed having no mastery, or utility makes it mostly inferior to other weapons. It drops it value by at least a die step, maybe more. These two factors make monks kind of inferior to every other martial, or pseudo martial in the game. Not to mention, as mastery grows via splat books, monks will be left out.
still no martial weapons = no martial feats. Once again, monks will have anti martial feat selection, being the only martial or pseudo martial with this limi
Flavor/Cosmetics
the AC numbers are OK or close to it, but it feels better to be tied to attributes. Also, it doesnt scale in late game, or epic games. IE other classes can get better via Manuals or epic boons.
Discipline is a really bad name for Ki, it doesnt flow.
Style choice
I don't love the extra attack as means of increasing dps. Nothing wrong with it mechanicly, its just kinda boring/overdone.
But I think your version solves some issues, and is at least better than UA6
This is not the Monk I want because of few places of doubling down of the fixes.
Improved HP, cool
Improved Unarmored Defense, cool
Improved very flexible Martial Arts, very cool. This is looking like pretty good. Maybe a little strong, but I’m liking it.
More DP, I’ve never agreed that monk needed more, but the amount you added isn’t ridiculous, so it’s fine. Also why did Step of the Wind lose its jump bonus.
Wait Deflect Attack, I’ve never been a fan of this idea, but could accept it if you didn’t already give them improved HP and AC. It shouldn’t have reaction damage mitigation and improved hp. If more people want deflect attack, then there is no reason to not have a d8 hit die.
Improved Unarmored movement at 4th is great IMO, but you should merge both slow fall and it into one feature at 4th. They are both mobility features and since they are both being given at 4th making them one feature just makes it cleaner.
I’ve been around too long to accept Stunning Strike just being removed. If the complaint is it is too strong the limit it to once per short rest or once per long rest. A monk without some form of Stunning Strike is not a Monk I want to play. Your new Mystic Strikes are okay, but should all be Con or Wis saves. You could make an argument for other mental stat saves, but the Dex save on Stagger makes no sense.
Extra Attack at 11 Breaks 5e Monk design. They are getting a subclass feature at this level. Their tier 3 damage boost should come from that subclass feature.
You just gave them Extra Attack at 11th then they get another 1d6 per attack at 13th. Seems a lot of too strong. If Extra attack isn’t a thing and Subclasses fail to improve t3 damage at 11th then this feature makes sense.
I feel like your Perfect Self Con boost came out of nowhere, but it’s not bad, it just feels weird.
Obviously I wouldn’t know without seeing this at a table, but reading it this is too strong. This is what happens when you combine all the good ideas into one design.
your dps feelings aren't backed by the numbers. also monks don't often get damage boosts at level 11 from subclasses. And, forcing subclasses to boost damage at certain levels doesnt seem to be a consistent part of 5e or onednd design.
Monk with extra attack, and a d6 die still won't be the highest dps martial class in one dnd. Barbarian gets +7 to attack by 20, brawler gets +6 ranger gets +5attack+5accurcay, paladin gets +4.5, Warlock gets extra attack at 11. Not to mention features, feats, fighting styles, and spells.
If anything, I'm pretty sure monk is probably still not great at dps with these changes. But its probably good enough not to be an obvious problem.
This is not the Monk I want because of few places of doubling down of the fixes.
Improved HP, cool
Improved Unarmored Defense, cool
Improved very flexible Martial Arts, very cool. This is looking like pretty good. Maybe a little strong, but I’m liking it.
More DP, I’ve never agreed that monk needed more, but the amount you added isn’t ridiculous, so it’s fine. Also why did Step of the Wind lose its jump bonus.
Wait Deflect Attack, I’ve never been a fan of this idea, but could accept it if you didn’t already give them improved HP and AC. It shouldn’t have reaction damage mitigation and improved hp. If more people want deflect attack, then there is no reason to not have a d8 hit die.
Improved Unarmored movement at 4th is great IMO, but you should merge both slow fall and it into one feature at 4th. They are both mobility features and since they are both being given at 4th making them one feature just makes it cleaner.
I’ve been around too long to accept Stunning Strike just being removed. If the complaint is it is too strong the limit it to once per short rest or once per long rest. A monk without some form of Stunning Strike is not a Monk I want to play. Your new Mystic Strikes are okay, but should all be Con or Wis saves. You could make an argument for other mental stat saves, but the Dex save on Stagger makes no sense.
Extra Attack at 11 Breaks 5e Monk design. They are getting a subclass feature at this level. Their tier 3 damage boost should come from that subclass feature.
You just gave them Extra Attack at 11th then they get another 1d6 per attack at 13th. Seems a lot of too strong. If Extra attack isn’t a thing and Subclasses fail to improve t3 damage at 11th then this feature makes sense.
I feel like your Perfect Self Con boost came out of nowhere, but it’s not bad, it just feels weird.
Obviously I wouldn’t know without seeing this at a table, but reading it this is too strong. This is what happens when you combine all the good ideas into one design.
your dps feelings aren't backed by the numbers. also monks don't often get damage boosts at level 11 from subclasses. And, forcing subclasses to boost damage at certain levels doesnt seem to be a consistent part of 5e or onednd design.
Monk with extra attack, and a d6 die still won't be the highest dps martial class in one dnd. Barbarian gets +7 to attack by 20, brawler gets +6 ranger gets +5attack+5accurcay, paladin gets +4.5, Warlock gets extra attack at 11. Not to mention features, feats, fighting styles, and spells.
If anything, I'm pretty sure monk is probably still not great at dps with these changes. But its probably good enough not to be an obvious problem.
It’s how the monk class is designed. Since WotC decided to move away from standardized levels across all classes it is 5e design and onednd design. Monks get a subclass feature at 11th. I didn’t do that, WotC did that. Rangers are the same. Gwar you threw out a bunch of numbers and did no math. Why? I’ve explained my numbers to you multiple times, but you don’t want listen, because you just want your way. You want more attacks so you can power game and figure how to make that deal even more damage. That’s fine, but don’t act like my reasonable suggestion of just adding more controllable damage is somehow unreasonable. This monk has 5 attacks at level 11. At level 13 it adds another 1d6 to all those attacks. If this was designed more like 5e monk and there was no Extra Attack at 11th it then the 1d6 at 13th would be fine, but it makes more sense to me to have the subclasses add damage at 11th so the monk isn’t waiting 2 levels to catch back up with everyone else. Your +7 Barbarian only has two attack per round. Your plus +6 Brawler might give it a run, but probably won’t because they don’t have an additional 1d6 psychic damage on every hit. This monk is overpowered. And giving the monk extra attack at 11th breaks 5e game design, because they are getting a subclass feature at 11th. There is nothing stopping WotC from changing their normal design, but I’ll let them do that.
A Pact of the Blade Warlock from UA7 can get 5 attacks (3 normal weapon attacks + a BA attack from PAM + an additional attack from Cleave Mastery) at level 11 all with a +1d6 damage added to them plus can use Spirit Shroud to add 2d8 damage to each of those attacks as well. And since those are all attacks from the same weapon if it is a magical weapon they add that magic bonus to all of the attacks - and they are using their CHA for the attacks and damage rolls as well.
A EK from UA7 can get 5 attacks (3 normal weapon attacks + a BA attack from PAM + an additional attack from Cleave Mastery) and is adding 2d8 + 2d8+INT to one of those attacks by comboing with Green Flame Blade - again all using the same weapon to have a magic bonus applied to all of them. And they get a FS baked into the class letting them reroll damage on all of these attacks. They also have Action Surge to double this once per SR.
Beastmaster Ranger from UA6 can make 5 attacks per round (2 with their action +1 from Nick + 2 with their beast companion) and adding 1d6 (Hunter's Mark) to all of them. And they get a FS baked into the class adding their DEX to that Nick attack without needing to MC.
Beserker Barbarian from UA7 can make 5 attack per round (2 with their action + 1 from PAM + 1 from Cleave Mastery + 1 from Retaliation/Sentinel) adding +3 damage from rage to each one, and making all of those attacks at Adv from Reckless, and adding +3d6 from Frenzy to one of them, and they are all made with the same weapon meaning a magic bonus applies to all of them as well.
A Sor-lock is making 6 attacks per round by quickening EB, each one adding 1d6 from Hex to them and doesn't even have to risk being in melee. All while having 18 AC and access to Shield.
A Paladin gets 5 attacks per round (2 with their action +1 from nick +1 from PAM + 1 from Cleave) and adds 1d8 radiant to each of those attacks and can use Spiritual Shroud to add another 1d8 to each of those attacks. Plus they get a FS baked in that adds some damage to some of those attacks.
Re: Deflect Attack - The Fiend Pact Warlock gets temporary hit points equal to CHA + warlock level as a reaction whenever a creature within 10 ft of them is reduced to 0 hp, which could be every turn depending on the type of encounter so I'm less convinced it is OP than before. This version of Monk is really just on par with the UA7 warlock.
Personally, I don't think the Hit Die needs to be d10. d8 is fine with some adjustments.
I wouldn't change FoB or add the additional attack in Martial Arts. One idea I liked from Aanx, in another thread, was changing Martial Arts so that Unarmed Strikes allows monks to do damage and either Grapple or Shove, both saves based on DEX, or you could do WIS if you wanted to do a SAD design. Shove gives both a push option or topple option so two WM in one. Grapple is nice although not as good in 1DD, 5E was so-so already but you could build for it.
Weapon proficiencies I would make monk weapons all simple weapons (no two-handed restriction) plus martial weapons that have the light property. That gives back shortswords to monk and adds scimitar and hand crossbow. And gives martial feat access. Then let Kensei get to choose other martials including Heavy property weapons.
One of my thoughts was in Disciple Abilities have:
Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 Discipline Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense. As a Bonus action, you can spend 1 Discipline Point and make an Unarmed Strike and take the Dodge action. You can make the unarmed strike before or after you take the dodge action.
Step of the Wind. As a Bonus action, you can spend 1 Discipline Point and make an Unarmed Strike and take the Disengage or Dash action. You can make the unarmed strike before or after you take the Disengage or Dodge action.
This way you don't lose out on damage. You still get your one BA unarmed strike like the original Martial Arts feature, but the Ki/DP gives you something else: 1 extra attack (FoB), Dodge (PD), or Disengage or Dash (SotW).
Although I had thought that maybe adding the Unarmed Strike to PD and SotW might be better for Open Hand Technique, since 1DD made 2 of the 3 options worse since they are already covered in Weapon Masteries. Well, 1DD made all 3 options worse for OHT.
And I agree with others on the static AC progression. I just don't care for it, even though it was like that in AD&D. I would prefer a modified version, similar to Draconic Sorcerer. Start at 13+DEX, the increase to 14+DEX then 15+DEX. By level 19, with being able to raise a stat to 22 (+6) you could have 21 AC, which is pretty good (Plate + Shield gives you 20). Not sure what levels to give those increases, but I'm sure someone would have an idea.
TBH Open Hand needs a complete rewrite now, and honestly the Grapple/Shove rules should just deal damage of the Unarmed Strike as well as Grapple/Shove because I can't see anyone using them now (as written - which I say as someone who uses Grapple/Shove in 5e relatively frequently) since Weapon Masteries are a thing in 1D&D and Grapple/Shove is so much less likely to be successful (maybe limit them to 1/turn if grappling/shoving on every attack is considered too much).
Based on the results of the poll I posted some time ago, here is my redesign of the Monk incorporating the most popular changes as well as the most frequently requested changes in various threads:
Hit Points
Hit Dice: 1d10 per monk level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per monk level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your
AC equals 18AC equals 16.This feature improves as you gain monk levels, increasing to AC=18 at 5th level, AC = 19 at 8th level, AC = 20 at 16th level, and AC = 22 at 20th level.
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 Weapon.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
Weapon Mastery
You gain mastery in 2 monk weapons of you choice, that do not have the Nick mastery property. Whenever you finish a Long Rest, you can practice with your weapons and change one of those weapon choices.
Disciple Points
Starting at 2nd level, your training allows you to harness the mystic energy that flows through all life. You have Disciple Points equal to your Monk level + your proficiency bonus. You regain all Disciple Points when you finish a short or long rest. Once per day, you can meditate for 1 minute and regain all your expended disciple points.
Disciple Abilities
While you are not wearing armor or using a shield, you can spend your Disciple Points to fuel various monk abilities. You start knowing three such abilities: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more disciple abilities as you gain levels in this class. Some of these abilities require a saving throw, this use your Disciple DC to determine the outcome. When you attempt to Grapple or Shove, you can use you Disciple DC instead of the normal DC.
Disciple DC = 8 + your proficiency bonus + your Wisdom modifier.
Unarmored Movement
Starting at 2nd level, your speed increases by +10 feet while you are not wearing armor or wielding a shield. You can take the Dash or Disengage action as a bonus action on your turn.
This feature improves as you gain monk levels, increasing to +15 ft at 7th level, +20 ft at 10th level, +25 ft at 14th level, and +30 ft at 18th level.
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, 11th, and 17th level.
Deflect Attack
Starting at 3rd level, when you are hit by an attack, you can use your reaction to deflect that attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your monk level. If you reduce the damage to 0 you can spend 1 DP to reflect that attack back towards the attacker or another creature within range depending on the attack type: 5 ft for a melee attack, or 60 ft for a ranged attack. Make an attack roll using your Wisdom modifier and your proficiency bonus, on a hit the attack deals damage equal to your martial arts die + your Wisdom modifier of the same type as the original attack, no other effects of the attack at transferred to the new target.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain the ASI feat or another feat of your choice.
Slow Fall
Beginning 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.
Unarmored Movement Improvement
At 4th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mystic Strike
Starting at 5th level, you can manipulate the mystic energy within other creatures. Once on your turn, when you hit a creature with an Unarmed Strike, you can spend 1 DP to trigger one of the following:
[Subclasses would add a bonus these options at higher levels:
Shadow - Terrify affects all creatures within 10ft of you,
Sun Soul - Blind affects all creatures within 10ft of you,
Open Hand - If the target fails vs Stagger by 5 or more they are stunned rather than dazed,
Drunken Master - Confuse causes them to make one melee attack against a random creature within range at the start of their turn.
Astral Self - Confuse also incapacitates them.
Kensei - allows using these with weapons.
Four Elements - add 1d10 elemental damage when using this.]
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes can deal force damage instead of their normal damage type.
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.
Stillness of Mind
Starting at 7th level, at the start of your turn you can spend 1 DP to end one effect on yourself that is causing you to be charmed or frightened (no action required). Alternatively, you can use a Bonus Action to end one such effect without spending any DP.
Purity of Body
At 10th level, your mastery of the mystic force flowing through you making you resistant to poison damage and immune to the poisoned condition, and you gain proficiency in 2 saving throws of your choice.
Extra Attack
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Tongue of the Sun and Moon
Starting at 13th level, you learn to touch the mystic force of other minds you can read, write and speak all languages, and can communicate telepathically with any creatures within 60ft of you. When you strike a creature with an Unarmed Strike or a monk weapon you deal an additional 1d6 psychic damage to the target.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 DP to reroll it and take the second result.
Empty Body
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 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.
Perfect Self
Your Wisdom and Constitution increase by +4 to a maximum of 24. Whenever you roll initiative you regain 4 disciple points.
Edits based on feedback in red.
I'm a little wary of completely decoupling AC from ability scores. I think that instead making AC = 12 + DEX + WIS might be better. Also, Stillness of Mind as worded here seems to still be hard to use if the monk is charmed, because then would they even "want" to end the effect or realize that they are charmed.
Otherwise, it all seems fairly reasonable, not altering most stuff particularly radically.
Just a few thoughts from someone who is not really a monk master debater, but who does enjoy playing them despite their glaring, current weaknesses.
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I agree with both of you about the AC thing, but there are so many completing demands for the Unarmoured AC:
So just making it a flat AC is the best I could come up with. It might be better to make it flat AC 16 at 1st level, and 18 at 5th level as I think full plate armour should really only be making an appearance around 5th level IMO.
Re: Simple Weapons vs monk weapons - yeah my bad, I copy-pasted from the OG monk and didn't convert them all. I'm still debating about weapons vs unarmed strikes since limiting to unarmed strikes keeps it limited to melee nicely, but I do enjoy weapon-wielding monks, though I kind of felt that Magical weapons and weapon masteries are sort of the trade off vs Mystic Strikes with your Unarmed Strikes - since you US don't get those it makes it a more interesting choice. It kind of depends what WotC do w.r.t to magic weapons TBH.
Tongue of Sun and Moon always felt really thematic to me for monk, but I agree it is essentially a ribbon feature.
I like it, just a couple of questions:
Yes the 2 extra saves for Purity are redundant from 14th level onwards, but Diamond Soul should really be earlier since it is similar in power to the Paladin Aura of Protection that is at 6th level. But that raises the issue of how high Paladin CHA is going to be, so I copped-out and gave it half earlier and half later.
Good point about the DP scaling, and MC potential!
Overall, a big improvement over 5E and UA! Thanks for putting this together, sometimes we get caught up in complaining instead of working towards improvements.
Is there nothing at 9th level now? That could be a Feat or Saving Throw Proficiency(s). You may need to shuffle Purity of Body to 9th and to have a Feat at 10.
[good] Using Dexterity or Wisdom for Monk weapons is interesting. It may be a tempting multiclass for melee Druids, but they already have Shillelagh. Moon Druids would not get multi-attack with Unarmed Strikes. So it is probably not risk of encouraging too much multiclassing. Because you have Deflect Attack as a WIS ability, it looks like WIS is strictly better than DEX for a Monk.
[suggestion] I like your changing of Deflect Attack to WIS. Suggestion: changing the 1d10 to the Martial Arts die may be more thematic. Consider making the counter strike more likely by either removing the Point cost and/or the "reduce damage to 0" condition.
[yay!] Woohoo Unarmored Movement Improvement allows for Water/Wall Running at level 4!
[rework] I'm not a fan of fixed AC based on Monk level. I understand what you are trying to fix here. I prefer getting Monk's survival from Deflect Attack instead of AC.
[Pondering] Your wording for the additional unarmed strike allows for Handaxe + Dagger + Unarmed Strike at Level 1 (the same as UA6). I wonder if, for rules simplicity, making Unarmed Strikes have the Light Weapon property with Nick mastery might be cleaner. Such an offensive reduction could be paired with moving Deflect Attack to Level 1 with a reliable counter attack.
[rework] Points = Monk Level + Proficiency Bonus will be a tempting multiclass for Druid for lots of Bonus Action Dodges. As a personal preference, I would prefer Points became a Long Rest resources with minor Short Rest recharge. Suggestion: Consider changing Patient Defense to provide another use of Deflect Attack. That will be less tempting to multiclass.
[suggestion] I like your Mystic Strikes. I suggest changing the Elemental Monk's 1d10 of damage to a Martial Arts dice.
[preference] Instead of Stillness of Mind, I would rather have a Saving Throw proficiency. It is better to make the Save instead of having a clunky "stop the effect".
This is not the Monk I want because of few places of doubling down of the fixes.
Obviously I wouldn’t know without seeing this at a table, but reading it this is too strong. This is what happens when you combine all the good ideas into one design.
I really wish more class abilities (not just monk AC as you have suggested) were decoupled from ability scores and driven more by level/proficiency bonus.
The game would be so much richer for role play if everyone wasn't optimizing their main score and dumping others. It would open up more feat usage and I think overall the game would be more interesting if every wizard you met wasn't a super-genius that couldn't lift a feather and every fighter you met wasn't un-charismatic, a dullard, or both.
If skills and ability scores were less tied to class abilities I think the game would be VASTLY improved.
The Unarmoured Defense is barely an improvement, it's essentially a +1 from Level 5-Level 12, it just has decoupled it from ability scores so choosing to take feats doesn't affect your AC.
Similarly increasing the hit die is less than the difference between choosing to take Tough as a 1st level feat or choosing something else. Again, I see it more as freeing up your choice to take other options like Alert or Skilled rather than having to take Tough as your background feat.
Deflect Attack is many times more powerful in terms of defense compared to the AC and hit die change, one additional trigger of Deflect Attack/Deflect Missiles is more damage mitigation than increasing the hit die by 1 size: increasing your hit die gives additional hit points equal to your level, one use of Deflect Attack reduces damage by your monk level + 1d10 + your Wisdom modifier. Deflect Attack is there to provide comparable defenses to a Rogue : their Uncanny Dodge halves the damage of one attack every round which depending on the combat might be more or less damage mitigation as Deflect Attack.
The main problem with Deflect Attack as I have it written is that the higher level you are the less likely you are to get the reaction attack b/c it is less and less likely for Deflect Attack to reduce the damage of the attack to 0. This was how I justified the +1d6 damage per attack at level 13, because you're probably not getting many Deflect Attack reaction attacks at this level and higher, it could maybe be a higher level but it felt like it belonged as part of Tongue and I didn't want to push back the rest of Tongue to 15th level. But considering this is the level full casters are getting stuff like Draconic Transformation and Reverse Gravity, it didn't seem massively overpowered.
I debated the Con boost for Perfect Self, I was originally going to make it just Wis boost but that also looked weird, and making it Dex would be a problem for all them who want to make a STR monk (which isn't me be seems to be a significant cadre).
Though you're right about SotW it probably should keep with jump bonus, it just looked prettier on my page without it.
Mystic Strike is basically their two fixes, firstly reducing the number of attempts per turn to 1, and weakening the condition imposed. I only changed the name because I added multiple options to Mystic Strike so that monks still have strategic choices to make - by gambling with different saves - because otherwise once you get to level 10 or so, you'll have enough DP to 'stun' every round + use FoB or other BA DP ability every round meaning there isn't really any choices anymore.
Once per turn for 1 DP you can perform an additional Reaction (Only to repeat Monk feature that uses a reaction)
Maybe later levels you can add an additional 1 DP for an additional Reaction up to 3 Reaction a turn. === 1 DP for 1 reaction. 2 DP for 2nd reaction and 3 DP for third reaction.
Your Unarmored Defense is a huge improvement and you literally said why as you called it barely an improvement. It frees the player up to make choices like no other class in the game.
The combination of increased Hit Die, Improved AC if only barely, and Deflect Attack is too much. You claim Deflect Attack is meant to be a defense similar in power to Rogues Uncanny Dodge but your Monk gets it two levels earlier and has higher Base AC than the rogue. Also at the cost of 1 DP it turns it into an offensive ability as well. For the levels most commonly played 1-10 Deflect Attack is superior to Uncanny Dodge. At higher levels when you can’t use it for the additional attack it’s still mitigating your level+ Wis+ 1d10 every round you hit. Clearly the best build for your Monk is to focus Wis and Con and not worry about other stats. At 10th level you would at least block 16 damage per round with the worst possible roll on the die. You can give enemies a condition and have the ability to find their worst save since you can cover at least 4 different types of saves.
The improvement to Damage from Tongue might not be massively overpowered, but it is overpowered. On any round you FoB and hit all attacks because you blinded the target with your first hit for example it’s an additional 5d6. It’s always on and it’s just extra damage. The spells you named are great once. Then they are gone for the rest of the day.
If perfect self was a wisdom boost it would make more sense but would make your version even more over powered as SAD Wisdom based class.
So with your monk I could SAD Wis
1st S12 D13 C15 I10 W17 CH8 with standard array and take tough for more survivability
4th Boost Con and Wis improving my attack and survivability
8th Max Wis since it’s both my attack and DC stat
12th I know you said the purpose of this build was to give the choice for feats but I don’t see the reason for feat since they don’t aid the Wis con build. I suppose you could take observant ath 4th and Durable at 8th then you would max Wis here, but I’m going for 24 Con personally. So no feats for me this class doesn’t need them. So +2 Con
16th +2 Con
19th I don’t know what to do here since I’ve maxed the only two stats I need to play this class. I guess I’ll take Mage Slayer in case the DM tries to throw a lich at us at level 20. Or you could go Magic Initiate to get a ranged cantrip.
20th S12 D14 C24 I10 W20 CH8 I have the second highest possible HP in the game, with pretty good reactionary damage mitigation. That’s when you can hit my 22 AC (probably 24 with Bracers of Defense or similar magic item) I’m proficient in all saves so it doesn’t matter that I didn’t really boost my other stats. Also with Mage Slayer I have a legendary resistance on one Int, Wis, or Cha save per day. I’ve got five attacks since I have plenty of DP for FoB and Mystic Strike every round. I also haven’t factored in a subclass and what that offers me. Im really strong and this isn’t even the best damage dealing build. This is the Immortal Monk Build. A Nick build gives you 6 attacks. If fighting initiate is allowed you could take that as your feat to add your Wis to the off hand attack or a 2 level fighter dip after level 13th looks Godly on this monk. 11 attacks in one round all with an extra 1d6 psychic damage. I was pushing for the Martial Arts extra Unarmed strike to be part of the action, but now I’m realizing that doesn’t work well with multiclassing.
Decent, but
the flaws as of this reading;
dodge/flurry/step still represent too drastic a value difference. I'd use some other suggestions +unarmed attack for each.
Mastery; This is a baseline feature now, your monk has to do mastery with simple weapons, which are primarily designed to be worse than Martial weapons, so that martial characters are better than mages at martial stuff. https://youtu.be/pKLx-BVnsmo?si=BEZ7Q-lWnJJWZLaZ&t=245 Also, in a post mastery world, unarmed having no mastery, or utility makes it mostly inferior to other weapons. It drops it value by at least a die step, maybe more. These two factors make monks kind of inferior to every other martial, or pseudo martial in the game. Not to mention, as mastery grows via splat books, monks will be left out.
still no martial weapons = no martial feats. Once again, monks will have anti martial feat selection, being the only martial or pseudo martial with this limi
Flavor/Cosmetics
the AC numbers are OK or close to it, but it feels better to be tied to attributes. Also, it doesnt scale in late game, or epic games. IE other classes can get better via Manuals or epic boons.
Discipline is a really bad name for Ki, it doesnt flow.
Style choice
I don't love the extra attack as means of increasing dps. Nothing wrong with it mechanicly, its just kinda boring/overdone.
But I think your version solves some issues, and is at least better than UA6
your dps feelings aren't backed by the numbers. also monks don't often get damage boosts at level 11 from subclasses. And, forcing subclasses to boost damage at certain levels doesnt seem to be a consistent part of 5e or onednd design.
Monk with extra attack, and a d6 die still won't be the highest dps martial class in one dnd. Barbarian gets +7 to attack by 20, brawler gets +6 ranger gets +5attack+5accurcay, paladin gets +4.5, Warlock gets extra attack at 11. Not to mention features, feats, fighting styles, and spells.
If anything, I'm pretty sure monk is probably still not great at dps with these changes. But its probably good enough not to be an obvious problem.
It’s how the monk class is designed. Since WotC decided to move away from standardized levels across all classes it is 5e design and onednd design. Monks get a subclass feature at 11th. I didn’t do that, WotC did that. Rangers are the same. Gwar you threw out a bunch of numbers and did no math. Why? I’ve explained my numbers to you multiple times, but you don’t want listen, because you just want your way. You want more attacks so you can power game and figure how to make that deal even more damage. That’s fine, but don’t act like my reasonable suggestion of just adding more controllable damage is somehow unreasonable. This monk has 5 attacks at level 11. At level 13 it adds another 1d6 to all those attacks. If this was designed more like 5e monk and there was no Extra Attack at 11th it then the 1d6 at 13th would be fine, but it makes more sense to me to have the subclasses add damage at 11th so the monk isn’t waiting 2 levels to catch back up with everyone else. Your +7 Barbarian only has two attack per round. Your plus +6 Brawler might give it a run, but probably won’t because they don’t have an additional 1d6 psychic damage on every hit. This monk is overpowered. And giving the monk extra attack at 11th breaks 5e game design, because they are getting a subclass feature at 11th. There is nothing stopping WotC from changing their normal design, but I’ll let them do that.
A Pact of the Blade Warlock from UA7 can get 5 attacks (3 normal weapon attacks + a BA attack from PAM + an additional attack from Cleave Mastery) at level 11 all with a +1d6 damage added to them plus can use Spirit Shroud to add 2d8 damage to each of those attacks as well. And since those are all attacks from the same weapon if it is a magical weapon they add that magic bonus to all of the attacks - and they are using their CHA for the attacks and damage rolls as well.
A EK from UA7 can get 5 attacks (3 normal weapon attacks + a BA attack from PAM + an additional attack from Cleave Mastery) and is adding 2d8 + 2d8+INT to one of those attacks by comboing with Green Flame Blade - again all using the same weapon to have a magic bonus applied to all of them. And they get a FS baked into the class letting them reroll damage on all of these attacks. They also have Action Surge to double this once per SR.
Beastmaster Ranger from UA6 can make 5 attacks per round (2 with their action +1 from Nick + 2 with their beast companion) and adding 1d6 (Hunter's Mark) to all of them. And they get a FS baked into the class adding their DEX to that Nick attack without needing to MC.
Beserker Barbarian from UA7 can make 5 attack per round (2 with their action + 1 from PAM + 1 from Cleave Mastery + 1 from Retaliation/Sentinel) adding +3 damage from rage to each one, and making all of those attacks at Adv from Reckless, and adding +3d6 from Frenzy to one of them, and they are all made with the same weapon meaning a magic bonus applies to all of them as well.
A Sor-lock is making 6 attacks per round by quickening EB, each one adding 1d6 from Hex to them and doesn't even have to risk being in melee. All while having 18 AC and access to Shield.
A Paladin gets 5 attacks per round (2 with their action +1 from nick +1 from PAM + 1 from Cleave) and adds 1d8 radiant to each of those attacks and can use Spiritual Shroud to add another 1d8 to each of those attacks. Plus they get a FS baked in that adds some damage to some of those attacks.
Re: Deflect Attack - The Fiend Pact Warlock gets temporary hit points equal to CHA + warlock level as a reaction whenever a creature within 10 ft of them is reduced to 0 hp, which could be every turn depending on the type of encounter so I'm less convinced it is OP than before. This version of Monk is really just on par with the UA7 warlock.
Personally, I don't think the Hit Die needs to be d10. d8 is fine with some adjustments.
I wouldn't change FoB or add the additional attack in Martial Arts. One idea I liked from Aanx, in another thread, was changing Martial Arts so that Unarmed Strikes allows monks to do damage and either Grapple or Shove, both saves based on DEX, or you could do WIS if you wanted to do a SAD design. Shove gives both a push option or topple option so two WM in one. Grapple is nice although not as good in 1DD, 5E was so-so already but you could build for it.
Weapon proficiencies I would make monk weapons all simple weapons (no two-handed restriction) plus martial weapons that have the light property. That gives back shortswords to monk and adds scimitar and hand crossbow. And gives martial feat access. Then let Kensei get to choose other martials including Heavy property weapons.
One of my thoughts was in Disciple Abilities have:
This way you don't lose out on damage. You still get your one BA unarmed strike like the original Martial Arts feature, but the Ki/DP gives you something else: 1 extra attack (FoB), Dodge (PD), or Disengage or Dash (SotW).
Although I had thought that maybe adding the Unarmed Strike to PD and SotW might be better for Open Hand Technique, since 1DD made 2 of the 3 options worse since they are already covered in Weapon Masteries. Well, 1DD made all 3 options worse for OHT.
And I agree with others on the static AC progression. I just don't care for it, even though it was like that in AD&D. I would prefer a modified version, similar to Draconic Sorcerer. Start at 13+DEX, the increase to 14+DEX then 15+DEX. By level 19, with being able to raise a stat to 22 (+6) you could have 21 AC, which is pretty good (Plate + Shield gives you 20). Not sure what levels to give those increases, but I'm sure someone would have an idea.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
TBH Open Hand needs a complete rewrite now, and honestly the Grapple/Shove rules should just deal damage of the Unarmed Strike as well as Grapple/Shove because I can't see anyone using them now (as written - which I say as someone who uses Grapple/Shove in 5e relatively frequently) since Weapon Masteries are a thing in 1D&D and Grapple/Shove is so much less likely to be successful (maybe limit them to 1/turn if grappling/shoving on every attack is considered too much).