As many have already noticed, 1D&D has Weapon Mastery as its main theme. A major change that will revolutionize the way the game is played and finally give technical value to the weapon of choice. Unfortunately, Unarmed Strike does not hold a candle to it and among the classes that suffer the most is the monk. For this reason I thought I would try to create a variant of Unarmed Strike and make it more in line with Weapon Mastery. This variant of Unarmed Strike will be used in the monk class so as to adapt it to its battle style.
UNARMED STRIKE (variant)
An Unarmed Strike is a Melee attack that involves you using your body to addle, damage, grapple, push, or sweep a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of the following options for its effect:
ADDLE. The creature can’t make opportunity attacks against you for the rest of your turn.
DAMAGE. You make an attack roll against the target. Your bonus to hit equals your Strength modifier + your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 + your Strength modifier.
GRAPPLE The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 + your Strength modifier + your Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.
PUSH. You can push the creature up to 10 feet away from you horizontally if it is no more than one size larger than you.
SWEEP. The target must succeed on a Dexterity saving throw with a DC equal to 8 + your Strength modifier + your Proficiency Bonus, or fall in the Prone condition.
MONK - Spritual Master
This Monk class was designed following the basics of 1D&D and using the modified variant of Unarmed Strike mentioned above. This monk takes its cue from some references to the lore of Kane, a male human monk from the Yellow Rose Monastery.
You start with the following equipment, in addition to the equipment granted by your background:
(a) spear or (b) quarterstaff
(a) 10 Dart or (b) Combat Wraps
(a) an explorer’s pack or (b) a dungeoneer’s pack
1st: Martial Arts (modified)
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Weapons. You gain the following benefits while you aren’t wearing armor or wielding a shield:
Martial Arts Die. You can roll a d6 in place of the normal damage of your Unarmed Strike or your weapon attacks. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.
Martial Master. You can use Dexterity instead of Strength for all the Unarmed Strike (variant) properties, and also for all Simple Weapons that do not have the two-handed property. Each long rest you can choose a property of Unarmed Strike (Addle, Grapple, Push or Sweep) and combine this property with the Damage of each of your unarmed strikes.
Quick Strike. When you use the Attack action with an Unarmed Strike or with a Weapon that use dexterity on your turn, you can make one Unarmed Strike as a Bonus Action on the same turn.
1st: Unarmored Defense
While you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
1st: Weapon Mastery
Your training with weapons allows you to use the Mastery property of two kinds of Simple weapons of your choice, such as Daggers and Spears. Whenever you finish a Long Rest, you can change the kinds of Simple weapons you chose. For example, you could switch to using the Mastery properties of Maces and Slings.
2nd: Spiritual Power (modified)
Your self-discipline and martial training allow you to sense extraordinary energy within yourself. Your access to this energy is represented by a number of Spirit Points. Your Monk level determines the number of points you have, as shown in the Spirit Points column of the Monk table.
You can spend these points to fuel various Spirit Powers. You start knowing five such features: Defence, Fast, Focus, Knowledge and Life. You learn more Spiritual features as you gain levels in this class. When you spend a Spirit Point, it is unavailable until you finish a Short Rest or Long Rest, at the end of which you regain all your expended points. Some of the Spiritual features require your target to make a saving throw to resist the Power’s effects. The saving throw DC is calculated as follows:
Force save DC = 8 + your proficiency bonus + your Wisdom modifier
Defense. When you take damage, you can spend 1 Spirit point and use your reaction to reduce the damage by 1d10 + your Dexterity modifier + your monk level. The reduction remains active until it is fully used or until the start of your next turn.
Fast. You can spend 1 Spirit point to take both the Disengage and Dash actions as part of your movement, and your jump distance is doubled for the turn.
Focus.Once per turn, you can choose to spend 1 Spirit point, roll a Martial Arts die and add it to a damage roll or an attack roll.
Knowledge. When you fail an ability check, you can spend 1 Spirit point, roll of Martial Arts die and add it to the ability check.
Life. You can spend 1 Spirit point as an Action, and heal a creature a number of Hit Points equal to a roll of Martial Art die plus your Wisdom modifier.
2nd: Unarmored Movement (modified)
You gain the following benefits while you aren’t wearing armor or wielding a shield:
Spirit Jump. You can use Wisdom instead of Strength to determines how far you can jump.
Heightened Speed. Your speed increases by 10 feet, this bonus increases when you reach certain Monk levels, as shown in the Monk table.
Slow Fall. You can use your Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
3rd: Monk Subclass (modified)
You gain a Monk subclass of your choice: Shadow, Elementalist, or Psionic. Subclasses are detailed after this class’s description. A subclass is a specialization that grants you special abilities at 3rd level and again at 7th, 13th, and 17th Monk levels.
3rd: Deflect-Missiles (modified)
Once per turn, when you use Defense and you reduce a ranged attack damage to 0, you can deflect the attack against a creature. If you do so, choose a creature within 60 feet of yourself that isn’t behind Total Cover. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die. The damage is the same type dealt by the attack.
4th: Ability Score Improvement (modified)
You gain the Ability Score Improvement or another feat of your choice for which you qualify, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
5th: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
5th: Stunning Strike (modified)
When you hit a creature with Focus, you can attempt a Stunning Strike. The target must succeed on a Constitution saving throw or have the Stunned condition until the end of your next turn.
6th: Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
7th: Spiritual Sensitivity (new)
Your Spiritual power nourishes your body and mind, forgoing food and drink doesn’t give you Exhaustion.
Additionally, if you spend at least 1 minute meditating, you can regain all your expended Spirit points. Once you use this feature, you can’t use it again until you finish a Long Rest.
7th: Evasion
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. You don’t benefit from this feature if you have the Incapacitated condition.
9th: Art of Movement (modified)
You gain the following benefits while you aren’t wearing armor or wielding a shield:
Inertia. You gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Gravity Walk. You can spend 1 Spirit Point as a bonus action and for 10 minutes, you can hold your position and not fall while using inertia.
Lightning Step. When you use Fast your step is so light that for the turn you can run through the air.
10th: Stillness of Mind (modified)
Your body and mind are so trained that you are now proficient in Constitution saving throws, and whenever you make a saving throw and fail, you can spend 1 Spirit point to reroll it and take the second result.
10th: Counter-Strike (new)
Once per turn, when you use Defense and you reduce a melee attack damage to 0, you can make an unarmed attack against a creature within 5 feet of yourself.
11th: Flurry of Strikes (new)
The Martial Arts feature now confers two Quick Strikes rather than one. Additionally, if you spend 1 Spirit point or more as an action, you can perform Flurry of Strikes as a bonus action before the end of the turn.
When you use your Quick Strikes feature of your Martial arts, you make 2 unarmed strikes instead of one. In addition, you can now use your Quick Strikes feature as a bonus action if you spend at 1 or more Spirit points as part of your action.
14th: Harmony (modified)
Your spiritual power connects you with the life of the multiverse and sustains you so that you suffer none of the frailty of old age, For every 10 years, your body ages only 1 year, and you can’t be aged magically. You can still die of old age, however.
Additionally, your physical and mental discipline grant you proficiency in all saving throws.
15th: Spiritual Master (new)
When using Stunning Strike, you can choose to spend 1 Spirit point to affect the opponent’s mind, in which case the Stunning Strike saving throw will be on Wisdom.
18th: Master of Defense (new)
When using the Defense feature, you can spend 1 more Spirit point to double the value of its reduction.
20th: Limitless (new)
If you use 1 Spirit point at the beginning of your turn to perform the Focus feature, each of your attacks during your turn is a Focus attack. Additionally, when you meditate you can project your mind and observe the multiverse to find enlightenment. You can also communicate with someone or teleport to the place where your mind is observing. When you try to communicate in this state, you can touch the spirit of other minds so that you understand all languages and any creature can understand what you say.
If you use 1 Spirit point at the beginning of your turn to perform the Focus feature, each of your attacks during your turn is a Focus attack. Additionally, when meditating you can project your mind to a place you already know and observe the multiverse to find enlightenment. In this state you can communicate by touching the spirit of other minds so that you understand all languages and any creature can understand what you say. You can also teleport once a day to where your mind is projecting.
the loss of the Ability Score Improvement makes it more difficult to play but overall i think its pretty balanced
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~ Dies Irae ~ Blood For Blood ~ High Aether Grandmaster of the School of Aether R.I.P Technoblade (He Who Cannot Die)Creator of "The Lost City" <--- *Linked*
Proud Wielder of the Quinques: IXA, Narukami, Yukimura 1/3, and Owl
This is the 2014 Monk + Weapon Masteries - Flurry of Blows - Stillness of Mind - Empty Body - multiple Stunning Strikes per turn, with a nerf to Deflect Missiles, and a buff to survivability.
Overall it's less powerful than 2014 Monk which is already notoriously weak.
You gain the Ability Score Improvement or another feat of your choice for which you qualify, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
This is the 2014 Monk + Weapon Masteries - Flurry of Blows - Stillness of Mind - Empty Body - multiple Stunning Strikes per turn, with a nerf to Deflect Missiles, and a buff to survivability.
Overall it's less powerful than 2014 Monk which is already notoriously weak.
By my calculations, its DPR value is very high, not only because FOCUS allows the monk to take back attacks that it may not have hit or simply boost them, but also because FoS at 11th level allows continuous attack without resources similar to FoB. Defense allows the monk to reduce any kind of damage, and Deflect Missiles and Counter-Strike allows the monk to deflect all attacks that require an attack roll and thus some magical attacks as well. Martial Arts allows the use of martial weapons that use dexterity. Even the various features of Unarmed Strike Variant can be used with dexterity instead of strength. I do not see where this class is weaker than the 2014 class.
Martial Arts + Weapon Mastery allows the monk to have two properties, one of Unaremd Strike Variant and the other of the weapon. Addle allows the monk to use its skirmishing style without any need for feats or resources making the class extremely free in movement. Although Stunning Strike can only be made 1 time per turn, at 15th level it can be made with a saving throw on wisdom, and at 20th level, every attack is Focus and thus every attack is a Stunning Strike.
~ Dies Irae ~ Blood For Blood ~ High Aether Grandmaster of the School of Aether R.I.P Technoblade (He Who Cannot Die)Creator of "The Lost City" <--- *Linked*
Proud Wielder of the Quinques: IXA, Narukami, Yukimura 1/3, and Owl
Fighter: Per Round : 2.25*((2d6+5)*0.7+5*0.3) = 22.3 Per SR : 2*((2d6+5)*0.7+5*0.3) = 19.8
If you have exactly 10 rounds of combat between SRs then your monk surpasses the fighter, but more or fewer and it is worse.
Remember that there is also the Spiritual Sensitivity feature, which allows the monk to recover Spirit points.
Very good, now give me the calculation at the 11th level, and those at the 20th level.
1st: Quick Strike. When you use the Attack action with an Unarmed Strike or with a Weapon that use dexterity on your turn, you can make one Unarmed Strike as a Bonus Action on the same turn.
2nd: Focus. Once per turn, you can choose to spend 1 Spirit point, roll a Martial Arts die and add it to a damage roll or an attack roll.
5th: Stunning Strike. When you hit a creature with Focus, you can attempt a Stunning Strike. The target must succeed on a Constitution saving throw or have the Stunned condition until the end of your next turn.
11th: Flurry of Strikes. The Martial Arts feature now confers two Quick Strikes rather than one. Additionally, if you spend 1 Spirit point or more as an action, you can perform Flurry of Strikes as a bonus action before the end of the turn.
15th: Spiritual Master. When using Stunning Strike, you can choose to spend 1 Spirit point to affect the opponent’s mind, in which case the Stunning Strike saving throw will be on Wisdom.
20th: Limitless f you use 1 Spirit point at the beginning of your turn to perform Focus, each of your attacks during your turn is a Focus attack. Additionally, when you meditate you can project your mind and observe the multiverse to find enlightenment. You can also communicate with someone or teleport to the place where your mind is observing. When you try to communicate in this state, you can touch the spirit of other minds so that you understand all languages and any creature can understand what you say.
The fact remains that to call the DPR of this monk class garbage is exaggerated; in fact I found it balanced to the right degree. What is wrong with the original monk class is the DPR after 11th level. Perhaps Agilemind still wants to enlighten us with his math and find out if after 11th level the DPR is still garbage?
I think a class is designed to be in equilibrium with other classes, and I think the monk should not be the class with the highest DPR, but instead with the best freedom of movement. If the DPR is lower, it is because there is a lack of feats that increase the DPR for the monk class.
In the 2014 version DPR from 1st to 10th level was not so bad the problem came later. The fact that they increased the Martial Arts die with 1D&D did not help much, DPR became a little stronger from 1st to 10th level (where it was not needed) and still not strong enough from 11th to 20th level.
The Focus feature, which replaces FoB, was designed so as to rebalance the DPR evolution of the monk class. I find 3 attacks from 2nd level to be too many (even if adjusted by the amount of resources), this is because the bonus of a magic weapon would give too great an advantage at too low a level. Focus also has the advantage of being able to control resources better by being usable if the monk has already hit the opponent or even if one wanted to have a bonus to the attack roll.
What do you mean? Perhaps it is poorly explained. The monk can make 2 unarmed attacks as a bonus action. Same as FoB but without resource consumption.
1st: Quick Strike. When you use the Attack action with an Unarmed Strike or with a Weapon that use dexterity on your turn, you can make one Unarmed Strike as a Bonus Action on the same turn.
11th: Flurry of Strikes. The Martial Arts feature now confers two Quick Strikes rather than one. Additionally, if you spend 1 Spirit point or more as an action, you can perform Flurry of Strikes as a bonus action before the end of the turn.
Maybe it is better this way?
11th: Flurry of Strikes. The Martial Arts feature Quick Strike allows you to perform two Unarmed Strike as a Bonus Action on the same turn. Additionally, if you spend 1 Spirit point or more as an action, you can perform Flurry of Strikes as a bonus action before the end of the turn.
but the teleportation is kinda busted. If you could project your mind to any location, then you could theoretically teleport anywhere.
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~ Dies Irae ~ Blood For Blood ~ High Aether Grandmaster of the School of Aether R.I.P Technoblade (He Who Cannot Die)Creator of "The Lost City" <--- *Linked*
Proud Wielder of the Quinques: IXA, Narukami, Yukimura 1/3, and Owl
So, I was inspired by the original monk class lore.
Abilities
Kane was a supremely talented and highly trained monk and martial artist. He was proficient in such weapons as the bo stick, jo stick, or quarterstaff; the dagger and sap; the halberd; and even crossbows, the lasso, and caltrops. He could fight well when blinded or against unseen foes. He had good endurance.
He was capable in animal training, the mimicking of animal noises, finding a direction, and the use of ropes.
By 1357 DR, he had attained a mystical "spirit walking" ability. While in a meditative state, he could project his mind to another location, no matter how far away it was or whether it was on another plane. Then, by an act of will, he could bring his corporeal body along after it.
By 1368 DR, Kane had also mastered the quivering palm technique, being able to strike a foe and set up vibrations in their body that he could manipulate, whether to control their body or kill them outright. This effect would last some time before wearing off.
Kane could hold in his bare hands the evil sword Charon's Claw, which burnt the flesh and souls of those who failed to master it in a contest of wills, without any ill effect.
~ Dies Irae ~ Blood For Blood ~ High Aether Grandmaster of the School of Aether R.I.P Technoblade (He Who Cannot Die)Creator of "The Lost City" <--- *Linked*
Proud Wielder of the Quinques: IXA, Narukami, Yukimura 1/3, and Owl
What do you mean? Perhaps it is poorly explained. The monk can make 2 unarmed attacks as a bonus action. Same as FoB but without resource consumption.
1st: Quick Strike. When you use the Attack action with an Unarmed Strike or with a Weapon that use dexterity on your turn, you can make one Unarmed Strike as a Bonus Action on the same turn.
11th: Flurry of Strikes. The Martial Arts feature now confers two Quick Strikes rather than one. Additionally, if you spend 1 Spirit point or more as an action, you can perform Flurry of Strikes as a bonus action before the end of the turn.
Maybe it is better this way?
11th: Flurry of Strikes. The Martial Arts feature Quick Strike allows you to perform two Unarmed Strike as a Bonus Action on the same turn. Additionally, if you spend 1 Spirit point or more as an action, you can perform Flurry of Strikes as a bonus action before the end of the turn.
Oh.. so you mean: "When you use your Quick Strikes feature of your Martial arts, you make 2 unarmed strikes instead of one. In addition, you can now use your Quick Strikes feature as a bonus action if you spend at 1 or more Spirit points as part of your action."
PS Limitless needs much clearer definition of how it is supposed to work : e.g. can the monk just choose to be watching anyone anywhere at all times with no way to block it at all, and teleport in attack and teleport out all as part of the same turn?
I think I could take a cue from this. The limitation of having to know the place seems interesting, it would also explain why monks go on pilgrimage. Teleportation could be added only after entering the meditative phase, roughly 30 minutes or 1 hour, this would limit the abuse.
Necromancy Level: Cleric 6, Sorcerer 7, Wizard 7, Components: V, S, AF, DF, Casting Time: 1 hour Range: Personal Target: You Duration: 1 round/level (D)
By focusing your energy, you are able to separate your spirit from your body, allowing it to travel anywhere on the same plane of existence. Distance is not a factor, but the locale to be visited in your spirit form must be known – a place familiar to you. While in your spirit form, you can see and hear things, just as if you were there. You can also be seen and be heard, though you are unable to actually interact in that location. You cannot cast spells through your spirit form, nor does it allow magically enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see up to 10 feet away. Lead sheeting or magical protection (such as antimagic field, mind blank, or nondetection) blocks you from noticing individuals in the area you have traveled to, though you can feel that your senses are being blocked somehow.
While your spirit is out of your body, your body is paralyzed and completely helpless.
I didn't think that this monk class that has an enhancement to damage at 2nd level, an extra attack at 11th level, and an enhancement to all attacks at 20th level would be rated so Under-Powered.
My guess is that people simply don't like that FoB is at 11th level instead of 2nd level, or they just don't see it at that level and then stop reading thinking it's not worth finishing reading. It almost seems like they want the monk to remain too powerful from 1st-10th level and be a dud after that. So sad.
Perhaps Agilemind still wants to enlighten us with his math and find out if after 11th level the DPR is still garbage? I really want to see if the DPR at the 11th level is still as low.
It seems obvious to me that Focus is superior to FoB.
FoB when used there is no certainty that it will hit and thus the use of resource has a chance of being wasted, whereas Focus can be used on an attack that has already hit or on an attack that has not hit to enhance it and thus hit.
Focus and Stunning Strike are linked by the same resource and so if Stunning Strike failed the additional damage of Focus would still remain.
Although at first impression it seems that the damage is less, in truth the damage is definitely greater than FoB, this is due to resource optimization and the possibility of saving attacks that might fail.
Another thing I don't understand is why the rating of not playable is so high. At least leave a comment and explain your reasons so that I can see where I am going wrong.
Hello everyone,
As many have already noticed, 1D&D has Weapon Mastery as its main theme. A major change that will revolutionize the way the game is played and finally give technical value to the weapon of choice. Unfortunately, Unarmed Strike does not hold a candle to it and among the classes that suffer the most is the monk. For this reason I thought I would try to create a variant of Unarmed Strike and make it more in line with Weapon Mastery. This variant of Unarmed Strike will be used in the monk class so as to adapt it to its battle style.
UNARMED STRIKE (variant)
An Unarmed Strike is a Melee attack that involves you using your body to addle, damage, grapple, push, or sweep a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of the following options for its effect:
MONK - Spritual Master
This Monk class was designed following the basics of 1D&D and using the modified variant of Unarmed Strike mentioned above. This monk takes its cue from some references to the lore of Kane, a male human monk from the Yellow Rose Monastery.
If you want to learn more, here is the link where I wrote my notes on the development of this subclass.
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/184082-studies-and-homebrew-solutions-on-the-monk-class
Monk Homebrew LINK: https://homebrewery.naturalcrit.com/share/AAitVEY4XoK3
I honestly think I have reached a satisfactory point and at the same time I am out of ideas, and I would like to have your opinion on this.
Class Features (modified)
As a Monk, you gain the following class features
Hit Points
Proficiencies
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
1st: Martial Arts (modified)
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Weapons. You gain the following benefits while you aren’t wearing armor or wielding a shield:
1st: Unarmored Defense
While you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
1st: Weapon Mastery
Your training with weapons allows you to use the Mastery property of two kinds of Simple weapons of your choice, such as Daggers and Spears. Whenever you finish a Long Rest, you can change the kinds of Simple weapons you chose. For example, you could switch to using the Mastery properties of Maces and Slings.
2nd: Spiritual Power (modified)
Your self-discipline and martial training allow you to sense extraordinary energy within yourself. Your access to this energy is represented by a number of Spirit Points. Your Monk level determines the number of points you have, as shown in the Spirit Points column of the Monk table.
Force save DC = 8 + your proficiency bonus + your Wisdom modifier
2nd: Unarmored Movement (modified)
You gain the following benefits while you aren’t wearing armor or wielding a shield:
3rd: Monk Subclass (modified)
You gain a Monk subclass of your choice: Shadow, Elementalist, or Psionic. Subclasses are detailed after this class’s description. A subclass is a specialization that grants you special abilities at 3rd level and again at 7th, 13th, and 17th Monk levels.
3rd: Deflect-Missiles (modified)
Once per turn, when you use Defense and you reduce a ranged attack damage to 0, you can deflect the attack against a creature. If you do so, choose a creature within 60 feet of yourself that isn’t behind Total Cover. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die. The damage is the same type dealt by the attack.
4th: Ability Score Improvement (modified)
You gain the Ability Score Improvement or another feat of your choice for which you qualify, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
5th: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
5th: Stunning Strike (modified)
When you hit a creature with Focus, you can attempt a Stunning Strike. The target must succeed on a Constitution saving throw or have the Stunned condition until the end of your next turn.
6th: Empowered Strikes
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
7th: Spiritual Sensitivity (new)
Your Spiritual power nourishes your body and mind, forgoing food and drink doesn’t give you Exhaustion.
Additionally, if you spend at least 1 minute meditating, you can regain all your expended Spirit points. Once you use this feature, you can’t use it again until you finish a Long Rest.
7th: Evasion
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. You don’t benefit from this feature if you have the Incapacitated condition.
9th: Art of Movement (modified)
You gain the following benefits while you aren’t wearing armor or wielding a shield:
10th: Stillness of Mind (modified)
Your body and mind are so trained that you are now proficient in Constitution saving throws, and whenever you make a saving throw and fail, you can spend 1 Spirit point to reroll it and take the second result.
10th: Counter-Strike (new)
Once per turn, when you use Defense and you reduce a melee attack damage to 0, you can make an unarmed attack against a creature within 5 feet of yourself.
11th: Flurry of Strikes (new)
The Martial Arts feature now confers two Quick Strikes rather than one.Additionally, if you spend 1 Spirit point or more as an action, you can perform Flurry of Strikes as a bonus action before the end of the turn.When you use your Quick Strikes feature of your Martial arts, you make 2 unarmed strikes instead of one. In addition, you can now use your Quick Strikes feature as a bonus action if you spend at 1 or more Spirit points as part of your action.
14th: Harmony (modified)
Your spiritual power connects you with the life of the multiverse and sustains you so that you suffer none of the frailty of old age, For every 10 years, your body ages only 1 year, and you can’t be aged magically. You can still die of old age, however.
Additionally, your physical and mental discipline grant you proficiency in all saving throws.
15th: Spiritual Master (new)
When using Stunning Strike, you can choose to spend 1 Spirit point to affect the opponent’s mind, in which case the Stunning Strike saving throw will be on Wisdom.
18th: Master of Defense (new)
When using the Defense feature, you can spend 1 more Spirit point to double the value of its reduction.
20th: Limitless (new)
If you use 1 Spirit point at the beginning of your turn to perform the Focus feature, each of your attacks during your turn is a Focus attack.Additionally, when you meditate you can project your mind and observe the multiverse to find enlightenment. You can also communicate with someone or teleport to the place where your mind is observing. When you try to communicate in this state, you can touch the spirit of other minds so that you understand all languages and any creature can understand what you say.the loss of the Ability Score Improvement makes it more difficult to play but overall i think its pretty balanced
~ Dies Irae ~ Blood For Blood ~ High Aether Grandmaster of the School of Aether
R.I.P Technoblade (He Who Cannot Die) Creator of "The Lost City" <--- *Linked*
Proud Wielder of the Quinques: IXA, Narukami, Yukimura 1/3, and Owl
This is the 2014 Monk + Weapon Masteries - Flurry of Blows - Stillness of Mind - Empty Body - multiple Stunning Strikes per turn, with a nerf to Deflect Missiles, and a buff to survivability.
Overall it's less powerful than 2014 Monk which is already notoriously weak.
I think there was a mistake, I also added an AS to the 6th level, in truth there is one more than the original monk.
4th: Ability Score Improvement
You gain the Ability Score Improvement or another feat of your choice for which you qualify, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
By my calculations, its DPR value is very high, not only because FOCUS allows the monk to take back attacks that it may not have hit or simply boost them, but also because FoS at 11th level allows continuous attack without resources similar to FoB. Defense allows the monk to reduce any kind of damage, and Deflect Missiles and Counter-Strike allows the monk to deflect all attacks that require an attack roll and thus some magical attacks as well. Martial Arts allows the use of martial weapons that use dexterity. Even the various features of Unarmed Strike Variant can be used with dexterity instead of strength. I do not see where this class is weaker than the 2014 class.
Martial Arts + Weapon Mastery allows the monk to have two properties, one of Unaremd Strike Variant and the other of the weapon. Addle allows the monk to use its skirmishing style without any need for feats or resources making the class extremely free in movement. Although Stunning Strike can only be made 1 time per turn, at 15th level it can be made with a saving throw on wisdom, and at 20th level, every attack is Focus and thus every attack is a Stunning Strike.
Monk Homebrew LINK: https://homebrewery.naturalcrit.com/share/AAitVEY4XoK3
dang, this is a very neatly put together post - nice job
Thank you, if you are also interested in the development notes here is the link: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/184082-studies-and-homebrew-solutions-on-the-monk-class
If you have any advice they are always welcome.
The DPR is garbage:
Level 3
Your Monk:
Per Round : 2* (1d6+3) * 0.65 = 8.45
Per SR : 3d6 (Focus) = 10.5
Barbarian:
Per Round : (2d6+3+2) * 0.88 = 10.56
Rogue:
Per Round : (1d6+3+2d6)*0.88 = 11.88
Ranger:
Per Round : (1d8+3+1d6)*0.75 =8.25
Fighter:
Per Round : (2d6+3)*0.65+3*0.35 = 7.55
Per SR : (2d6+3)*0.65+3*0.35 = 7.55
Level 6
Your Monk:
Per Round : 3* (1d8+4) * 0.65 = 16.6
Per SR : 6d8 (Focus) = 27
Barbarian:
Per Round : 2*(2d6+4+2) * 0.88 = 22.9
Rogue:
Per Round : (1d6+4+3d6)*0.88 = 15.8
Ranger:
Per Round : 2*(1d8+4+1d6)*0.75 =18
Fighter:
Per Round : 2*((2d6+5)*0.7+5*0.3) = 19.8
Per SR : 2*((2d6+5)*0.7+5*0.3) = 19.8
Level 8
Your Monk:
Per Round : 3* (1d8+5) * 0.65 = 18.5
Per SR : 8d8 (Focus) = 36
Barbarian:
Per Round : (2*(1d10+4+2) + (1d4+4+2)) * 0.88 = 27.7
Rogue:
Per Round : (1d6+5+4d6)*0.88 = 19.8
Ranger:
Per Round : 2*(1d8+5+1d6)*0.75 =19.5
Fighter:
Per Round : 2.25*((2d6+5)*0.7+5*0.3) = 22.3
Per SR : 2*((2d6+5)*0.7+5*0.3) = 19.8
If you have exactly 10 rounds of combat between SRs then your monk surpasses the fighter, but more or fewer and it is worse.
hey if i make Hand-wraps to put with this would you consider putting in on here? i can collaborate my progress with you!
the hand wraps im going to try to make give extra Natural Damage...
((((EDIT))))
i couldnt get the bonus damage to work so i made it give bonuses when worn and Attuned
~ Dies Irae ~ Blood For Blood ~ High Aether Grandmaster of the School of Aether
R.I.P Technoblade (He Who Cannot Die) Creator of "The Lost City" <--- *Linked*
Proud Wielder of the Quinques: IXA, Narukami, Yukimura 1/3, and Owl
Remember that there is also the Spiritual Sensitivity feature, which allows the monk to recover Spirit points.
Very good, now give me the calculation at the 11th level, and those at the 20th level.
1st: Quick Strike. When you use the Attack action with an Unarmed Strike or with a Weapon that use dexterity on your turn, you can make one Unarmed Strike as a Bonus Action on the same turn.
2nd: Focus. Once per turn, you can choose to spend 1 Spirit point, roll a Martial Arts die and add it to a damage roll or an attack roll.
5th: Stunning Strike. When you hit a creature with Focus, you can attempt a Stunning Strike. The target must succeed on a Constitution saving throw or have the Stunned condition until the end of your next turn.
11th: Flurry of Strikes. The Martial Arts feature now confers two Quick Strikes rather than one. Additionally, if you spend 1 Spirit point or more as an action, you can perform Flurry of Strikes as a bonus action before the end of the turn.
15th: Spiritual Master. When using Stunning Strike, you can choose to spend 1 Spirit point to affect the opponent’s mind, in which case the Stunning Strike saving throw will be on Wisdom.
20th: Limitless f you use 1 Spirit point at the beginning of your turn to perform Focus, each of your attacks during your turn is a Focus attack. Additionally, when you meditate you can project your mind and observe the multiverse to find enlightenment. You can also communicate with someone or teleport to the place where your mind is observing. When you try to communicate in this state, you can touch the spirit of other minds so that you understand all languages and any creature can understand what you say.
The fact remains that to call the DPR of this monk class garbage is exaggerated; in fact I found it balanced to the right degree. What is wrong with the original monk class is the DPR after 11th level. Perhaps Agilemind still wants to enlighten us with his math and find out if after 11th level the DPR is still garbage?
I think a class is designed to be in equilibrium with other classes, and I think the monk should not be the class with the highest DPR, but instead with the best freedom of movement. If the DPR is lower, it is because there is a lack of feats that increase the DPR for the monk class.
In the 2014 version DPR from 1st to 10th level was not so bad the problem came later. The fact that they increased the Martial Arts die with 1D&D did not help much, DPR became a little stronger from 1st to 10th level (where it was not needed) and still not strong enough from 11th to 20th level.
The Focus feature, which replaces FoB, was designed so as to rebalance the DPR evolution of the monk class. I find 3 attacks from 2nd level to be too many (even if adjusted by the amount of resources), this is because the bonus of a magic weapon would give too great an advantage at too low a level. Focus also has the advantage of being able to control resources better by being usable if the monk has already hit the opponent or even if one wanted to have a bonus to the attack roll.
Flurry of Strikes is not defined in the class features so I cannot calculate DPR at 11th level or highter.
What do you mean? Perhaps it is poorly explained. The monk can make 2 unarmed attacks as a bonus action. Same as FoB but without resource consumption.
1st: Quick Strike. When you use the Attack action with an Unarmed Strike or with a Weapon that use dexterity on your turn, you can make one Unarmed Strike as a Bonus Action on the same turn.
11th: Flurry of Strikes. The Martial Arts feature now confers two Quick Strikes rather than one. Additionally, if you spend 1 Spirit point or more as an action, you can perform Flurry of Strikes as a bonus action before the end of the turn.
Maybe it is better this way?
11th: Flurry of Strikes. The Martial Arts feature Quick Strike allows you to perform two Unarmed Strike as a Bonus Action on the same turn. Additionally, if you spend 1 Spirit point or more as an action, you can perform Flurry of Strikes as a bonus action before the end of the turn.
i know i haven't put much input...
but the teleportation is kinda busted. If you could project your mind to any location, then you could theoretically teleport anywhere.
~ Dies Irae ~ Blood For Blood ~ High Aether Grandmaster of the School of Aether
R.I.P Technoblade (He Who Cannot Die) Creator of "The Lost City" <--- *Linked*
Proud Wielder of the Quinques: IXA, Narukami, Yukimura 1/3, and Owl
According to Monk Kane's lore, he was capable of a technique called Spirit Wolking. https://forgottenrealms.fandom.com/wiki/Kane
So, I was inspired by the original monk class lore.
Abilities
Kane was a supremely talented and highly trained monk and martial artist. He was proficient in such weapons as the bo stick, jo stick, or quarterstaff; the dagger and sap; the halberd; and even crossbows, the lasso, and caltrops. He could fight well when blinded or against unseen foes. He had good endurance.
He was capable in animal training, the mimicking of animal noises, finding a direction, and the use of ropes.
By 1357 DR, he had attained a mystical "spirit walking" ability. While in a meditative state, he could project his mind to another location, no matter how far away it was or whether it was on another plane. Then, by an act of will, he could bring his corporeal body along after it.
By 1368 DR, Kane had also mastered the quivering palm technique, being able to strike a foe and set up vibrations in their body that he could manipulate, whether to control their body or kill them outright. This effect would last some time before wearing off.
Kane could hold in his bare hands the evil sword Charon's Claw, which burnt the flesh and souls of those who failed to master it in a contest of wills, without any ill effect.
damn, ok...
~ Dies Irae ~ Blood For Blood ~ High Aether Grandmaster of the School of Aether
R.I.P Technoblade (He Who Cannot Die) Creator of "The Lost City" <--- *Linked*
Proud Wielder of the Quinques: IXA, Narukami, Yukimura 1/3, and Owl
Oh.. so you mean:
"When you use your Quick Strikes feature of your Martial arts, you make 2 unarmed strikes instead of one. In addition, you can now use your Quick Strikes feature as a bonus action if you spend at 1 or more Spirit points as part of your action."
PS Limitless needs much clearer definition of how it is supposed to work : e.g. can the monk just choose to be watching anyone anywhere at all times with no way to block it at all, and teleport in attack and teleport out all as part of the same turn?
I think I could take a cue from this. The limitation of having to know the place seems interesting, it would also explain why monks go on pilgrimage. Teleportation could be added only after entering the meditative phase, roughly 30 minutes or 1 hour, this would limit the abuse.
https://dnd.arkalseif.info/spells/dragonlance-campaign-setting--98/spirit-walk--5018/
Spirit Walk
(Dragonlance Campaign Setting, p. 112)
Necromancy
Level: Cleric 6, Sorcerer 7, Wizard 7,
Components: V, S, AF, DF,
Casting Time: 1 hour
Range: Personal
Target: You
Duration: 1 round/level (D)
By focusing your energy, you are able to separate your spirit from your body, allowing it to travel anywhere on the same plane of existence. Distance is not a factor, but the locale to be visited in your spirit form must be known – a place familiar to you. While in your spirit form, you can see and hear things, just as if you were there. You can also be seen and be heard, though you are unable to actually interact in that location. You cannot cast spells through your spirit form, nor does it allow magically enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see up to 10 feet away. Lead sheeting or magical protection (such as antimagic field, mind blank, or nondetection) blocks you from noticing individuals in the area you have traveled to, though you can feel that your senses are being blocked somehow.
While your spirit is out of your body, your body is paralyzed and completely helpless.
Arcane Focus: A quartz or obsidian figurine.
I didn't think that this monk class that has an enhancement to damage at 2nd level, an extra attack at 11th level, and an enhancement to all attacks at 20th level would be rated so Under-Powered.
My guess is that people simply don't like that FoB is at 11th level instead of 2nd level, or they just don't see it at that level and then stop reading thinking it's not worth finishing reading. It almost seems like they want the monk to remain too powerful from 1st-10th level and be a dud after that. So sad.
Perhaps Agilemind still wants to enlighten us with his math and find out if after 11th level the DPR is still garbage? I really want to see if the DPR at the 11th level is still as low.
It seems obvious to me that Focus is superior to FoB.
Another thing I don't understand is why the rating of not playable is so high. At least leave a comment and explain your reasons so that I can see where I am going wrong.