I am trying to organize the monk's attacks differently. It is known that all classes sacrifice bonus action, while it is different for the monk. So I thought that by moving the monk's attacks mainly into the bonus action, this would make the main action expendable. This would make the monk a primarily unarmed combatant, and from my point of view that is what it should be.
Not forgetting to mention that the monk's unarmed bonus attack should be independent of the main action.
Having only one attack as an action and 2 unarmed attacks + 1 with flurry of blow as a bonus action, it is clear that wasting the bonus action has become inconvenient for the monk.
So Patient Defense and step of the Wind are practically useless, since it is better to use them as an action and not as a bonus action. Simply, the monk will be able to use his action to perform the dodge action, or the dash action, or the disengage action without having to waste precious ki points.
I think this would be a bad idea becuase then monk would have to use even more ki to keep up with baseline and when out of ki they would be even worse.
I think this would be a bad idea becuase then monk would have to use even more ki to keep up with baseline and when out of ki they would be even worse.
when using one of these in the form of an action are free and accessible to all classes.
Dash: When you take the Dash Action, you gain extra movement for the current turn. The increase equals your speed, after applying any Modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on Your Turn if you dash. Any increase or decrease to your speed changes this additional Movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Disengage: If you take the Disengage Action, your movement doesn’t provoke opportunity attacks for the rest of the turn.
Dodge: When you take the Dodge Action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in Conditions ) or if your speed drops to 0.
sorry. to clarify I mean their damage would suffer even more and I think that is one area were monk really lack.
So you mean since the damage of unarmed attacks is lower (although this only applies after 5th level) could this result in a problem? Are we talking about a difference between a d6 and a d8 that only happens between 5th and 10th level? How much will the difference in damage be?
Although I understand your point of view, since the monk is already weak in damage power decreasing it further is not wise (although we are talking about a difference of ~2 damage) However the discussion is not regarding damage, but about finding a solution to waste less ki points and how to optimize the monk's attack actions. I am convinced that the monk should stick to his unarmed combat characteristic and not stay between the two (between weapons and unarmed) thus complicating his combat actions.
The concept of having one attack in the action and having 2-3(FoB) unarmed attacks as a bonus action. This type of organization brings several advantages. Including the ability to sacrifice the main action to use it for the actions of dash, disengage and dodge by sacrificing only one attack and without having to waste ki points. Another thing will be the benefit of other classes to have extra unarmed attacks as a bonus action and vice versa for the monk to have 1 extra attack as an action in another fighting class or use spells in his action. This will result to be beneficial for all classes, both magical and combatant.
A warrior class with 5 monk levels will have the 2-3 more unarmed attacks in its bonus action. While a monk with 5 levels from a warrior class will receive an extra attack in its main action, bringing it to 2 attacks per main action and 2-3 unarmed attacks per bonus action, but with the disadvantage of still choosing to sacrifice two attacks when using special actions. This will finally be able to empower classes that have non-heavy weapons.
A magic class with 5 monk levels will finally be able to defend against melee attacks without having to waste its spells actions. The dream of a mage master of martial arts will finally be achievable. A magic class will be able to use its spells as an action and deliver a few punches immediately afterward.
The monk, on the other hand, will be able to acquire spells and mix them with his martial arts in a harmonious way. Probably the most common use will be cantrip combined by a good number of unarmed attacks. The most suitable classes will be Cleric/Ranger/Druid, being the most compatible, but even with some feats it is possible to acquire some spells, albeit in a limited way.
Weapons: Simple weapons, improvised weapons and one martial weapon of your choice.
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, and Stealth.
Unarmored Defense ...
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 and Martial Weapons, that lack the heavy and special properties.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
When unarmored, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
Once per turn, when you hit a creature with an unarmed strike, you can move it 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away without provoking attacks of opportunity.
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, as shown in the Martial Arts column of the Monk table.
You can make one unarmed strike as a bonus action.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Additionally, when you use Disengage or Dash as an action on your turn, your jump distance is doubled.
At 4th level, when falling, you can use your reaction to reduce your fall damage by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Ki Cultivation
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing two such features: Blocking and Flurry of Blows. Furthermore, you learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Blocking. When another creature hits you with a melee attack, as a reaction you can spend 1 ki point and add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Flurry of Blows. Once per turn, you can spend 1 ki point to make an additional unarmed strike as part of your bonus action.
Life Force. At 4th level, as an action you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Tongue of Ki. At 6th level, as an action you can spend 3 ki points and for 1 hour you can touch the ki of other minds so that you understand all spoken languages and any creature that can understand a language can understand what you say.
Lightning Step. At 8th level, as an action you can spend 2 ki point to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Master Soul. At 13th level, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Astral Meditation. At 15th level, 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.
Unarmed Techniques
Starting at 3rd level, you can manipulate your enemy's ki when you harness your own via pressure points. You learn two Unarmed Techniques of your choice and two additional at 5th, 8th, 12th and 16th level. Each time you learn a new technique, you can also replace these with others. You can use only one technique per attack, this cannot be repeated on the same creature in the same turn, and each consumes 1 ki point. A level prerequisite refers to your level in this class. Some of your Unarmed Techniques require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
3rd level:
Grappler. When you try to grapple, you can choose to use Acrobatics instead of Athletics check. Roll one martial arts die and add the number rolled to your Grapple check.
Ki Blocking. When you hit a creature with an unarmed strike, you can block its ki. It must succeed on a Charisma saving throw or its speed becomes 0 until the end of its next turn.
Pushing Strike. When you hit a creature with an unarmed strike, you can attempt to push it back. It must succeed on a Strength saving throw or it can be pushed up to 15 feet away from you.
Shocking Strike. When you hit a creature with an unarmed strike, you can block its reaction. The creature cannot use its reaction until the end of its next turn.
Sweep. When you hit a creature with an unarmed strike, you can attempt to knock it down. It must succeed on a Dexterity saving throw or be knocked prone.
5th level:
Blinding Strike. When you hit a creature with an unarmed strike, you can target its eyes with your fingers. It must succeed on a Dexterity saving throw or be blind until the end of your next turn.
Catch Missiles. When you are hit by a ranged weapon attack, you can use your reaction to catch it. The damage is reduced by two Martial Arts die roll + your Dexterity modifier. Additionally, you can make a ranged attack with 20/60 of range using the object you just caught. The missile counts as a monk weapon for this attack.
Disarming Strike. When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it's holding. It must succeed on a Strength saving throw or drop the chosen object. The object lands at its feet.
Goading Strike. When you hit a creature with an unarmed strike, you can attempt to goad it into attacking you. It must succeed on a Wisdom saving throw or take disadvantage on all attack rolls against targets other than you until the end of your next turn.
Throat Strike. When you hit a creature with an unarmed strike, you can blow the enemy throat. It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
8th level:
Killing Intent. When you hit a creature with an unarmed strike, you can infect its mind with your ki to awaken the sense of mortality. It must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn.
Powerful Strike. When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. Roll a Martial Arts die and add it to the attack's damage roll.
Strike Back. When you take damage from a creature in melee, you can use your reaction to make an unarmed attack against it.
Stunning Strike. When you hit another creature with an unarmed strike, you can interfere with the flow of ki in an opponent's body. It must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Two in One Strike. When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier.
12th level:
Backhand Strike. Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed attack against it.
Counter Strike. When a creature misses you with a melee attack, you can use your reaction to make an unarmed attack against it.
Dazing Strike. When you hit another creature with an unarmed strike, you can hit it at the enemy's temple. It must succeed on an Intelligence saving throw or it cannot take any reactions until the end of your next turn. Also, on your next turn, it must choose whether to get a move, an action, or a bonus action; it gets only one of the three.
Ki Waves. As an action, you create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range of 120 feets. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. (ref. Magic Missile spell)
Life Drain Strike. When you hit a creature with an unarmed strike, you can attempt to drain life force from it to heal your wounds. You recover a number of hit points equal to half your damage. If you do this, the damage becomes necrotic.
16th level:
Buddha Hand. As an action, you can summon the Bigby's Hand spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. The hand does what Bigby's Hand spell can do and can be used once per turn replacing one of your unarmed attacks.
Mental Strike. When you hit a creature with an unarmed strike, you can attempt to damage its mind. It must succeed on a Charisma saving throw, or it must roll a d10 and subtract the number rolled from the next saving throw it makes before the end of your next turn.
Nightmare. When a creature beside you is frightened, you can use your reaction to make an unarmed attack on it.
No Mercy. When a creature beside you is prone, you can use your reaction to instantly leap at it, and make an unarmed attack on it.
Trail of Cinders. As you move, your feet leave a trail of fire. All creatures within 5 feet of where you move must succeed on a Dexterity saving throw or takes one Martial Arts die of fire damage from your trail. A creature or object can take this damage only once per turn.
Monastic Tradition ...
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, ...
Extra Unarmed Strike
Beginning at 5th level, each time you make an unarmed attack during a bonus action, you can attack twice instead of once. Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion ...
Body Cultivation
At 10th level, mastery of the ki flowing through you makes you proficient in Constitution saving throws and immune to diseases and poisons. Additionally, your intense training allows you to empower your Unarmed attacks. Every time you use an Unarmed Technique, add one Martial Arts die to the damage.
Soul Cultivation
Beginning at 13th level, your long years of meditation and your mastery of ki give you proficiency in intelligence, wisdom and charisma saving throws.
Harmony
At the 14th level, the harmony achieved between body and mind allows your Unarmed Techniques to be performed more naturally and in balance. Choose two unarmed techniques between the 3rd and 5th levels that you already know. Once per round, you can perform one of these techniques without spending ki points.
At 18th level, you can choose two techniques between 8th and 12th levels that you already know. Once per round, you can perform two techniques you chose in this feature without spending ki points.
By spending 8 hours in meditation, it is possible to exchange all the chosen Unarmed Techniques in this feature for other techniques.
Timeless Body
At 15th level, your ki 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. In addition, you no longer need food or water.
Enlightenment
At 20th level, you go beyond the human limit. Your body is so used to certain movements that have become one with your being. You can take an additional reaction between each of your turns. Moreover, you can use both inner ki and the ki of heaven and earth, every time you roll for initiative, you will always have at least 4 ki points.
I would like to get your opinion on this organization of unarmed attacks in this monk variant. Do you presume it is too OP?
Weapons: Simple weapons, improvised weapons and one martial weapon of your choice.
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, and Stealth.
Unarmored Defense ...
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 and Martial Weapons, that lack the heavy and special properties.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
When unarmored, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
Once per turn, when you hit a creature with an unarmed strike, you can move it 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away without provoking attacks of opportunity.
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, as shown in the Martial Arts column of the Monk table.
You can make one unarmed strike as a bonus action.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Additionally, when you use Disengage or Dash as an action on your turn, your jump distance is doubled.
At 4th level, when falling, you can use your reaction to reduce your fall damage by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Ki Cultivation
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing two such features: Blocking and Flurry of Blows. Furthermore, you learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Blocking. When another creature hits you with a melee attack, as a reaction you can spend 1 ki point and add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Flurry of Blows. Once per turn, you can spend 1 ki point to make an additional unarmed strike as part of your bonus action.
Life Force. At 4th level, as an action you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Tongue of Ki. At 6th level, as an action you can spend 3 ki points and for 1 hour you can touch the ki of other minds so that you understand all spoken languages and any creature that can understand a language can understand what you say.
Lightning Step. At 8th level, as an action you can spend 2 ki point to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Master Soul. At 13th level, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Astral Meditation. At 15th level, 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.
Unarmed Techniques
Starting at 3rd level, you can manipulate your enemy's ki when you harness your own via pressure points. You learn two Unarmed Techniques of your choice and two additional at 5th, 8th, 12th and 16th level. Each time you learn a new technique, you can also replace these with others. You can use only one technique per attack, this cannot be repeated on the same creature in the same turn, and each consumes 1 ki point. A level prerequisite refers to your level in this class. Some of your Unarmed Techniques require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
3rd level:
Grappler. When you try to grapple, you can choose to use Acrobatics instead of Athletics check. Roll one martial arts die and add the number rolled to your Grapple check.
Ki Blocking. When you hit a creature with an unarmed strike, you can block its ki. It must succeed on a Charisma saving throw or its speed becomes 0 until the end of its next turn.
Pushing Strike. When you hit a creature with an unarmed strike, you can attempt to push it back. It must succeed on a Strength saving throw or it can be pushed up to 15 feet away from you.
Shocking Strike. When you hit a creature with an unarmed strike, you can block its reaction. The creature cannot use its reaction until the end of its next turn.
Sweep. When you hit a creature with an unarmed strike, you can attempt to knock it down. It must succeed on a Dexterity saving throw or be knocked prone.
5th level:
Blinding Strike. When you hit a creature with an unarmed strike, you can target its eyes with your fingers. It must succeed on a Dexterity saving throw or be blind until the end of your next turn.
Catch Missiles. When you are hit by a ranged weapon attack, you can use your reaction to catch it. The damage is reduced by two Martial Arts die roll + your Dexterity modifier. Additionally, you can make a ranged attack with 20/60 of range using the object you just caught. The missile counts as a monk weapon for this attack.
Disarming Strike. When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it's holding. It must succeed on a Strength saving throw or drop the chosen object. The object lands at its feet.
Goading Strike. When you hit a creature with an unarmed strike, you can attempt to goad it into attacking you. It must succeed on a Wisdom saving throw or take disadvantage on all attack rolls against targets other than you until the end of your next turn.
Throat Strike. When you hit a creature with an unarmed strike, you can blow the enemy throat. It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
8th level:
Killing Intent. When you hit a creature with an unarmed strike, you can infect its mind with your ki to awaken the sense of mortality. It must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn.
Powerful Strike. When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. Roll a Martial Arts die and add it to the attack's damage roll.
Strike Back. When you take damage from a creature in melee, you can use your reaction to make an unarmed attack against it.
Stunning Strike. When you hit another creature with an unarmed strike, you can interfere with the flow of ki in an opponent's body. It must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Two in One Strike. When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier.
12th level:
Backhand Strike. Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed attack against it.
Counter Strike. When a creature misses you with a melee attack, you can use your reaction to make an unarmed attack against it.
Dazing Strike. When you hit another creature with an unarmed strike, you can hit it at the enemy's temple. It must succeed on an Intelligence saving throw or it cannot take any reactions until the end of your next turn. Also, on your next turn, it must choose whether to get a move, an action, or a bonus action; it gets only one of the three.
Ki Waves. As an action, you create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range of 120 feets. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. (ref. Magic Missile spell)
Life Drain Strike. When you hit a creature with an unarmed strike, you can attempt to drain life force from it to heal your wounds. You recover a number of hit points equal to half your damage. If you do this, the damage becomes necrotic.
16th level:
Buddha Hand. As an action, you can summon the Bigby's Hand spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. The hand does what Bigby's Hand spell can do and can be used once per turn replacing one of your unarmed attacks.
Mental Strike. When you hit a creature with an unarmed strike, you can attempt to damage its mind. It must succeed on a Charisma saving throw, or it must roll a d10 and subtract the number rolled from the next saving throw it makes before the end of your next turn.
Nightmare. When a creature beside you is frightened, you can use your reaction to make an unarmed attack on it.
No Mercy. When a creature beside you is prone, you can use your reaction to instantly leap at it, and make an unarmed attack on it.
Trail of Cinders. As you move, your feet leave a trail of fire. All creatures within 5 feet of where you move must succeed on a Dexterity saving throw or takes one Martial Arts die of fire damage from your trail. A creature or object can take this damage only once per turn.
Monastic Tradition ...
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, ...
Extra Unarmed Strike
Beginning at 5th level, each time you make an unarmed attack during a bonus action, you can attack twice instead of once. Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion ...
Body Cultivation
At 10th level, mastery of the ki flowing through you makes you proficient in Constitution saving throws and immune to diseases and poisons. Additionally, your intense training allows you to empower your Unarmed attacks. Every time you use an Unarmed Technique, add one Martial Arts die to the damage.
Soul Cultivation
Beginning at 13th level, your long years of meditation and your mastery of ki give you proficiency in intelligence and wisdom saving throws.
Harmony
At the 14th level, the harmony achieved between body and mind allows your Unarmed Techniques to be performed more naturally and in balance. Choose two unarmed techniques between the 3rd and 5th levels that you already know. Once per round, you can perform one of these techniques without spending ki points.
At 18th level, you can choose two techniques between 8th and 12th levels that you already know. Once per round, you can perform two techniques you chose in this feature without spending ki points.
By spending 8 hours in meditation, it is possible to exchange all the chosen Unarmed Techniques in this feature for other techniques.
Timeless Body
At 15th level, your ki 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. In addition, you no longer need food or water.
Enlightenment
At 20th level, you go beyond the human limit. Your body is so used to certain movements that have become one with your being. You can take an additional reaction between each of your turns. Moreover, you can use both inner ki and the ki of heaven and earth, every time you roll for initiative, you will always have at least 4 ki points.
I would like to get your opinion on this organization of unarmed attacks in this monk variant. Do you presume it is too OP?
I actually like alot of the ideas here . adds alot more for sure. not to shabby imo.
"Flurry of Weapon Attacks. At the start of your turn, you choose to spend 1 ki point to use your Kensei weapon as if it were an unarmed strike until the start of your next turn."
I think it would be more simple if you just said you now can flurry with your Kensei weapon.
Weapons: Simple weapons, improvised weapons and one martial weapon of your choice.
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, and Stealth.
Unarmored Defense ...
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 and Martial Weapons, that lack the heavy and special properties.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
When unarmored, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
Once per turn, when you hit a creature with an unarmed strike, you can move it 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away without provoking attacks of opportunity.
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, as shown in the Martial Arts column of the Monk table.
You can make one unarmed strike as a bonus action.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Additionally, when you use Disengage or Dash as an action on your turn, your jump distance is doubled.
At 4th level, when falling, you can use your reaction to reduce your fall damage by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Ki Cultivation
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing two such features: Blocking and Flurry of Blows. Furthermore, you learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Blocking. When another creature hits you with a melee attack, as a reaction you can spend 1 ki point and add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Flurry of Blows. Once per turn, you can spend 1 ki point to make an additional unarmed strike as part of your bonus action.
Life Force. At 4th level, as an action you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Tongue of Ki. At 6th level, as an action you can spend 3 ki points and for 1 hour you can touch the ki of other minds so that you understand all spoken languages and any creature that can understand a language can understand what you say.
Lightning Step. At 8th level, as an action you can spend 2 ki point to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Master Soul. At 13th level, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Astral Meditation. At 15th level, 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.
Unarmed Techniques
Starting at 3rd level, you can manipulate your enemy's ki when you harness your own via pressure points. You learn two Unarmed Techniques of your choice and two additional at 5th, 8th, 12th and 16th level. Each time you learn a new technique, you can also replace these with others. You can use only one technique per attack, this cannot be repeated on the same creature in the same turn, and each consumes 1 ki point. A level prerequisite refers to your level in this class. Some of your Unarmed Techniques require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
3rd level:
Grappler. When you try to grapple, you can choose to use Acrobatics instead of Athletics check. Roll one martial arts die and add the number rolled to your Grapple check.
Ki Blocking. When you hit a creature with an unarmed strike, you can block its ki. It must succeed on a Charisma saving throw or its speed becomes 0 until the end of its next turn.
Pushing Strike. When you hit a creature with an unarmed strike, you can attempt to push it back. It must succeed on a Strength saving throw or it can be pushed up to 15 feet away from you.
Shocking Strike. When you hit a creature with an unarmed strike, you can block its reaction. The creature cannot use its reaction until the end of its next turn.
Sweep. When you hit a creature with an unarmed strike, you can attempt to knock it down. It must succeed on a Dexterity saving throw or be knocked prone.
5th level:
Blinding Strike. When you hit a creature with an unarmed strike, you can target its eyes with your fingers. It must succeed on a Dexterity saving throw or be blind until the end of your next turn.
Catch Missiles. When you are hit by a ranged weapon attack, you can use your reaction to catch it. The damage is reduced by two Martial Arts die roll + your Dexterity modifier. Additionally, you can make a ranged attack with 20/60 of range using the object you just caught. The missile counts as a monk weapon for this attack.
Disarming Strike. When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it's holding. It must succeed on a Strength saving throw or drop the chosen object. The object lands at its feet.
Goading Strike. When you hit a creature with an unarmed strike, you can attempt to goad it into attacking you. It must succeed on a Wisdom saving throw or take disadvantage on all attack rolls against targets other than you until the end of your next turn.
Throat Strike. When you hit a creature with an unarmed strike, you can blow the enemy throat. It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
8th level:
Killing Intent. When you hit a creature with an unarmed strike, you can infect its mind with your ki to awaken the sense of mortality. It must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn.
Powerful Strike. When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. Roll a Martial Arts die and add it to the attack's damage roll.
Strike Back. When you take damage from a creature in melee, you can use your reaction to make an unarmed attack against it.
Stunning Strike. When you hit another creature with an unarmed strike, you can interfere with the flow of ki in an opponent's body. It must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Two in One Strike. When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier.
12th level:
Backhand Strike. Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed attack against it.
Counter Strike. When a creature misses you with a melee attack, you can use your reaction to make an unarmed attack against it.
Dazing Strike. When you hit another creature with an unarmed strike, you can hit it at the enemy's temple. It must succeed on an Intelligence saving throw or it cannot take any reactions until the end of your next turn. Also, on your next turn, it must choose whether to get a move, an action, or a bonus action; it gets only one of the three.
Ki Waves. As an action, you create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range of 120 feets. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. (ref. Magic Missile spell)
Life Drain Strike. When you hit a creature with an unarmed strike, you can attempt to drain life force from it to heal your wounds. You recover a number of hit points equal to half your damage. If you do this, the damage becomes necrotic.
16th level:
Buddha Hand. As an action, you can summon the Bigby's Hand spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. The hand does what Bigby's Hand spell can do and can be used once per turn replacing one of your unarmed attacks.
Mental Strike. When you hit a creature with an unarmed strike, you can attempt to damage its mind. It must succeed on a Charisma saving throw, or it must roll a d10 and subtract the number rolled from the next saving throw it makes before the end of your next turn.
Nightmare. When a creature beside you is frightened, you can use your reaction to make an unarmed attack on it.
No Mercy. When a creature beside you is prone, you can use your reaction to instantly leap at it, and make an unarmed attack on it.
Trail of Cinders. As you move, your feet leave a trail of fire. All creatures within 5 feet of where you move must succeed on a Dexterity saving throw or takes one Martial Arts die of fire damage from your trail. A creature or object can take this damage only once per turn.
Monastic Tradition ...
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, ...
Extra Unarmed Strike
Beginning at 5th level, each time you make an unarmed attack during a bonus action, you can attack twice instead of once. Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion ...
Body Cultivation
At 10th level, mastery of the ki flowing through you makes you proficient in Constitution saving throws and immune to diseases and poisons. Additionally, your intense training allows you to empower your Unarmed attacks. Every time you use an Unarmed Technique, add one Martial Arts die to the damage.
Soul Cultivation
Beginning at 13th level, your long years of meditation and your mastery of ki give you proficiency in intelligence and wisdom saving throws.
Harmony
At the 14th level, the harmony achieved between body and mind allows your Unarmed Techniques to be performed more naturally and in balance. Choose two unarmed techniques between the 3rd and 5th levels that you already know. Once per round, you can perform one of these techniques without spending ki points.
At 18th level, you can choose two techniques between 8th and 12th levels that you already know. Once per round, you can perform two techniques you chose in this feature without spending ki points.
By spending 8 hours in meditation, it is possible to exchange all the chosen Unarmed Techniques in this feature for other techniques.
Timeless Body
At 15th level, your ki 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. In addition, you no longer need food or water.
Enlightenment
At 20th level, you go beyond the human limit. Your body is so used to certain movements that have become one with your being. You can take an additional reaction between each of your turns. Moreover, you can use both inner ki and the ki of heaven and earth, every time you roll for initiative, you will always have at least 4 ki points.
I would like to get your opinion on this organization of unarmed attacks in this monk variant. Do you presume it is too OP?
I actually like alot of the ideas here . adds alot more for sure. not to shabby imo.
Thank you, I'm still working on it, but I think I'm at a good point. As for subclasses I am still developing, I prefer to have a variant that I am satisfying before defining each subclass.
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I am trying to organize the monk's attacks differently. It is known that all classes sacrifice bonus action, while it is different for the monk. So I thought that by moving the monk's attacks mainly into the bonus action, this would make the main action expendable. This would make the monk a primarily unarmed combatant, and from my point of view that is what it should be.
Not forgetting to mention that the monk's unarmed bonus attack should be independent of the main action.
Having only one attack as an action and 2 unarmed attacks + 1 with flurry of blow as a bonus action, it is clear that wasting the bonus action has become inconvenient for the monk.
So Patient Defense and step of the Wind are practically useless, since it is better to use them as an action and not as a bonus action. Simply, the monk will be able to use his action to perform the dodge action, or the dash action, or the disengage action without having to waste precious ki points.
What do you think about this concept?
I think this would be a bad idea becuase then monk would have to use even more ki to keep up with baseline and when out of ki they would be even worse.
What do you mean by keeping up with the baseline?
when using one of these in the form of an action are free and accessible to all classes.
Dash: When you take the Dash Action, you gain extra movement for the current turn. The increase equals your speed, after applying any Modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on Your Turn if you dash.
Any increase or decrease to your speed changes this additional Movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Disengage: If you take the Disengage Action, your movement doesn’t provoke opportunity attacks for the rest of the turn.
Dodge: When you take the Dodge Action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in Conditions ) or if your speed drops to 0.
sorry. to clarify I mean their damage would suffer even more and I think that is one area were monk really lack.
So you mean since the damage of unarmed attacks is lower (although this only applies after 5th level) could this result in a problem? Are we talking about a difference between a d6 and a d8 that only happens between 5th and 10th level? How much will the difference in damage be?
Although I understand your point of view, since the monk is already weak in damage power decreasing it further is not wise (although we are talking about a difference of ~2 damage) However the discussion is not regarding damage, but about finding a solution to waste less ki points and how to optimize the monk's attack actions. I am convinced that the monk should stick to his unarmed combat characteristic and not stay between the two (between weapons and unarmed) thus complicating his combat actions.
The concept of having one attack in the action and having 2-3(FoB) unarmed attacks as a bonus action. This type of organization brings several advantages. Including the ability to sacrifice the main action to use it for the actions of dash, disengage and dodge by sacrificing only one attack and without having to waste ki points. Another thing will be the benefit of other classes to have extra unarmed attacks as a bonus action and vice versa for the monk to have 1 extra attack as an action in another fighting class or use spells in his action. This will result to be beneficial for all classes, both magical and combatant.
A warrior class with 5 monk levels will have the 2-3 more unarmed attacks in its bonus action. While a monk with 5 levels from a warrior class will receive an extra attack in its main action, bringing it to 2 attacks per main action and 2-3 unarmed attacks per bonus action, but with the disadvantage of still choosing to sacrifice two attacks when using special actions. This will finally be able to empower classes that have non-heavy weapons.
A magic class with 5 monk levels will finally be able to defend against melee attacks without having to waste its spells actions. The dream of a mage master of martial arts will finally be achievable. A magic class will be able to use its spells as an action and deliver a few punches immediately afterward.
The monk, on the other hand, will be able to acquire spells and mix them with his martial arts in a harmonious way. Probably the most common use will be cantrip combined by a good number of unarmed attacks. The most suitable classes will be Cleric/Ranger/Druid, being the most compatible, but even with some feats it is possible to acquire some spells, albeit in a limited way.
fair enough. I like that you are least thinking on these subjects. I mean less ki wasting would feel good for sure.
I am currently working on this project that follows this system I proposed.
Below in spoiler is a couple of the text, if not there is this link: https://homebrewery.naturalcrit.com/share/2ih7HEGSdxmi
Proficiencies
Unarmored Defense ...
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 and Martial Weapons, that lack the heavy and special properties.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
When unarmored, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
Once per turn, when you hit a creature with an unarmed strike, you can move it 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away without provoking attacks of opportunity.
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, as shown in the Martial Arts column of the Monk table.
You can make one unarmed strike as a bonus action.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Additionally, when you use Disengage or Dash as an action on your turn, your jump distance is doubled.
At 4th level, when falling, you can use your reaction to reduce your fall damage by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Ki Cultivation
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing two such features: Blocking and Flurry of Blows. Furthermore, you learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Blocking. When another creature hits you with a melee attack, as a reaction you can spend 1 ki point and add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Flurry of Blows. Once per turn, you can spend 1 ki point to make an additional unarmed strike as part of your bonus action.
Life Force. At 4th level, as an action you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Tongue of Ki. At 6th level, as an action you can spend 3 ki points and for 1 hour you can touch the ki of other minds so that you understand all spoken languages and any creature that can understand a language can understand what you say.
Lightning Step. At 8th level, as an action you can spend 2 ki point to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Master Soul. At 13th level, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Astral Meditation. At 15th level, 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.
Unarmed Techniques
Starting at 3rd level, you can manipulate your enemy's ki when you harness your own via pressure points. You learn two Unarmed Techniques of your choice and two additional at 5th, 8th, 12th and 16th level. Each time you learn a new technique, you can also replace these with others. You can use only one technique per attack, this cannot be repeated on the same creature in the same turn, and each consumes 1 ki point. A level prerequisite refers to your level in this class. Some of your Unarmed Techniques require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
3rd level:
Grappler. When you try to grapple, you can choose to use Acrobatics instead of Athletics check. Roll one martial arts die and add the number rolled to your Grapple check.
Ki Blocking. When you hit a creature with an unarmed strike, you can block its ki. It must succeed on a Charisma saving throw or its speed becomes 0 until the end of its next turn.
Pushing Strike. When you hit a creature with an unarmed strike, you can attempt to push it back. It must succeed on a Strength saving throw or it can be pushed up to 15 feet away from you.
Shocking Strike. When you hit a creature with an unarmed strike, you can block its reaction. The creature cannot use its reaction until the end of its next turn.
Sweep. When you hit a creature with an unarmed strike, you can attempt to knock it down. It must succeed on a Dexterity saving throw or be knocked prone.
5th level:
Blinding Strike. When you hit a creature with an unarmed strike, you can target its eyes with your fingers. It must succeed on a Dexterity saving throw or be blind until the end of your next turn.
Catch Missiles. When you are hit by a ranged weapon attack, you can use your reaction to catch it. The damage is reduced by two Martial Arts die roll + your Dexterity modifier. Additionally, you can make a ranged attack with 20/60 of range using the object you just caught. The missile counts as a monk weapon for this attack.
Disarming Strike. When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it's holding. It must succeed on a Strength saving throw or drop the chosen object. The object lands at its feet.
Goading Strike. When you hit a creature with an unarmed strike, you can attempt to goad it into attacking you. It must succeed on a Wisdom saving throw or take disadvantage on all attack rolls against targets other than you until the end of your next turn.
Throat Strike. When you hit a creature with an unarmed strike, you can blow the enemy throat. It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
8th level:
Killing Intent. When you hit a creature with an unarmed strike, you can infect its mind with your ki to awaken the sense of mortality. It must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn.
Powerful Strike. When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. Roll a Martial Arts die and add it to the attack's damage roll.
Strike Back. When you take damage from a creature in melee, you can use your reaction to make an unarmed attack against it.
Stunning Strike. When you hit another creature with an unarmed strike, you can interfere with the flow of ki in an opponent's body. It must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Two in One Strike. When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier.
12th level:
Backhand Strike. Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed attack against it.
Counter Strike. When a creature misses you with a melee attack, you can use your reaction to make an unarmed attack against it.
Dazing Strike. When you hit another creature with an unarmed strike, you can hit it at the enemy's temple. It must succeed on an Intelligence saving throw or it cannot take any reactions until the end of your next turn. Also, on your next turn, it must choose whether to get a move, an action, or a bonus action; it gets only one of the three.
Ki Waves. As an action, you create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range of 120 feets. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. (ref. Magic Missile spell)
Life Drain Strike. When you hit a creature with an unarmed strike, you can attempt to drain life force from it to heal your wounds. You recover a number of hit points equal to half your damage. If you do this, the damage becomes necrotic.
16th level:
Buddha Hand. As an action, you can summon the Bigby's Hand spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. The hand does what Bigby's Hand spell can do and can be used once per turn replacing one of your unarmed attacks.
Mental Strike. When you hit a creature with an unarmed strike, you can attempt to damage its mind. It must succeed on a Charisma saving throw, or it must roll a d10 and subtract the number rolled from the next saving throw it makes before the end of your next turn.
Nightmare. When a creature beside you is frightened, you can use your reaction to make an unarmed attack on it.
No Mercy. When a creature beside you is prone, you can use your reaction to instantly leap at it, and make an unarmed attack on it.
Trail of Cinders. As you move, your feet leave a trail of fire. All creatures within 5 feet of where you move must succeed on a Dexterity saving throw or takes one Martial Arts die of fire damage from your trail. A creature or object can take this damage only once per turn.
Monastic Tradition ...
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, ...
Extra Unarmed Strike
Beginning at 5th level, each time you make an unarmed attack during a bonus action, you can attack twice instead of once. Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion ...
Body Cultivation
At 10th level, mastery of the ki flowing through you makes you proficient in Constitution saving throws and immune to diseases and poisons. Additionally, your intense training allows you to empower your Unarmed attacks. Every time you use an Unarmed Technique, add one Martial Arts die to the damage.
Soul Cultivation
Beginning at 13th level, your long years of meditation and your mastery of ki give you proficiency in intelligence, wisdom and charisma saving throws.
Harmony
At the 14th level, the harmony achieved between body and mind allows your Unarmed Techniques to be performed more naturally and in balance. Choose two unarmed techniques between the 3rd and 5th levels that you already know. Once per round, you can perform one of these techniques without spending ki points.
At 18th level, you can choose two techniques between 8th and 12th levels that you already know. Once per round, you can perform two techniques you chose in this feature without spending ki points.
By spending 8 hours in meditation, it is possible to exchange all the chosen Unarmed Techniques in this feature for other techniques.
Timeless Body
At 15th level, your ki 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. In addition, you no longer need food or water.
Enlightenment
At 20th level, you go beyond the human limit. Your body is so used to certain movements that have become one with your being. You can take an additional reaction between each of your turns. Moreover, you can use both inner ki and the ki of heaven and earth, every time you roll for initiative, you will always have at least 4 ki points.
I would like to get your opinion on this organization of unarmed attacks in this monk variant. Do you presume it is too OP?
I actually like alot of the ideas here . adds alot more for sure. not to shabby imo.
"Flurry of Weapon Attacks. At the start of your turn, you choose to spend 1 ki point to use your Kensei weapon as if it were an unarmed strike until the start of your next turn."
I think it would be more simple if you just said you now can flurry with your Kensei weapon.
Thank you, I'm still working on it, but I think I'm at a good point. As for subclasses I am still developing, I prefer to have a variant that I am satisfying before defining each subclass.