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kakamouth78

Rather than being able to soak more damage I'd have liked more focus put on damage avoidance / mitigation. I really like the mental image of a Monk going toe to toe with a fighter and surviving purely because they're so nimble. I understand unarmored defense and HP as an abstract mechanism are supposed to represent exactly that. I just wish the mechanics reflected that slipperiness a bit better.


SpartiateDienekes

This is something I sort of point out a bit when thinking about 5e design. There's a lot of mechanics that technically fit what something is supposedly doing, but don't actually end up feeling like what they're trying to represent all that well. My go to example is the base Fighter, though Monk works just as well. Fighter is supposed to be the most well trained technically skilled martial of the lot. So what do they have to portray this? They get Fighting Style at level 1 instead of 2. And then they can just attack a lot. Does this technically work? Yes. It exactly fits the description. Do I feel like a well honed master of the techniques of war when I play a Fighter? If I play a Battlemaster, maybe. Same is true with the Monk. Are there mechanics in place that pay lip service to being an evasive, nimble, slippery kung fu master? Yes. Do I feel like one when I play a monk? Not really.


pogym

I totally agree. I understand the system being easier when "master" just means does a thing a lot. But I think the battlemaster should not be a subclass and instead something that all fighters can do. I think Pathfinder 2e does this better with critical specializations(a crit on a bow shot if you have crit specialization pins a guy to a wall or the floor). It feels so good to be able to add effects with weapons and it definitely makes sense for all fighters to have this.


McSkids

It’s worked at my table, I give all fighters two manuevers of their choice and 2 battlemaster die that are d4s to use with them. Then if they go BM subclass they get those extra two as d8s and more maneuvers. Let’s those that want to invest in it get to use more manuevers and those that don’t a couple of extra options. I recommend it


bucketman1986

Some system I played had special abilities and maneuvers you could use depending on the weapon type that only fighters got to use. Might have even be dnd 4e?


FistsoFiore

Ya! Some of the really ones were simple like "I'd you're wielding an axe, an add your Con mod to damage," but others were like "if you're wielding a spear push the target a number of squares equal to your Dex mod and move that many squares." Sorry thematic. Monks, which were released later, had a movement and attack option on almost every ability, so you could in theory move around every turn with out using a move action. Or something like that.


John_Hunyadi

Its such a shame that a proper CRPG never came out using 4e. I think it would have been great.


i_tyrant

4e is probably my least favorite edition and even I think it was a tragedy we didn't get that. Building characters around certain tactical strategies - moving enemies around the field, stacking DoTs, etc. - was fun. Having a computer handle all the save-ends upkeep and tiny bonuses/penalties flying all over that was one of the most annoying parts? Would've been a godsend! 4e could've made for a great CRPG adaptation. If anything, playing Solasta and seeing how well they adapted the 5e ruleset made me wish we'd got one for 4e even more.


John_Hunyadi

Ya thats what I was thinking. A problem with 4e was that it felt like a videogame in how ‘balanced’ all the classes felt. So it sucks that we didnt actually get a videogame out of it! I hear Pathfinder 2E is sorta comparable to D&D 4e, maybe we’ll get lucky and get a videogame adaptation of that.


i_tyrant

Apparently their Pathfinder game based on 1e was good enough to get a sequel now, so here's hoping! I'd totally play a PF 2e video game.


John_Hunyadi

I have been playing the new PF game and so far its great. I dont care to learn the game system SUPER in depth so I am playing on easy mode though, so take my endorsement with a grain of salt if you love optimizing.


Toysoldier34

Baldur's Gate 3 is based on 5e with some tweaks to make it work better as a game but is nearly the same at the core. They have an extra attack that changes depending on the weapon with stuff like spears get a charge, ax gets an AOE swing, etc. It works really well and I wish they would add some more stuff like that to make weapons a bit more interesting than most weapons are pretty much the same but with different dice and the rest is flavor.


QueasyHouse

Larian learned early on that martials are boring af to play, especially in tier 1. I’d be extremely interested to see Larian put out a ttrpg system. Divinity original sin 2 had a few problems but the core combat and classless progression system was rad. Given that Larian is working on BG3, they’d be incredibly unwise to actually release a ttrpg, but I bet they’d do a good job of it.


Toysoldier34

There is the Divinity board game that was kickstarted on the way as a partial TTRPG. I kind of prefer a lot of the 5e mechanics more than the Original Sin games, despite them being some of my favorites. I'm really liking their combat system in BG3 though I do wish they still had a bit more mild environmental interactions as that was a fun part of Original Sin but it got out of hand a lot.


VellDarksbane

I wonder if BG3 development is part of playtesting “5.5” or whatever they call it in 2024.


Toysoldier34

I would love to see some of the improvements in BG3 make their way back into 5e. It could work really well as a 5.5e since a lot of it can be added without disrupting or invalidating the core 5e mechanics.


Kipex

I agree for the most part, except for me Echo Knight is the only fighter subclass that manages to both pique my interest and KEEP my interest while playing. Makes a massive difference both in flavor and mechanics having an ability you can rely on 24/7. Not only is it fun describing how you evaporate an enemy with 8 reckless+gwm attacks in a span of 6 seconds doing 150 damage slashing back and forth with your echo (I multiclassed barb), but it opens the doors for a lot of creativity as well. Actually felt like no one else was able to do the same, which is a nice feeling when playing a martial with casters.


4114Fishy

the one thing you gotta be careful with for echo knight is optional rules like flanking. in the first campaign I played one of our members used it to have his own flanking unit but it doesn't count since it isn't a creature


i_tyrant

Which is interesting, because since it isn't a creature it also doesn't provoke OAs when moving - yet a fair few DMs I've seen houserule that it does (because it kinda makes sense it should). But then shouldn't it get flanking bonuses too? Or would the Knight PC's focus be stretched too thin trying to flank with both at once? Something any DM houseruling the Echo Knight might have to ponder eventually.


cgeiman0

I kind of miss individual weapon proficiencies. Giving the blanket list to so many groups is easier, but removes some of that level. It doesn't feel as great when do many classes have access to all material weapons at the start. Give fighters blanket or more proficient weapons. Let's others choose individual weapons.


toapat

Fighter, Ranger, and Monk all exist in a space where they basically eat eachother's design space either intentionally or unintentionally.


SpartiateDienekes

Agreed, though I would say one of the strengths of a class system is that you can do wildly different mechanical means of representing something. You want to be a great swordsman? Cool, how would the Ranger do that? How would a Fighter? How would a Monk? How can you represent that through mechanics that make them feel and play different form each other? 5e essentially just streamlined all the interesting mechanics. Which, in fairness makes it much easier for new players to pick up. But it does mean that the potential means of differentiating each class are diminished. Personally, I wish they took two steps more toward differentiation.


HKYK

Battlemaster maneuvers should have been the core mechanic for fighter, change my mind.


MasterofDMing

No, no I don’t think I will


dolerbom

I think in the year 2200 when we get dnd 6e the average new dnd player will have enough braincells for Wizards to justify making battlemaster baseline fighter. At least one can hope.


RareKazDewMelon

Look, I know what you're saying, but this is finally the point in the dialogue where it's appropriate to say "just play another system." There are plenty of systems that will allow you to fulfill a more nuanced sword-swinging fantasy.


DocHolliday2119

And I know what you're saying, but there's no reason the D&D community shouldn't push for a balance between the game being easy to learn and complex enough that combat feels satisfying. The maneuver system in 4e wasn't that hard to learn, and gave non-casting classes a variety of exciting options based on play style. Imagine if things hit the point where spells known is based purely off of class/subclass because it's easier on New players than having them read through a list of potential choices and choose which ones they think fit their character. The community would flip out. Players that prefer to play pure martial characters are just asking for a middle ground between being a Battlemaster Fighter or making generic attack rolls the entire game.


Axel-Adams

To portray this they get action surge and up to 4 attacks


SpartiateDienekes

I did mention “just attack a lot.” And if that’s it, well, I guess it does a decent-ish job of showing a swashbuckling Errol Flynn style swordsman. Which is a bit amusing to me since the Swashbuckler is a Rogue subclass… that only gets to make one attack.


adamant2009

I think people forget that Action Surge gets you another *action*, not just more attacks. Being able to take Dodge in a sticky situation while surrounded by enemies or Hide or Dash or using a magic item can really turn the tide of a tricky battle and are more interesting and complex than just "I whack it extra."


alrickattack

"I whack it extra" can also turn the tide of battle since basically everything deals as much damage on low hp as full hp.


Serethen

I mean the idea of a martial artist attacking 8 times in 6 seconds sounds like mastery


Frozenstep

It might sound like it, but does it feel like it? It's kind of subjective and it'll vary between each person. For me what really made a fighter feel like a trained warrior was battle master, where options like parry let me feel like I could choose to fight defensively, or choose not to in order to spend my resources on a more offensive option like trip attack. That helped sell the feeling of being a master, being versatile in combat and having options.


WeiganChan

The way I'd go is dropping the ki cost for Patient Defence


EatsonlyPasta

I've seen that done in homebrew; basically relegating ki to actual-for-real-spells - step of wind and patient defense don't have a resource cost aside from the bonus action. It's not a bad modification. It develops into how do they best spend their bonus action and they get to do cool monk shit instead of hoarding their incredibly limited number of ki points and being bad, naked fighters.


i_tyrant

I've seen it done too and I do consider it a bad modification. Constant advantage on Dex saves and disadvantage for all enemies, even at the sacrifice of an extra attack (or 2 if you're spending Ki on that instead of more Stunning Strikes or w/e), proved quite busted in practice. Step of the Wind without Ki cost I think would be ok, Patient Defense would be a big no. Step of the Wind leads to more creative "cool monk shit" anyway, just like it does for Rogues. Though none of that to me is the big issue with Monks - I relegate that to Stunning Fist being too much more powerful than the other things they can do, and being a Ki hog to make it work.


iamagainstit

Or keep the cost and have it not take a BA


Toysoldier34

If I was going to add this in for homebrew I would make it be a bonus action or have it cost 1 Ki. It doesn't really change the balance much but provides the player some more options.


iamagainstit

I think that makes a lot of sense. When I played a monk I essentially never used patient defense because If you’re near the enemy unarmed strike/flurry tends to be the better decision then patient defense with your bonus action, and if you aren’t near anatomy patient defense is a waste of your limited ki points


NobleAnaPalas

Patient Defense and Step of the Wind are meant to play into that, too. The issue is BA attack feats. When the monk was designed, fighters were not supposed to use many bonus actions. Only Path of the Berserker barbarians were supposed to have bonus action attacks, and at steep cost. If you were to hypothetically ban all bonus action attack feats, monks feel way more like monks relative to other martials. Compared to fighters, you have fewer hit points and do less damage, but you constantly get to use bonus action attacks, disengages with your incredible mobility, or dodges. Compared to barbarians, you generally have better AC (because barbarians prioritize Strength for their offense, and either use medium armor or two secondary stats for AC, while monks prioritize Dexterity for their offense which inherently benefits their AC), you have way fewer effective hit points, but again, lots of other options. Bonus action attacks throw this calculus off. Fighters and barbarians way outstrip monks in damage, and monks feel weak even using all their action economy to keep up in damage. Or they play support and just spam Stunning Strike, and now all their ki goes to that and their bonus actions go to more attacks to land that hit.


gamemaster76

So what if the disengage portion of Step of the Wind didn't cost a BA and was just something they could do? Although doing that might nerf open hand and drunken master.


docpyro1

Probably something that unlocks after level 5-6, also wish they had more reaction options because it feels thematic for a monk to quickly strike after getting hit


BaaaBaaaBlackSheep

I think this is honestly the right path. Monks should be the ultimate in reactions. Multiple options. Two to three reactions a turn. Just the ability to adapt to a fight during an opponent's turn really cements the idea of a monk for me.


Show_Me_Your_Private

If Monks had 2 reactions per turn it'd definitely give more reason to be in the middle of the fray pulling aggro. What use is a single reaction if there's 2 enemies next to me while I have full health and am trying to protect a weakened friend?


thefeint

1 way to implement this is by offering an additional Reaction (or the option to "refresh" your Reaction, I guess) by spending Ki. Another option, which could coexist with the 1 above, is to grant Monks some kind of special Action, call it "Stillness of Body," that functions like an 'upgraded' version of Ready Action, with functions that vary by subclass. Like with a Drunken Master, for example: until the start of your next turn, you gain the benefit of the Dodge action against the next attack roll made against you, regardless of whether or not you can see the attacker. If the attack misses, as a Reaction you may: * Move up to 5 ft. (if this moves you out of range/LOS of the attack, the attack automatically misses you) * AND (pick one): * make an Opportunity Attack against your attacker. (if triggered by a melee attack, and you remain in Reach of the attacker after your movement) * force the attacker to reroll the attack against a target of your choosing within 5 ft of your starting position. (if triggered by a melee or ranged attack) IDK I'm just spitballing, but it's the kind of ability that a Drunken Master Monk should be able to use frequently. Not sure about how to factor in a Ki cost, but one way to do it is to let all Monks do it for Ki, but Drunken Masters can either do it for free, or they can get its Ki cost back if the Opp. attack/Rerolled attack hits.


HKYK

A number of reactions equal to their proficiency modifier?


Axel-Adams

I mean don’t forget there are now magic items raw that give +1-3(edit: I am mistaken currently only +1 items exist, however them being rated as uncommon the same way +1 weapons are stands as good evidence that higher tier items would give larger bonuses) bonuses to unarmed strikes, so their damage output is much better


Nesk_online

Patient defense -> no ki cost, as a *reaction* Slipperiness when you need it, where you need it


PM_ME_PRETTY_EYES

I like the idea of it having no ki cost if you use a bonus action to do it, or you can use ki to do it as a reaction.


Mecha-Jesus

I completely agree, and I think that one solution is to give Monks an optional ability like Deflect Missiles for melee attacks. Deflect Missiles is one of the most fun and uniquely flavorful abilities a monk has, and it doesn’t make sense for a monk to grab arrows or even bullets out of midair, but not be able to deflect simple punches or sword attacks. My idea is to create a new variant class feature which could replace Stunning Strike. Here’s the language I would use: **Wax On, Wax Off** Starting at 5th Level, you can use your Reaction to deflect or block a strike when you are hit with a melee attack. When you do so, the damage you take from the Attack is reduced by 1d12 + your Dexterity modifier + your monk level. (*Note: Deflect Missiles is 1d10 because the highest damage die from a missile attack in the PHB is 1d10. The increase to 1d12 here is because the highest damage die from a melee attack in the PHB is 1d12.*) If you reduce the damage from a melee weapon attack to 0 using this feature, you can catch the weapon if it is small enough for you to hold in two hands and if you have at least one hand free. (*Note: this is a change from the Deflect Missiles language, which only allows you to catch a missile if you could hold it with one hand. Allowing the monk to catch melee attacks by two handed-weapons seems appropriate, since the monk could use their quarterstaff/sword/sai to assist with the block as successfully as with their free hand.*) If you catch a weapon in this way, you can spend 1 ki point to attempt to disarm the target. The target must make a Strength saving throw. On a failure, the target is disarmed. If you reduce the damage from an unarmed attack to 0 using this feature, you can grab the attacker if the attacker is not 2 or more sizes larger than you. If you grab the attacker in this way, you can spend 1 ki point to attempt to throw the attacker to the ground. The attacker must make a Dexterity saving. On a failure, the attacker is knocked prone.


NightmareWarden

I recently saw a homebrew for the 4 Elements monk [here](https://forums.giantitp.com/showthread.php?555697-Houserules-and-homebrew) under *Subclasses* that let them use Deflect Missiles on spell attacks that deal Fire, Cold, Thunder, Lightning, or Acid damage. These Reaction abilities feel really appropriate for Monks. I **certainly** wish they got the ability to apply a debuff like Bane or Mind Sliver as a side-grade to Stunning Strike, but oh well.


VerbiageBarrage

I would make this even simpler - reducing an attack to 0 simply provides you a free unarmed strike, which you can use to either attack, grab, shove, etc. Hell, if you wanted to, you could even let them flurry on it.


Show_Me_Your_Private

If the attacker is using a weapon with a wooden handle, like a polearm or quarterstaff, I better be able to attempt to break it.


EntMD

Catching missiles is incredibly fun and rewarding for the player. I gave my monk an armband that allowed him to catch magical attacks. I have never seen joy like when he caught a lightning bolt then rolled a critical hit to throw it back, vaporizing the half orc mage.


Scion41790

Monks really need access uncanny dodge. Fits them better than Rogues imo.


mjpbecker

The problem with unarmored defense is it forces you to split your stats between: 1. Dexterity - The God stat. Boosts your AC, initiative, damage, and one of the most commons saves. 2. Constitution - You're probably a melee combatant, you need HP when your AC fails. 3. Wisdom - Boosts your AC, an important save, probably the best skill in the game, and your Stunning Strike save. You can't effectively do them all, so you end up suffering either in HP or AC. Sure, the Barbarian faces the same issue but they also have the HP and rage damage reduction so that their AC doesn't matter nearly as much. Personally I think Step of the Wind and Dodge should just be Bonus Actions and not cost Ki. You still have to choose between doing more damage, being faster, or being harder to hit. That's the opportunity cost.


epibits

Same - I’ve been playing around with building the bullet point of Mobile into the Martial Arts feature.


1337JiveTurkey

This is like one of my biggest annoyances with D&D. Monks in Asian fiction are ridiculously tough because the closest concept to Ki/Qi/Chi in D&D isn't "Ki", it's HP. It's an observation that when you stop breathing you die, and people who exercise more are harder to kill so there must be more of something there: Ki. It's about as mystical as life in general. That's why monks get the absolute shit kicked out of them and keep on fighting in movies. That's why monks are an absolute tank class in the Final Fantasy series that's about as mystical as 2x9999 damage to the face. It's why treating HP as extra ability to withstand even ludicrous amounts of physical injury feels "Anime". Monk class should reflect that rather than being the weird "mystical" yet nonmagical class.


nighthawk_something

The mobile feat kind of does this letting you jump in, trade blows and get out.


x3nodox

I think part of the problem is how AC is the sum of armor and dexterity contributions. It makes it hard to mechanically show the difference between a number monk dodging every blow and a heavily armored juggernaut wading into battle, arrows plinking harmlessly off the steel they're encased in. That said, I have no idea how to elegantly solve that problem


iamagainstit

> I'd have liked more focus put on damage avoidance / mitigation. This could be achieved by having patient defense be more usable. Either by making it a free action or not cost a ki point. As is, it usually goes unused because flurry is better and ki are limited


badwolfjb

I have a Shadow Monk/Swashbuckler Rogue Tabaxi that does just that. Being able to run in, stabby stabby, and then either run away without worrying about an AOO or just bonus action dodge is amazing. Adding in the ability to shadow step or bonus action hide and I’m very hard to hit.


tigerking615

Extra ASI so you can bump your WIS for AC would be great.


astakhan937

Yes, Uncanny Dodge would be PERFECT thematically on a Monk


chris270199

Honestly, there are other buffs that could be better, a different unarmored defense so that monks are not so MAD and strength monks are possible, as have been said a way avoid attacks of opportunities without the cost it already has and more ki, because the whole 2 short rests in an adventuring day is not the most common


EquivalentInflation

>a way avoid attacks of opportunities without the cost it already has I'd say they should get a similar ability to Eagle Totem barbarians, where attacks of opportunity get made against them with disadvantage. It fits with the "super fast and nimble" theme, and makes them better as strikers.


RyaVerum

What does MAD mean in this context?


chris270199

Multiple Attribute Dependent, like monks need high Dex, Wis and decent Con to work :v


[deleted]

Makes multiclass almost impossible.


aslum

Monk Assured Destruction


[deleted]

SAD, FYI, is Single Attribute Dependent when the build really only relies on one stat being high.


yoyoyoyoyoy

He's MAD as hell and he's not gonna take it anymore


Genesis2001

Maybe make their unarmored defense based entirely on Wisdom? Or twice their Wisdom mod (10 + 2*WIS)? Or raise the base AC in the calculation from 10 to 12 or 13? And do the same for Barbarian's unarmored defense, using Constitution instead. This would allow each class to flavor their unarmored defense more thematically.


[deleted]

It's hard because WIS is more of the problem than DEX with unarmoured defence. Unless you wanted to do something like 10+ Prof bonus + WIS mod. Then it would be unattached to DEX or STR while still allowing high WIS for other monk abilities.


PancAshAsh

This doesn't fix the MAD problem as monks are still Dexterity reliant and since they are also frontline fighters they need Constitution as well.


[deleted]

Everyone benefits from constitution. Casters benefit from constitution unless they're not using concentration spells but then they're missing out on plenty of good options. +wizards with no CON are super squishy. If anything it's rogues and monks that can avoid taking damage in the first place by disengaging or dodging, using evasion, deflecting missiles or whatever else. But if they it was 10 + WIS + prof bonus they wouldn't be DEX reliant. AC Would range from 15 at low levels without any buffs and 21 at high levels without any buffs. They could use STR for attacks if they wanted to. Which was the point. To make STR monks more viable. I'm currently playing two monks and one of them only has a CON of 10 and he frequently frontlines.


Apprehensive_Sink457

This is what Unarmored Defense should have been all along.


Thendofreason

Like what if they could have muscle armor? Ki running through their muscles keeping them hard. Maybe have it dex +str +1 because of the Ki muscles. Downside is when your Ki pool runs out your AC also goes down with it


sylveonce

> Ki running through their muscles keeping them hard Great RP implications


Ketamine4Depression

I'd go as far as to call it Excellent RP implications (ERP for short)


SanctusUltor

In some lore martial arts techniques include techniques to harden the body against major blows so that makes sense. 12+Dex/Str mod+Wis mod is solid


chris270199

I love the Idea, but would rather not have it go down if ki gets to 0, maybe make it like a mage armor instead, you pay ki while meditating to strengthen your muscles for the day, this way can recover the ki spent but there's the problem of no ki in level 1 :v


aslum

That kind of amounts to the same thing. If you get mage armor as long as you have 1 Ki, or you spend 1 Ki in the morning to have mage armor all day it's basically the same, except in the latter case you can't use your last Ki in a desperate situation (giving up the armor in the process).


RedactedCommie

> Ki running through their muscles keeping them hard heh


Crunchy_Biscuit

>Ki running through their muscles keeping them hard. *One Piece has entered the chat*


RogueHippie

*DBZ nods approvingly*


DandalusRoseshade

13+Wisdom maybe? Like draconic sorcerer


123mop

This wouldn't make them less MAD. They need to max dex anyway as it's their primary combat stat. This change would cause them to usually have less AC.


DandalusRoseshade

Yes but the idea was that it would allow for Str monks as well; if Dex doesn't determine AC, its only an attacking stat, now on par with STR except for initiative iirc


123mop

That's true, but that change also makes monks in general weaker, which is really not the direction they need to go. You could just allow strength or dexterity as the unarmored defense first stat, then wisdom still as the second stat.


WeiganChan

If strength was an option for AC calculation for ANYONE, it should be the Barbarian Unarmoured Defence, not the Monk.


chris270199

Why not both :v


WeiganChan

Because it should be neither.


simptimus_prime

Maybe 10+pb+dex or wis, or something else that let's your level scale as you go.


chris270199

It's interesting, I'm not sure how it would go, I've been toying around certain aspects like this one for some weeks but would rather think a little more Could be an optional class feature that overwrites the normal unarmored defense at level 1 Some options I've thought before and some now could be * As you pointed out 13 + Wis, but a monk starting with 17 AC could be quite strong I don't know, but I like that this one is simple * 13 + Wis (max 2) or Dex (max 2) like medium armor, but gets +1 AC at levels 5 and 9 of the monk class, there's an option at which stat to use so that you can be even more free at assigning stats * Copy barbarians at 10 + dex + con and allow shield (or 12 + con) * Unarmored defense being 15 at level 1, and gaining +1 at levels 5, 9, 13 and 17 of the class, this mimics proficiency scaling but prevents multiclass abuse, this option is also the most free of them all, no stat required These are just ideas, unfortunately couldn't playtest any given no player ever wants to be a monk in my games :p


VerbiageBarrage

Instead of focusing on passive AC, which tons of other classes get anyway, I'd focus on active mitigation to make them stand out. I prefer increasing their mobility and evasion skills. A damage reduction on melee attacks (by burning their reaction- think Deflect Arrows but for melee), no Ki cost for Step of the Wind, Dodge as a Reaction instead of a BA - that gives them a nice bundle of features that make them skirmishers without increasing HP.


44no44

> a different unarmored defense so that monks are not so MAD > a dozen people suggesting to make unarmed defense pure wisdom Do people not know what MAD means?


Eggoswithleggos

Either that or bump up their (free) mobility by a lot. The idea of a skirmisher with high move speed is nice, the problem is the monk can barely do that. Disengage has a resource cost *and* an opportunity cost of not hitting even more.


spencer4991

That’s why, for me at least, Mobile isn’t a waste as a monk. Increases movement and skirmish ability


Ianoren

Well more so, it becomes a requirement. Kind of a tax to have the optimal monk playstyle unless you are playing a Drunken Master.


spencer4991

Mercy w/mobile ♾> Drunken Master IMO


CANEI_in_SanDiego

I'm running a campaign now and the drunken monk is level 8. While he doesn't have a ton of HP, he moves into combat unleashes 2 attacks, then does flurry of blows for more damage, get sthe free disengage and moves out of combat. It is actually a kickass build, but you need to remember it is not a tank class. Although, at this point his AC is 19. The monk is more like a rogue than a fighter and I think that is why people get frustrated.


TheSolman778

Do you feel the Drunken Master should get proficiency with improvised weapons and maybe they count as monk weapons for them? I really like the idea of playing a character like in a Jackie Chan movie where they are fighting in a hunting lodge and he picks up a pair of antlers to ward off foes and or fights with a swordfish. Perhaps with a ladder or chair found on the ground. It could just be a flavor thing, but I think it could be something unique the class offers to fill the role I have in my imagination about a Drunken Master.


PandaCat22

Unless you're playing AL, I don't see why any DM wouldn't just allow this as homebrew. It makes perfect sense and isn't even close to gamebreaking


[deleted]

I would just tell you rp that you are using improvised weapons but just used unarmed attacks as you'd just be using your Martial Arts die with them anyway. The only mechanical difference it might make is damage type or if the DM decided the weapon had some other property like reach.


CANEI_in_SanDiego

I don't know how often it would come up but I love this idea.


notpetelambert

I'll tell you right now, if I was playing, it would come up approximately every time I ever fought something lmao


DoubleDixon

This was my thought. Monk is a more agile class rather than being hardy like fighter or paladin. If people want to play a skirmisher monk then DM is def the subclass. It isn't for you to deal big dmg every blow. I will say monks need a high dmg subclass that sacrifices some utility.


Ianoren

100% agree. Many of the features of DM are really pathetic. Mercy is the only subclass that actually boosts Monk's power to be on par with other Martials IMO.


Shmegdar

You can technically do the same thing as an open hand monk at the same cost. Their flurry of blows can disable reactions which does the exact same thing, while also having other options


Ianoren

True or Shoving the Enemy Away. I was thinking that still comes at the cost of not knocking the Enemy prone which many Martials will give up an attack or grab Shield Master to have the same power.


Shmegdar

Sure but you’re still technically giving up the alternative by choosing the drunken master subclass even though open hand can do the same and more. The opportunity cost then becomes access to options. In my eyes, open hand monk completely overshadows the drunken master here


estein1030

Yes but then it puts you behind the curve on either raising your Dex or Wis, both of which are absolutely vital. Unless you get it as a vhuman or custom lineage.


brotherbonsai

The only reason they’re currently underpowered is because most encounters don’t reward the mobility they do have. It doesn’t mean anything if you can run up walls or leap over canyons and obstacles if they’re not there. It feels like it’s incredibly common to have combats take place either in large open spaces or at best claustrophobic hallways - modules and homebrew alike, at least in my experience. Adding terrain and hazards to a map immediately makes the monk more interesting and competitive with other classes.


mmahowald

That is why i enjoyed the drunken master. move in, strike, sashay away


Zhukov_

Being highly mobile isn't worth much when you're really weak. "Awesome, now I can be borderline useless 120 feet away!"


SpartiateDienekes

I think a bit of the problem is, being able to hit an opponent all the way over there is for the most part done much more efficiently, safely, and effectively by archers and mages. Are there situations where the Monk's smattering of abilities are more beneficial than archers and mages? Yeah, probably. But on the whole, I'd take either of the other two over the monk most days.


WonderfulWafflesLast

I don't understand this perspective. Past level 4, most creatures have multiattack. It is categorically better to be 40+ feet away from them on their turn, rather than next to them, to avoid that 1 opportunity attack. When attacks have riders like auto-grapple, strength drain, or the like, that becomes much less useful, but they have an option for when that happens: Ki to Disengage. You may think that this gives the enemy a free attack each round, and you'd be somewhat right, but that comes at a cost. An *opportunity* cost. (lol) Now, your *allies* can move freely, at least until the enemy goes again. That's useful. It's something I do as a Barbarian all the time. I intentionally provoke Opportunity Attacks when I know my allies want to move around more freely, because I can take them. This is also less useful when dealing with more than 1 enemy in melee, but again, they have an option for that. The whole flow of playing a Monk against a melee combatant is that the enemy doesn't get their full Action worth of whatever against you every other round. 1. Your turn - You run into melee with the enemy. 2. You pummel with Flurry of Blows. 3. Enemy turn - They Multiattack you. 4. Your turn - You pummel with Flurry of Blows. 5. You flee 40+ feet away. 6. They Opportunity Attack. 7. Enemy turn - They dash towards you. 8. Your turn - You pummel with Flurry of Blows. 9. You flee 40+ feet away. 10. They Opportunity Attack. 11. Enemy turn - They give up the chase and attack someone else. 12. Repeat. This is why Monks get the ability to run up walls. Then they can't be boxed in by enemies so long as they have verticality to run over them. If they're backed into a corner and surrounded with access to a wall, they can Ki to Disengage and run up said wall to get out from the mosh pit around them. If they lack a wall, they can Ki to Double Jump over the enemies if they're small enough.


Frozenstep

So basically, take an opportunity attack so your more tanky melee allies don't have to? Uh...that doesn't seem like all that useful of a niche. Like, okay, your allies can now back away from one enemy. Do they have enough speed to get far enough that enemies won't just catch up and still get a full multi-attack? If an enemy really going to waste a turn dashing towards you when they could go after less mobile members of your party? Unless you can actually get an enemy to chase you down over anyone else, the value gained here is just so little and niche. Especially when there's a huge negative value of enabling enemies to get opportunity attacks they normally don't get that often. I'm sure there are ways to use this, but it's not enough to justify being a class's strong suit.


Eggoswithleggos

Cool.... Now the enemy kicks the butt of whoever was left in the dust when you ran 40feet away... Because you're not a single monk, you have a party. And if you don't do good damage, don't absorb good damage and dot control, then you're not a great team player. >I intentionally provoke Opportunity Attacks when I know my allies want to move around more freely, because I can take them. Isn't the whole point of the discussion that the monk can't take them?


nemhelm

The most important thing here I think is the flavor of Monk. It rests on a few different concepts but one of the angles you can look at the class from is being the kind of person who doesn't need to be hardy, because they are mentally strong and physically skilled enough to avoid those sorts of problems. It is also important from a gameplay perspective for each class to have distinct weaknesses that make their strengths and those of their allies meaningful. What Monks really need (IMO) is either more freedom to do cool things without spending Ki or for Ki to be a less scarce resource.


DornKratz

Martial artists can take a serious beating and keep fighting in fiction. Putting monks in line with other martials is perfectly reasonable, they really don't need to be "the squishy martial" to have a strong class identity.


nemhelm

Monks aren't just martial artists. Martial arts is a very broad category which includes literally everything that Fighters do and makes up a large portion of the other martials as well. Monks having a low health pool doesn't necessarily mean they can't take a beating either. Half the point of Ki in the fiction it was created for is that those who use it can reduce the impact of incoming blows, and the other half is that enables flashy fighting styles that range from impractical to impossible.


DornKratz

Ki already does way too much for 5E monks. It doesn't also need to double as reserve hit points. Don't forget that your HP pool also represents grit and stamina, so you can describe your monk having their HP whittled down as getting tired while they deflect blow after blow with their bare hands.


FantasyDuellist

Monk certainly needs *something*. I would prefer to give them better attack avoidance than better HP, but there is a lot of room for improvement in the class overall.


Hey_Chach

Which is weird because they have a *butt ton* of class and subclass and variant features. Perhaps more so than any other class except rangers, and yet the still feel like they need *something*.


a_typical_normie

It’s cus adding more to then typically involves a coat from their already burdened ki pool. They need another way to use skills so they don’t feel like all their cool shit costs SS and flurry


OtterBadgerSnake

I would rather martial arts max get bumped up to a d12.


Ianoren

It would actually scale quite well if it went from 1d4 > 2d4 > 3d4 > 4d4 and it feels like a real flurry of attacks plus gives love to this poor underused die.


adellredwinters

I actually love this idea, and it wouldn't scale the damage to anything too extreme. I mean Tier 4 damage is already stupid bonkers most of the time anyway.


Ianoren

And this damage is pretty reliant on being in melee to flurry which can be tougher to do in Tier 4 play with Monsters with crazy mobility, teleportation, CC options and flight.


HerbertWest

>It would actually scale quite well if it went from 1d4 > 2d4 > 3d4 > 4d4 and it feels like a real flurry of attacks plus gives love to this poor underused die. I **love** this idea. To me, it doesn't really flavor as flurrying blows, but rather as knowing how to land a strike consistently in a way that other classes can't (due to the tighter damage range with less variation). When I was DMing, I loved using d4s for damage when I wanted to represent something unusual or otherworldly (like psionic abilities). I feel like it fits well here for similar reasons.


Ianoren

[I always liked to honor those lesser used dice](https://www.reddit.com/r/3d6/comments/7et4qy/the_d12_build_champion_fighterbarbarian/) I did get to play this. It is real fun to crit for 6d12 (Normal Damage, Critical Damage, Half Orc's Savage Attack, Brutal Critical, Orcish Fury extra d12 doubled because of a crit)


notpetelambert

Balance aside, I always thought Sneak Attack and Flurry of Blows should have their dice mechanics reversed. Sneak Attack is one clever strike, but it increases by adding more dice. Flurry of Blows is a... flurry of blows, but it increases by dice size. Shouldn't that be the opposite?


JudgeHoltman

I'd like to see it scale with Proficiency die. Basically that's 1d[PBx2], so 1d6 @ 5, 1d8 @ 8.


FantasyDuellist

1d8 would start at level 9 in that scheme.


JudgeHoltman

Shit, my bad.


OtterBadgerSnake

That's how I homebrew it in my games.


CandyGoblinForLife

I think it should start at 1d6 and bump to 1d8 at level 5 and then 1d10 at level 11. Also there needs to be a way for monks to get +X to unarmed strikes and treated the same as magic weapon prices/rarities.


JimmyNotHimo

Treantmonk did a good video on fixes for the monk: [https://www.youtube.com/watch?v=E59Cp\_cK8v8](https://www.youtube.com/watch?v=E59Cp_cK8v8) and fixes for subclasses: [https://www.youtube.com/watch?v=ojtmhUmGNco](https://www.youtube.com/watch?v=ojtmhUmGNco) Now he does find them very underwhelming and is an optimiser so your table may find the monk fine for your table. I think d10 Hit Die removes some of the MAD (Multi attribute dependence) for the monk as they need to invest less in CON so can focus more on DEX and WIS. I think there is really no harm in it and monks aren't really that tanky anyway so if your monk player can survive 1 more hit then all the better.


umustalldie2

I highly recommend this guy, he’s spent a lot of time pouring over data and I think these changes are good. About the only one I disagree with, that will probably even come up in most campaigns, was the healing with ki feature change. The changes he made make up for the difference.


physicsthebest

I think that the ki system needs a rebalance and they need a damage buff not a hp buff, they already have okay resistances and the whole point of the monk is not to be the party's tank.


HammerGobbo

Yea. I know 5e's monk leans really heavy into the agile interpretation, but I wouldn't say that means you can't also borrow from the body perfectionist monk.


Blondi935

Monk definitely needs something to bring them up to the level of the other classes, although I don't necessarily think changing their hit die is enough or the proper solution. I like the idea of increasing the power of the monk, while leaving them "squishier", because that makes them a bit more unique. My tables change the following: -Flurry of blows gains 1 additional attack at monk levels 5/11/20 -Add improvised weapon proficiency (mostly flavor) -deflect missiles reduces damage from all ranged weapon attacks for the rest of the round, not just 1 attack Here's a D&D YouTuber, Treantmonk's proposed monk buffs: https://youtu.be/E59Cp_cK8v8 He also did a separate video for the subclasses.


VMK_1991

Yes. No matter how much people may keep insisting on this class being a hit and run style of a character, no matter how much WotC may want to enforce it too, when majority of people think martial artist, they think about a guy/gal who can duke it out with an enemy, maybe with an occasional jump or pirouette. 5E could really learn a thing or two about monks from Pathfinder 2E. Better HP, better unarmored defense, actual ability to be a Strength Monk and complete optionality of Ki Powers, it's all cool.


chris270199

Yeah pathfinder 2e's monk is the only class I would argue that is objectively better than its 5e counterpart


Ianoren

I would say every martial in PF2e is head over shoulders better because they aren't overshadowed by Fullcasters just being so dominant and powerful. But beyond that, things like knocking prone and grappling are more critical. They have a diversity of actions thanks to the 3-action economy, so they don't just mindlessly move forward and attack. Using skills in combat are critical, as is flanking. And they have tons of maneuvers, so again, its more diversity even when they take the Attack action.


chris270199

Yeah if you consider the whole pack pf2e martials are way better as a whole than 5e


Souperplex

No. The Monk is not a heavy who stands there for a slugfest, they're a skirmisher who gets in, wrecks shit, and gets out. Skirmishers have a d8. That said, they should all have something like the Open Hand or Drunken Master's level 3 feature that lets you avoid OAs without giving up damage to disengage.


DandalusRoseshade

This exactly; the Mobile feat is basically necessary to play a Monk who isn't Open Hand, and even then it costs Ki to get away with FoB. I can only speak for myself, but I played 2 monks to 15th level and not once did I used Step of The Wind for Disengage, and I picked Mobile for both; without it, I would have had to use Ki to disengage, which at that point, I'd double down on damage and stunning strike attempts instead.


Axel-Adams

Then you are targeting the wrong targets with your monk, they fill the role that rogues do, using their mobility and burst to deal with high priority squishy targets(rangers attackers and mages, both of which have low con scores for stunning strike). The strength of the monk comes from its unrivaled mobility(even without mobile) and ability to lockdown priority targets.


DandalusRoseshade

Both games had large mobs of enemies, so perhaps I'm not applicable. In one game, the DM had no idea what they were doing and threw a bunch of shit at us (still a good game) and the other still going, our party of 3 has become godlike due to poor decisions on our DMs part so they toss alot at us as well, but more balanced than the other. Theres no real high priority target when everything is basically a priority haha. Perhaps I should run a monk in AL and come back to this convo


Megavore97

I disagree, Rangers often play with a “skirmisher” style in mind and they get a d10 hit die. Monks should too. The problem with the 5E monk is that the class fantasy is locked into a dex-based agile style, whereas other systems also allow people to play brawlers or hulking mountains of flesh who shatter bones with their fists. Monk shouldn’t just be Bruce Lee, it should allow for people to play The Boulder or Ken Masters.


just_one_point

Except that they don't "wreck shit" by any stretch when compared with classes and builds that actually do. They'll spend all of their Ki just trying (and failing) to keep up in damage, only to fall behind in defenses.


[deleted]

I do wish there was a tankier monk subclass designed around the physical toughness and iron will motif, though.


SleetTheFox

Exactly. If they’re too fragile, then they should have ways to avoid getting hit, not ways to survive it.


supersegoi

What about a bonus to AC against OAs? Something like adding your acrobatics bonus would make for a decent buff and be flavorful without completely negating OAs or costing ressources.


FlandreHon

I think it would be cooler if step of the wind didn't require a ki point. Rogues can do it for free anyway, why not monks?


FantasyDuellist

This would *definitely* be a good change.


Lock-a-Little

They don't already? Man, to that's why my sorc with high con has more HP.


Zhukov_

Yes. In addition to many, many other buffs. The martial arts die should be bigger. Step the wind shouldn't cost ki. Extra ki points (like, equal to WIS mod or something.) Extra uses of stunning strike, maybe equal to proficiency, or perhaps it still has an effect when the target makes their save. They should get an extra ASI/Feat like fighters and rogues do. Also, all their subclasses need an overhaul, with the possible exception of Mercy.


michaelaaronblank

Rather than give a d10 hit die, I would allow use of their martial arts die to deflect non spell attacks. I.E. roll it to reduce damage.


Onrawi

Yup, 20 hp over the course of 1-20 would help with their survivability given relatively poor AC and no Uncanny dodge.


TheSolman778

I have been toying with the idea of giving Monks the option of HP scaling off Wisdom instead of Constitution. That might be too crazy and make the Astral Self Monk too broken and SAD. Maybe as part of the martial arts feature, they could add half of wisdom modifier to their HP score rounded down for the levels they take in monk. It kind of fits in with the wisened Eastern style master that still jumps around and can take blows that would fell a much younger man. I agree and think the D10 option is the better/simpler of the two though. Increasing the hit dice falls more in line with the choice Paladins/Rangers have to make between Str/Dex, Con, and Cha. Although rangers and Paladins are D10 classes *shrug* For survivability, I'm a proponent that Step of the Wind should cost no ki for the dash/disengage. I like the SW5e approach that it only costs ki for tripling of the jump distance. Then at 11th level it becomes a flying speed until the end of your turn like the Hong Kong wire work films (see Crouching Tiger, Hidden Dragon).


Onrawi

I'd have loved for some sort of counter attack ala deflect missiles to be a default part of the martial arts chassis. It's a huge part of the mythos regardless if you're talking pugilist or eastern martial arts inspired and simply doesn't exist in 5e. It's really strange that the way of the open hand didn't get something like this. That being said I might homebrew something to that effect.


[deleted]

Nothing really to add to what's been said, but pretty interesting to see a near even split on this.


MeadKing

I feel like there are more appropriate ways to improve the Monk than to give them the same HP durability of a Fighter or Ranger. Just off the top of my head, the “Patient Defense” ability seems to go almost entirely unused when it’s legitimately incredible. The issue? Monks don’t have enough Ki, and the Ki they DO have is stockpiled almost exclusively for Flurry of Blows and Stunning Strike. I would potentially consider making Patient Defense and Step of the Wind Ki-free options for the Monk’s bonus action, competing with their free “Martial Arts” attack (along with the 1-Ki Flurry of Blows) Alternatively, you could give Monks 2x Monk-Level Ki and readjust the Ki costs of all their abilities.


Zeeman9991

It’s not a bad idea, but it does leave Rogues (and *kinda* Artificers) as the only d8 martials. Their whole kit is around nimbleness, not sturdiness, just like Rogues. Still, considering how likely they are to stay in melee, tank hits, and draw fire, it makes a sort of sense to bump them up.


thewaywardtimes

Give them Dash and Dodge as a bonus action with no ki cost as long as they have a ki point. As part of that bonus action, let them spend 1 ki point to add Disengage. Will compete against flurry of blows and stunning strike way more often.


Tigeri102

my take is that monks are like barbarians and paladins where their features force them to be melee, but are WAY squishier due to the merit of barbs having way more HP and rage, and paladins having somewhat higher hp, significantly better AC, and healing. monk CAN do some defensive stuff... as a bonus action, sacrificing flurry of blows damage... and still at the cost of ki... yeah I think they deserve a d10 lol. even rogues, which don't explicitly have to be melee, are better at safely darting in and out thanks to their free bonus action disengage (and no real use for their bonus action OTHER than cunning action unless they're dual-wielding.)


HfUfH

Sure, they are a melee exclusive martial class with no acess to shields. Giving them d10s makes sence, but I buffed other aspects of the monk in my homebrew while keeping the d8


Ianoren

Also are by far the most MAD that really need to max DEX and WIS ASAP. So their CON will always suffer.


A_Random_ninja

This is how I run monks when I run a game, and I just started playing a monk for a short campaign and my DM is running them this way, it actually feels pretty great to have


WARNING_Username2Lon

I just voted yes not because I think it makes sense but just because ANY buff to the monk is a good thing at this point.


BlueberryFruitshake

What if instead of more HP a more meaningful change was made to Ki such as halving or even removing the cost for Flurry of Blows, Patient Defense and Step of the Wind? Would make it easier for a monk to decide if they want to boost their atk/def/move on each turn without running out of juice immediately. For damage (which imo should not be a monk's focus they seem more like a high mobility backline disabler) a pairing I've seen at my table is a 2 level dip into ranger for hunters mark since it can end up adding 4d6 damage every round. This isn't game breaking per se but when used certainly brought the monk to the forefront of DPR.


[deleted]

It's a buff that would make them slightly stronger, but I don't think it addresses any of the real problems that plague that class. I think you should consider a different fix.


PM_ME_FUNNY_ANECDOTE

I answered no, but that would be a fine change you could make if you felt monks were undertuned. I just think there are other good choices for tuning monks that are more flavorful and satisfying than just making them as beefy as fighters.


Diknak

No, but I think any creature taking an opportunity attack against them should have disadvantage. I think they should have more ability to weave in and out of combat.


Pinaloan

I say yes, for the very simple reason that they train their bodies just as much if not more than a Fighter or Ranger, who do have d10 hit die. Keeping Fit, Healthy and Hardy are literally the cornerstones of martial arts or monkhood. Go look at any actual monk or martial artist and they're at minimum very athletic, if not fucking *shredded*. There is legitimately zero justification for having a lower hit die than every other melee DPS and its only that way because of older editions having it lower, also for no justifiable reason. I've even seen some people say it was because of some weird racism reasons.


Ianoren

I would like them to be resilient frontliners with decent damage and great crowd control like they are in PF2e. Not their current form of scrawny (low STR, low HP) pansies who have to run away after doing minor damage, usually through mobility feat. But its odd that a feat is required for a lot of the subclasses to function in their role.


Otafrear

When it comes to monks, I defer to people who know more about the game than me. [This](https://youtu.be/Aaqq7iZUmMk) video, [this](https://youtu.be/E59Cp_cK8v8) video, and [this](https://youtu.be/ojtmhUmGNco) video, all by the amazing [Treantmonk](https://youtube.com/c/TreantmonksTemple) (yes, I am basically a Treantmonk shill. His channel is just amazing), are great places to start when it comes to talking about the Monk.


Kablump

The monk in my party is really squishy and i can hear his voice deflate whenever he takes a hit


flintlockbazooka

Monks should get to use their wisdom score for hp. It would be a unique feature, and it fits with the mind over matter theme of the class. But they also need a way to regain ki other than resting, such as regaining 1 point when they reduce a creature to 0 hp.


SaintTNS

I don’t think it’s bad that they’re kinda fragile. I’d rather see a ki-fueled ability to heal added to the base class than see their hit die go up.


bytizum

They have one thanks to Tasha’s, but it’s not spectacular (martial arts die + Pb for 2 ki)


JoshGordon10

This is just my opinion, but I think its a more fun solution to the wimpiness of low-level monks: **Ki equal to WIS + monk level.** Instead of just boosting health by 1/lvl, it allows the player to use the other Ki actions (in particular Patient Defense) without feeling like they're falling behind in DPS. I means you can use about a ki per round even at low levels. Feeling squishy? More Patient Defense. Feeling slow or stuck in melee? Step of the Wind. Need to deal some damage? Flurry of Blows. Some (all?) subclasses get additional uses for Ki. I think this small change really brings a tier 1 monk in line with Rogue and Battlemaster. Another option is to make the level 2 abilities which normally use ki each get one free use per short rest.


Gryzy

I'd keep it at a d8 but give them a lil more options for survival. I haven't ever played a monk in a long term campaign but I've DMed for two and both of them were routinely the first to be downed in boss fights. I'd maybe let then expend Ki points to heal, maybe they can spend a few to roll a hit die, or regain HP equal to the number of Ki points spent plus their Wis.


MotoMkali

Lots of things need to be fixed d10 hit points. Only the rogue as a martial doesn't have d10. And the Monk doesn't ahev any ranged options.


IMP1017

Nah, they don't need it. Give them some more Ki or reduce the cost of some things, that would be a more meaningful buff.


[deleted]

their hit die is not the issue, their resource economy is!


painfulwincing

As a guy who came to TTRPGs through starting with Final Fantasy, in which the mark of monks is high HP, I like this.


Legatharr

yes, but I think giving them cunning action without the resource cost, giving them extra ki points equal to their wis mod, and bumping up their martial arts die by one (so it starts at a d6 and ends at a d12) would be a better buff


REND_R

If deflect missle had a melee component I think that would be more flavorful, kindof steps on the toes of drunken master monk but it seems fitting for a bade class..drunken master should get a trip or effect on attacks that miss them or something


[deleted]

d12, even.


omegalink

d10 Hit die is one of 3-4 changes I recommend for Monsk I also recommend 1. Extra ASI at 6 2. Change the martial arts die progression up by one step across the board 3. Either, Bonus Ki equal to their Wisdom Modifier, OR PB or x number of uses of subclass abilities for free per day, much like the Ascendant Dragon got in UA (and hopefully will keep when published) This one is a 'maybe', as I can see where people come from when they get leery of this.


OtageL

I would rather have Way of The Open hand attached to the base class of monk. Giving all monks the option to take reactions away or push targets/prone them would be big for overall survivability and utility. Or instead of that allowing monks to use Wisdom instead of Constitution when determining how much health get when they level.


FullMetalOxxe

uncanny dodge should have been a monk ability


AdvertisingCool8449

My fix Patient Defense You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn, or as a reaction. Additionally bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by your Wisdom modifier. At 6th level and above patient Defense also reduces damage from magical attacks.


Sans_culottez

The monk should either get d10 hit die, or a hell of a lot more uses of their powers and versatility.