• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E (House Rule) Stalker0's Alternate Monk Class

I really like the second wind added, and I feel like that would be really thematic that the monk should be able to heal themselves.

I also like the change to 10 + DEX + Prof

Also a big fan of patient defense as a reaction.
 

log in or register to remove this ad



Horwath

Legend
FWIW we adopted a variant for unarmored defense: 10 + (WIS OR DEX) + proficiency.

We dropped regenerating ki, but instead bump ki by WIS modifier. If you decide to use regenerating ki, limit it to half (round down) the maximum. Once they finish a short rest, they get it all back. For example, suppose you had 9 ki, and used 6, you can regenerate 1 ki point to 4 (half 9, rounded down) but that is your maximum (just 4) until you finish a short or long rest. Starting each battle with 9 ki is JUST too much IME.

And we bump unarmed damage by 1 stage, but have been doing that since day 1 in 5E.

I would add increase to HD/HPs to d10. To be in line with other front liners.

1. HD increase from d8->d10
2. Increase of martial arts by one step from d4->d10 to d6->d12
3. Unarmored defense 10 + dex or wis + prof bonus.
4. Wis bonus added to ki pool
5. Use any melee weapon that you are proficient for martial arts.
 



DND_Reborn

The High Aldwin
I would add increase to HD/HPs to d10. To be in line with other front liners.

1. HD increase from d8->d10
2. Increase of martial arts by one step from d4->d10 to d6->d12
3. Unarmored defense 10 + dex or wis + prof bonus.
4. Wis bonus added to ki pool
5. Use any melee weapon that you are proficient for martial arts.
1. I wouldn't bother with the HD bump since it is only a total of 21 hp by level 20. Also, unless you bump rogues as well... shrug
5. That would be fine. With the increased martial arts damage, weapons aren't used as much anyway.
 

Fanaelialae

Legend
I like some of your changes, though I think Ki regen is overkill.

I've seen a monk played up to high levels (19th) as well as playing one into the low teens, and IME their biggest flaw is that they have too few Ki early on and too many in the late game.

For the first few levels you feel like you never get to use your core abilities. Then you hit a sweet spot where you can use them fairly freely but do have to consider how their used. Finally, you reach a point where you pretty much don't run out.

If I were to rebalance them around a 2 encounter day I would start them around 5 ki and end around 15, I think. Maybe something like 1 + Wisdom modifier to start, gaining 1 Ki every other level. If you don't like using Wis mod, you could just use a static 5 (I suggested Wis because it's been classically associated with the monk). Regained on a short rest as usual.

I do like a lot of the other changes though.
 

Stalker0

Legend
So thank you very much for all of the comments.

So a player of mine took on the challenge and played this monk (6th level) for about 8 sessions. I should also note that I play much fewer than the 6-8 encounter baseline....so in general I am comfortable with a short rest class "novaing" more than is available in the baseline.

My general notes after gotten to see this monk in action:

1) The KI recovery on a crit was a cool ability that the player enjoyed a lot.

2) I think the biggest improvement was Patient Defense as a reaction. This let the player just have fun with the monk without being too squishy, and let them "cut loose" more.

3) I do think full Ki regeneration was ultimately too much, as the character rarely ran out of KI unless I just completely taxed the whole group. For a version 2.0, I would likely have the KI regenerate outside the encounter, and with a smaller base pool..... or do something where the KI only recovers if no KI was spent the previous round. I did not mind that the Monk had full KI to start the party, but maintaining KI indefinitely was a bit too much.

4) Just noting that Stunning Fist + the Open Hand abilities is a powerful combo. Once a creature is stunned, you can auto prone and knock them around, his the character used to great effect.

5) On the one hand, the monk could not do a crazy "4 stuns in a round" combo. That said, getting a stun chance every round inevitably paid off, and the Monk stunned quite a number of things.

6) I also agree Ki combination as written was "too powerful" in certain scenarios. I think a simple fix would be a "no more than once per round" on the ability.
 

So I like a lot of the changes suggested and will likely consider implementing them in some form as options in my games. My only comments are the following:

1) I don't like the change to Unarmored defense for two reasons. First, it completely eliminates the possibility of a high wisdom with average or even low dex build monk, which should be a viable option. "The wise but older sensei who isn't as quick as he used to be" type character that is a time old monk archetype.

Second it REALLY becomes tempting to take a level of monk for a free scaling AC boost for any light armor character alongside martial arts. I could easily see that being too tempting an dip class for rogues, bards, and dex fighters to warrant. Might not matter at your table but our group despises multiclass dips without actual solid roleplaying reasons.

I'd suggest changing unarmored defense to "You AC is now equal to 12 + your dexterity modifier + 1/3 your monk level (rounded down). Alternatively you can use your wisdom modifier in place of your dexterity modifier."

Perhaps a bit wordy by eliminates said issues.

2) Additionally, your changes don't really also address one of my biggest gripes with the monk, at least not directly: that they are now a dex class when a) grapple uses strength and b) there are quite a few different strength based martial arts but a strength monk is basically just not viable in 5e.

Making them less reliant on wisdom for AC foes admittedly help with this, but that still doesnt address the DCs for everything being wisdom based (they should allow strength, dex, or wisdom sort of like how the battle master fighter gets to pick dex or str), and honestly I think while we're at it the monk should get under martial arts the ability to use dex for athletics grapple checks.
 

Voidrunner's Codex

Remove ads

Top