Well, the UA Mystic would make for an awesome mystical monk, just add an archetype that increases the unarmed/unarmored ability of the bases class.
In 4e, Monk was indeed a psionic class. I personally love to consider the monk as the half-caster psionic class, just like the paladin is to the cleric and the ranger to the druid.
There should have been a fighting style for unarmed and unarmored fighter in the PHB for those who would love to play a brawling class without sacrificing their class or archetype choice.
I have been considering that but that is a talk for later as the monk needs fixing first.
Well, when you can expound on your description, I will be more than happy to help you in build a monk class that better fits your view.
okay right this is tricky as writing things down in a logical manner is not my strong suit hence most of my posts are fairly short but here goes my madness.
at low-level pre subclass and early subclass, the monk is just the supernatural martial artist that it ends up being treated as.
high level 10+ I have few ideas for as I have not gotten that far.
I want to add in str monks without it ending up MAD as anything but can't see a way to do it without making it a grab levels in thing for some crazy build class.
Fixing the monk is actually not that hard.
- Add more options of AC calculation.
- Add more options for Unarmed and Weapon attack calculation
- Add more attack options to choose besides Flurry of Blows.
Do those 3 things and you fix a good 90% of the issues. The problem with the monk was always 2 things. And one of them was that it was based on a ~1970s movie/tv trope and only a single martial art. It's 2021 and there are dozens of martial arts, real and fictional.
the first two I have no idea how to do but the latter I have got ideas for.
I am ripping martial arts away from the subclasses and making them a lateral choice early on as well as a thing people can get through feats.
I have work in progress templates for them.
I have divided them between martial styles, weapon styles, and energy styles.
first up energy styles.
Energy styles: the hardest to describe but let's face it at some point everyone wanted a Hadouken or a Kamehameha in D&D thus this is the area for such feats.
prototype structure for energy styles:
note all styles get stronger and unlock more options as the character levels up meaning they are always relevant
enhanced blows a cheap to useability that for one ki point lets the user enhance their blows with the damage type of a know energy style(can not have more than one active at the same time to prevent people from stacking them) this lasts for 5 of the users turns before it needs to be renewed.
bolts the most basic range option about as strong as a cantrip cost only one point to cast can be used as a bonus action they are a workhorse kind of ability
bursts/ energy sphere the middle of the road option bursts being for hitting a wide area verse the energy sphere for a longer range option but with a more accurate area of damage.
beams powerful lines or cones of a particular damage type unlocked towards the mid-levels coast more than bursts, this is your
special option different for each style always useful but often odd in execution from debuffing enemies, healing allies to flat odd stuff a mixed bag of stuff.
absorption of energy: the one-point bonus action/reaction that will make the characters day, as long as the type of damage is the same as the known energy style whatever damage type is being taken (absorption of acid damage if acid energy style was known.)instead of the character gains ki points equal to the damage they would have taken.
I will have one for each of the following damage types:
Acid: The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a black pudding deal acid damage.
Cold: The infernal chill radiating from an ice devil’s spear and the frigid blast of a white dragon’s breath deal cold damage.
Fire: Red dragons breathe fire, and many spells conjure flames to deal fire damage.
Force: Force is pure magical energy focused on a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
Lightning: A lightning bolt spell and a blue dragon’s breath deal lightning damage.
Necrotic: Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.
Poison: Venomous stings and the toxic gas of a green dragon’s breath deal poison damage.
Psychic: Mental abilities such as a psionic blast deal psychic damage.
Radiant: Radiant damage, dealt by a cleric’s flame strike spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power.
Thunder: A concussive burst of sound, such as the effect of the thunder wave spell, deals thunder damage.
on to the other two
Martial styles: the classic unarmed combat ideal by the end of the edition it would contain every hand to hand fighting style known to man. I will subdivide styles into strike, grappling and defence helps if I can subdivide things plus those are real-world subdivisions.
Weapon styles: the stuff using weapons ideas for it of the top of my head are blade and fist style, polearms/staffs, two-handed weapons, chain weapons(sickle and chain, Nunchaku that sort of thing.) and a ranged category for bows, crossbows, or guns if the setting will let people be gun-fu fighting.
I do not yet have a template for the weapon and Martial styles but I do know that some of the lower power abilities do not cost ki but most of the really powerful stuff does.
I do prefer some of the basic monk fixes that buff the about of ki points as they make the class a lot more fun and less fighter/barbarian style of play.
did that get part of it across?
I will do my ideas for the subclasses after I calm down to my normal whirlwind of thoughts as I feel Like I will have a panic attack.