doctorbadwolf
Heretic of The Seventh Circle
Patient Defense, Deflect Missiles, evasion.I will try to summarize why the monk is mechanically weaker than others.
2. They have d8 Hit die. So from the above we know Monks deal low-ish damage, and have mediocre AC. D8 is not great, but most melee classes are D10, except Cleric, but they are full casters and usually have heavy armour. Rogues occasionally get in melee, but they have Uncanny Dodge and bonus action hide to help survive. When Monks get hit, it hurts.
This is just backwards, IMO. A single missed attack matters less for a monk than for almost anyone else.3. They benefit little from Crits, but suffer greatly from misses. Low Martial Arts damage die means less extra damage from crits, but each miss is one less Stunning Strike chance.
You...wha...? You are playing a different game from any I’ve ever seen played with 5e.4. Their main selling point, high movement speed, is not that important. Speed is nice for closing gaps. Once the gap is closed, its a slugfest, and Monks aren't good at slugfests. Speed is good for running away, but there needs to be lots of open space for that. And Mobile is mandatory.
You just...don’t use stunning strike like a spam button?5. Their high level features are weak. Are you looking forward to walking on water, Tongue of Sun & Moon, Timeless Body, and Perfect Self? I am not. The monsters you face get stronger, but at least you can't be aged magically, and can save on those ointments for your backpain.
6. Stunning Strike alone deserves discussion. At low levels, it can stun-lock monsters until its dead, making single strong enemies a non-challenge. At high levels, most monsters have massive bonus to CON saves on top of Legendary Resistances. Trying to burn legendary resistances could back fire by burning through your own Ki.
Bless is pretty big for the monk. If your every party has SS and GWM, you might be in a game that is hyper focused on optimization, which the game shouldn’t try to solve for.EDIT: I think Monks are unsatisfying to play also because they get less support from their allies. That Sharpshooter Fighter or GWM Paladin is obviously more deserving of Haste and Bless than the Monk.
If the monk worked so well for your boxer, what’s the issue? And I never said anything about eastern martial artists. I said mystic.I mean, that's not really a comparison. Boxers and Kung Fu Masters are both martial artists, using similar techniques. This isn't just me "reflavoring" insomuch as finding something that is spiritually similar and using that as a base.Yes, and the class can have the identity of "martial artist" and not just "eastern martial artist". It allows for way more variety in what they can do.
Again, I’m down for some alt features. I don’t need my monks to speak all languages, for instance. That’s a weird one even for the core monk archetype.
But other than somehow making strength viable without completely changing the monks identity (

Monks aren’t just martial artists.Why not? Are boxers not martial artists? Do you not think they have their own feats of strength associated with them? This seems like a very arbitrary limit.
The fighter already has an unarmed fighting style. An Unarmored defense feature would serve a lot more than just the boxer. and the features of the fighter fit a mundane martial artist of any culture better than the features of the monk, which is a mystic.God no. First off, the boxer has way more in common with the Monk than the Fighter in 5E and I don't even understand how this is an argument. Why have the fighter "lose proficiencies for "Unarmored Defense: Int" when you can just use the Monk chassis? The Monk chassis also has built-in advancement for unarmed attacks, which is yet another thing you'd have to take from the Monk and add to the Fighter.
The Monk works for Western Martial Artists incredibly well. The class would do well to simply diversify a bit more; it'd help it thematically within settings as well to have more options than just Eastern Martial Arts.
Well, since the idea that I’m thinking of the monk as an eastern martial artist is purely an invention of your imagination, I’m not sure what to say to this.If you can only think of a Monk in terms of Eastern Martial Arts, then you're trying to tell me that it's not a problem that this class can't effectively do grappling arts like Judo? Seriously?![]()
And it can grapple. It can’t do reactive grappling, but that is a build that I’m working on putting into a subclass. A feat that lets you grapple anytime you attack as a reaction would be cool. (With other bullet points, obv)
No more than Spellcasting on rangers and Paladins. The monk just ha![]()
Not how I'd do it, but it's a start, I suppose.
I mean, honestly we need to just start giving them features instead of Ki stuff because honestly it sucks to have all these moves and not enough ki to use them. Ki is a good idea, but the devs were very over-reliant on using it to try and balance the whole class and now it's acting as a bottleneck for it.
Grappling is part of nearly every culture’s martial arts training. Anyone trained in weapons should be trained in basic grappling. The monk should have some kind of extra benefit with an expanded grappling system, but it shouldn’t be a monk thing.Eh? Some things you need training for. The grapple rules are serviceable, but like the combat they could use some spice.
Not gonna lie, I despise the notion of unarmed combat belonging to one class. The Unarmed Fighting Style in Tasha’s fixes that issue quite nicely. The damage due is high enough that it’s no worse than a light weapon fighter, and a Battlemaster has all the manuevers it could ever need to be a martial artist.Unarmed combat should be the monk thing. Trying to add anything that isn't Eastern Martial Arts just makes the Fighter class more of a mess than it already is; trying to retrofit it for unarmed combat when you have class that already does that more than adequately doesn't make sense.