Flamestrike
Legend
Personally I just increased MA damage by 1 die type (and capstone damage at 20th is 2d8) while limiting Stunning fist to 1/ turn and increasing Ki cost to 2 points.
I disagree with the premise that Monk's get weak. While some of the 11th-level features seem undepowered, the 13th and 14th level Monk abilities are among the best high-level abilities in the game. Diamond soul is the equivalent of three feats in one ability. Most of the 17th-level features are really good too. IMO you are going to have to replace or nerf those to give monks better abilities and maintain balance with other classes.There's a long discussion about monk DPR. Whatever you think about white room theory crafting, some people find it useful. The analysis shows that the monk is in the right ball park at levels 1-10. It's level 11+ where they start to get weak, but this isn't universal. Looking at their features, 11th level is a Tradition feature; like the Ranger, this opens them up to the possibility of getting a weak feature that makes them fall behind other weapon users. Lets look at the existing Monk features and how they apply to damage.
1E got bonuses to weapon damage as well. I think it was +0.5 damage per Monk levelOlder additions got things like 5d4 unarmed strikes. I think they nerfed them because they let them apply to weapons. You could just get rid of the martial arts die and just do an unarmed strike die increase at prof bonus levels. So 1d4 > 2d4 > ... 5d4 at level 17. It would bring back ad&d unarmed strikes > weapons and have them cont to scale.
So weapons were 13.5 avg w +3 and 20 stat w unarmed strikes 10.5. Changing to 5d4 would have unarmed strikes do 17.5 per hit. You could keep martial arts die for other class powers like kensei and mercy. You don’t gain much anyway by having a staff go from 1d8 to 1d10....
I will also point out that you are using tranquility incorrectly. The idea behind tranquility is that you avoid combat completely. You are right it only lasts until you attack, but normally you won't be attacking if you are using it, you walk right into the cave, right past the 50 guards, search for and find the secret passage while the helpless guards are watching you. Walk right up to the dragon's horde, take whatever you need to take from his horde while he is watching you and leave with it. He probably breathes on you once, which you probably save against for no damage ..... maybe a few of the guards actually make their save and get to attack you but they probably miss since you are taking the dodge action as you walk by them anyway.
Well it should be an 18 DC. I am sure something will save but a CR11 Dragon is going to fail more than he is going to save and he is not going to save often enough to do serious damage if the Monk can get in and out. Even a CR17 Dragon is going to have a difficult time doing serious damage to the monk considering he has to save for each attack, then if he saves he has to roll an attack roll against the Monk who will likely be taking the dodge action and the amount of damage done, while substantial, is not huge.You're putting a lot of faith that something, especially a dragon, isn't going to succeed that Wisdom save.
That’s true, but without the unarmed extra attacks. You could keep martial arts die for everything else and add unarmed strike die.1E got bonuses to weapon damage as well. I think it was +0.5 damage per Monk level
You've already pointed out that saves are ok. There are plenty of attacks that aren't attacks, that are saves. Also, where are you getting DC 18? It's 8+prof+wis. A monk probably has a 14 or 16 Wis at 11th (unless they max wis first, in which they'll be even weaker in melee). Even if you give them a 20 Wis, that's DC 17 so I'm questioning your baselines.Well it should be an 18 DC. I am sure something will save but a CR11 Dragon is going to fail more than he is going to save and he is not going to save often enough to do serious damage if the Monk can get in and out. Even a CR17 Dragon is going to have a difficult time doing serious damage to the monk considering he has to save for each attack, then if he saves he has to roll an attack roll against the Monk who will likely be taking the dodge action and the amount of damage done, while substantial, is not huge.
18=8+5prof+5wisdom and they have to save before they cast a spell targeting the Monk. At 11th level it is 17 like you said.You've already pointed out that saves are ok. There are plenty of attacks that aren't attacks, that are saves. Also, where are you getting DC 18? It's 8+prof+wis. A monk probably has a 14 or 16 Wis at 11th (unless they max wis first, in which they'll be even weaker in melee). Even if you give them a 20 Wis, that's DC 17 so I'm questioning your baselines.
Sending a monk into a days worth of encounters sounds like a suicide mission. I don't forsee many groups trying that. A CR 13-14 dragon, who would be the proper boss fight for a level 11 party, is going to do a lot of damage with its breath, not to mention any other spellcasting creatures in the dungeon. Monk has evasion, but a CR 13 white dragon (ignoring that it's breath is Con save) deals 27 damage on a successful save, and the monk probably has 78 hp, so they can only handle 3 of those. Plus lair actions. OH, and your Dex save isn't great because you built for a 20 Wis at level 11.
It's just an odd scenario to get to the most out of an ability that's evocative on paper but isn't very useful unless you bend yourself into contortionist knots to make sure you use it.