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D&D (2024) Monk Buffs

CrashFiend82

Explorer
Reading the Origins Play test, Unarmed Strike allows you to knock an enemy prone on an attack action as an unarmed Strike. The Martial arts feature allows the monk to sub Dexterity for Strength using unarmed strikes. With these these rules would you allow a level 2 monk to make an unarmed attack to knock an enemy prone and then use Flurry of Blows to make 2 attacks at Advantage, given the first attack is successful, leaving the attacker prone? Secondly if they have Tavern Brawler would the second Flurry of Blows attack as an Unarmed Strike allow them to push the target?

It feels like a subtle but useful buff for a monk to move to engage make the attacks and retreat, given they hit (not guaranteed) without having to disengage and not be subject to AoO while leaving the enemy prone for others to gang up, just interested in thoughts and interpretations.
 

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Clint_L

Legend
But since the topic of monk buffs is raised by the title of this thread, I want to add some suggestions:

1. Give them D10 hit dice. They're frontline fighters, and need better staying power, especially given the lack of armour at low levels in particular.
2. Increase their unarmed strike damage by one dice category (i.e. start on a d6 and finish on a d12 rather than the current d4-d10 range).
3. Make step of the wind also ignore movement penalties such as difficult terrain to make it more noticeably better than the dash action that rogues get as a bonus.
4. Limit stunning strike to one attempt/turn. Being able to spam it makes monks a one trick pony.
5. Add more monk-themed magic items!
 


CrashFiend82

Explorer
I know it won't happen but I would prefer the monk simply add their Wisdom modifier to hp like AC. I feels fitting for a monk and makes different builds interesting.
 


Clint_L

Legend
Hmmm...being MAD is a problem for Monks for sure, but do they address it for Monks only and not other MAD classes like Paladin and Barbarian? 'Cause those guys don't need the boost.

Still, making Wisdom the HP modifier for monks is a cool idea. It would probably only give them about 1 more HP/level but that is the same result, on average as increasing them to a d10 hit die, and more backwards compatible. I like it.
 

Eltab

Lord of the Hidden Layer
A monk with enough movement could step up to an enemy, attack and prone him, move away. The enemy will have a hard time chasing since he has to stand up first (expending half his movement) then try to follow.

Once this cycle begins, the 'fleet-footed monk' trope becomes effective without magic-like effects being involved.
 

Clint_L

Legend
Also, I would give monks ki points starting at level 1; it's weird to have to wait a level for the class-defining feature. No one else has to do that. I also think they need more ki at low levels; right now it takes until level 5 before they get decent. Maybe add their wisdom modifier to ki pool? Maybe just start them with 2 ki points - I think a lot of DMs house rule one of those two options already.

Monks are a bit tricky because most folks agree that they are a bit weak (at least until very high levels) but it also feels like it wouldn't take much to make them arguably overpowered (like at very high levels). How do you get them good without making them broken?
 

Gorck

Prince of Dorkness
Also, I would give monks ki points starting at level 1; it's weird to have to wait a level for the class-defining feature. No one else has to do that.
The Monk's Ki Point progression mirrors the Sorcerer's Sorcery Points progression exactly. None at 1st level, 2 at 2nd level increasing by 1 per level to a max of 20 at 20th level. The Warlock doesn't get Invocations and the Artificer doesn't get Infusions until 2nd level, but the progression is different from the Monk & Sorcerer.
 

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