I am quite likely to cut this back a bit before actually using it.I am not afraid of changes. My Homebrew Monk with extensive changes.
I'm also going to mention that the monk has to be a worse warrior than a fighter. Otherwise, with all their other advantages, why would you want to be a fighter?
The time I tried MCing with the Monk it was really disappointing ... the KI requirement on so many of their abilities seems to be a detriment even for somewhat deeper dips.For those fearful of multiclassing cheese, try applying 'The lower of X or your levels in the Y class' to the ability in question.
I think this is a really important point. A monk can do all sorts of cool things that fighters cannot do. So I don't really support the goal of increasing a monk's damage to equal a fighter's.
Indeed and as has been said unless you can use that mobility to bring home something else substantive (a payload) it is mostly meaningless. It can be an alternative to ranged effects of other classes (but is defensively inferior to anything but really really short range ones)Hom much can a Monk do (especially assuming they are short on Ki) that a fighter can't? I don't see so many things any more. 5E did away with most armor penalties. Yes, they run faster, but the rest is mainly about skills, and a fighter can get these skills as well.
Yeh the basic features are virtually flavor text and just playing catch up.Would you mind talking about some of the examples?
Because, one thing I think is a bit obvious in hindsight for me is that Martial Arts and Unarmored Defense exist only to bring the monk up to parity with a fighter/ranger/barbarian/Paladin 's proficiencies. And since the use of armor and weapons is baseline, as is the ability to use dual-weilding.... in the end their entire power budget can be shrank to being the same as the dual-wielding fighting style.
And many of the low-cost or passive monk abilities that are not equivalent, like slow fall and deflect arrows, are not only occasionally niche but then have to be compared to things like... spellcasting, lay on hands, rage, ect.
I've heard that "there should be a cost to not having to use weapons and armor" but considering that means you CAN'T use magic armor and are unlikely to find good magical weapons, and the game assumes you can use armor and weapons and therefore access abilities and powers that way... I am beginning to suspect this is why the monk is under-powered, because... should there be a cost to not using weapons and armor if the goal is to start about the same or weaker and grow to... about the same?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.