D&D 5E Homebrew: AJ's 5e SAD Monk

Well, like I said, at Level 3 with a tougher DM you won't be facing a single paladin or fighter. You'll be facing two Thugs per player, which have two attacks each with advantage against your AC of 16.

If you negate one of those attacks, you're still staring down the barrel of 3d6+6 damage with a 69.75% chance to hit each for an average DPR against you of 9.8912 vs your DPR of 10.1 (14.35 with flurry). You have 18 or at most 21 hit points if you have 10-13 Con because you didn't take my advice and get 14 con to be "halfway viable".
Compared to 2 thugs attacking 18 AC
49% chance to hit for 4d6+8
= taking 10.78 damage per round.

So your taking less damage and dealing a lot more damage a sword and board.

Assuming you didn't cast Darkness as a shadow monk to negate their advantage.

Anyways. You didn't make your class SAD.
 

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Compared to 2 thugs attacking 18 AC
49% chance to hit for 4d6+8
= taking 10.78 damage per round.
Let's be fair. A level 3 fighter can probably afford splint for 20AC or 21AC with Defensive Fighting Style. Thugs have 32 HP each and fighter has 34. Let's assume vanilla Fighter has Champion subclass for Improved Crit and the Thugs roll higher for init.

S&B Fighter with Dueling Style @20AC:
Thugs get 10.99 DPR. Fighter gets 15.15 DPR first turn and 7.575 subsequent turns.
1st: Fighter 21HP. Thug 1 19hp.
2nd: Fighter 10HP +9 = 19hp from second wind. Thug 1 4hp.
3rd: Fighter 8hp. Thug 1 drops. 2nd thug's DPR is only 3.1 now.
4th: Fighter 5hp. Thug 2 25hp.
5th: Fighter 2hp. Thug 2 18hp.
6th: Fighter drops.

S&B Fighter with Defensive Style @21AC:
Thugs get 9.285 DPR. Fighter gets 12.15 DPR first turn and 6.075 subsequent turns.
1st: Fighter 25hp. Thug 1 20hp.
2nd: Fighter 16hp. Thug 1 14hp.
3rd: Fighter 7hp+9=16hp second wind. Thug 1 8hp.
4th: Fighter 6hp. Thug 1 2hp.
5th: Fighter drops.

PAM fighter with GWF @18AC:
Thugs get 4.2+7.035=11 first turn (only one gets advantage) and 14.07 subsequent turns. Fighter gets 27.615 first turn from Action Surge + OA and 12.45 subsequent turns.
1st: Fighter 23hp. Thug 1 5hp.
2nd: Fighter 9hp+9=18hp from second wind. Thug 1 drops even without PAM bonus attack at a DPR of 6.9. Thug 2's DPR is now 4.2
3rd: Fighter 14hp. Thug 2 20hp.
4th: Fighter 10hp. Thug 2 8hp.
5th: Fighter 6hp. Thug 2 drops.

Now for revised Monk with 21hp with 12 Con because you don't need 14Con to be "halfway viable".
Thugs get roughly 10.088 DPR (EDIT: precisely 9.862). Monk DPR 15.2 with flurry and 10.15 without.
1st: Monk 11hp. Thug 1 18hp.
2nd: Monk 1hp. Thug 1 3hp.
3rd: Monk drops.
But what if - unlike the fighter - the monk has a chance to get initiative? 56% chance the monk loses init to at least 1 and drops. 43.56% of getting init on both and MAYBE surviving round 3.
3rd: Thug 1 drops. Thug 2 takes 10 damage for 22hp and DPR drops to 1.5026. Monk drops.
BUT what if - like I said - the monk needs 14 Con to be "halfway viable"? So you've got 24hp instead of 21 and start round 3 with 4hp instead?
3rd: Thug 1 drops. Thug 2 takes 10 damage for 22hp and DPR drops to 1.5026. Monk 3hp and runs out of monk juice.
4th: Thug 2 12hp. Monk 1hp and runs out of monk juice.
5th: Thug 2 2hp. Monk drops.

Like I said originally: the revised monk is "balanced", with power weighted towards earlier levels and also it can do cool grappley/shovey stuff. It's not OP by any means and - like I pointed out to @Clint_L - it's ABSOLUTELY pigeonholed into Dex/Wis/Con twink build. If the monk in my example had 18hp from 10 Con, it wouldn't have survived Round 2, less than half the S&B tank which is the most suboptimal example.

Oh yeah and in the hypothetical scenario where we're using UA rules if/when they roll out, the fighter probably has Weapon Mastery too so the halberd fighter is making a cleave attack with every hit too and the S&B's are negating advantage on one of the attacks per turn.
 
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Well you pick a scenario, standing perfectly still taking 4 attacks with advantage each round, that plays heavily towards having higher AC than moving to a hallway and facing one at a time. Or punching and running around a corner.

Also, how are you getting PAM at 3? If your going human then at least add Toughness to the monk.

And if your using subclasses, then use the monk subclass too. (Also, new Champion gets advantage on initiative).
it's ABSOLUTELY pigeonholed into Dex/Wis/Con twink build.
Yes.

But you didn't fix that. You just added 3 more pigeon holes.
 
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Well you pick a scenario, standing perfectly still taking 4 attacks with advantage each round, that plays heavily towards having higher AC than moving to a hallway and facing one at a time. Or punching and running around a corner.
And if my grandmother had wheels, she'd be a bicycle. Why would the thugs follow the monk into a convenient 5ft tunnel instead of standing at the mouth? Why isn't the monk getting double-teamed on either side in the tunnel instead?

Also the thugs could just ready their multiattacks while you kite them, while giving up 1/2 or 1/3 of your DPR every other turn assuming you maneuver to only attack 1 thug so it doesn't get advantage. The math gets complicated if they attack but, if instead they dodge when you kite, you're actually losing 66.38% or 51.18% of your DPR while burning 1 of your 3 precious DP's each time if you're flurrying. There's probably a marginal benefit but I can't be arsed to math it right now.

(EDIT: and they're definitely still getting advantage every other turn even if you use your last ft of movement to get out of threat after attacking. Thug 1 gets in your face and prepares multiattack for when Thug 2 is in position.)

Like I don't get these DM's who play murderous thugs like "D'oh! Must have been the wind! I'll just stand around and wait to get murdered!"
Also, how are you getting PAM at 3? If your going human then at least add Toughness to the monk.
So now am I hearing correctly that the monk DOESN'T need 14 Con but they should sacrifice 2/1 ability scores for vuman with Tough feat at 1st level instead of something cool like Shadow Touched or Fey Touched? Which is it? Do they need hp or don't they?

The halberd fighter is a vuman because getting PAM at 1st level is the most optimal thing thing to do. If you're telling me the most optimal thing for a revised monk to do is get more hp, then you're proving my point.
But you didn't fix that. You just added 3 more pigeon holes.
What are you even talking about? The SAD monk would be the most build-flexible class in the game. There are 7 different optimal combinations: Dex/Wis, Wis/Dex, Str/Wis, Wis/Str, Wis/Int, Wis/Cha and Wis/Con.

I mean, it's literally Wisdom + whatever you want. You could even have 14 in a secondary stat and it's still viable. It would be difficult NOT to make a viable build if you start by maxing out Wis. It's like you're saying "Wizards are MAD because they're pigeonholed into getting Intelligence plus whatever other stuff they want!"

Meanwhile revised monk is stuck with 16Dex/16Wis/14Con then 10/8/8 in other stats assuming you're a Tough vuman.

Meanwhile the bog-standard fighter literally just needs 16Str/16Con and can function fine with 8's in all other stats.
 
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Also the thugs could just ready their multiattacks while you kite them,.
Then walk back up to 1 of them, not both. So one loses their attack and the other loses advantage.
Like I don't get these DM's who play murderous thugs like "D'oh! Must have been the wind! I'll just stand around and wait to get murdered!"
The monk isn't going to play that way either.

The more you can spread out the damage, the more reactions you have to reduce it, the better the monk does.
So now am I hearing correctly that the monk DOESN'T need 14 Con but they should sacrifice 2/1 ability scores for vuman with Tough feat at 1st level instead of something cool like Shadow Touched or Fey Touched? Which is it? Do they need hp or don't they?
+2 Dex at level 4.
The halberd fighter is a vuman because getting PAM at 1st level is the most optimal thing thing to do. If you're telling me the most optimal thing for a revised monk to do is get more hp, then you're proving my point.
You're comparing feat vs no feat.
If not Toughness, the maybe Mobile.
Or maybe bugbear.
Or aarakocra (grab one and fly up).

Not sure what's optimal, but give them something.
The SAD monk would be the most build-flexible class in the game. There are 7 different optimal combinations: Dex/Wis, Wis/Dex, Str/Wis, Wis/Str, Wis/Int, Wis/Cha and Wis/Con.
They still are running 16 Wis/ 16 Favoed / 14 Con and are taking ASI.

Flexible MAD is not SAD.

If flexible mad what you wanted to achieve, then you did that. No need to argue of semantics.
 

Then walk back up to 1 of them, not both. So one loses their attack and the other loses advantage.
You're comparing feat vs no feat.
Fair enough. I'll math out both scenarios together for you, assuming Tough feat and thugs have initiative (just like the fighter).

Tough Monk with 12 Con at 27hp, going last in init just like the fighter vs 32 hp each:
Thugs get precisely 9.862 DPR. Monk's DPR 15.2 with flurry and 10.15 without.

1st: Thugs hit for full dpr; monk is at 17.138. Monk disengages as an action, bonus flurries for 10.1 and kites 40ft. Thug 1 is at 21.9.
2nd: Thugs dodge. Monk kites back and attacks + flurries with disadvantage for 11.56. Thug 1 is at 10.34.
3rd: First thug to act maneuvers into position and prepares multiattack. Second thug goes too and procs 4x for 9.862. Monk is at 7.276. Monk disengages as an action, bonus flurries for 10.1 and Thug 1 is close but not guaranteed down at 0.24 expected hp. Let's be fair to Thug 1 and say he's still up with 1 hp.
4th: Thug 1 kites backwards 10ft and prepares attack. Thug 2 holds steady and prepares attacks as well, hoping to draw threat - maybe screaming "COME AT ME YE COWARD" or "I'LL BUGGER YER MOTHAR". Monk doesn't take the bait and dashes as an action to finish off Thug 1 with a bonus attack, but takes 1.31709 in the process. Thug 1 is down and Monk is at 5.985891.
Note: if you DID take the bait, you'd be dead on round 5.
5th: Thug 2 moves forward and multiattacks for 1.31709. Monk is at 4.64182. Monk juice ran out 2 rounds ago, so Monk deals 10.15 to put Thug 2 at 21.85.
6th: Thug 2 deals 1.31709 again to bring monk to 3.32473. Monk hits back for another 10.15 to put Thug 2 at 11.7.
7th: Thug 2 deals 1.31709 again to bring monk to 2hp. Monk hits back for 10.15 to put Thug 2 at 1.55.
8th: Thug 2 deals 1.31709 again to bring monk to 0.6829hp or - just as fair as we were to Thug 1 - 1hp. Monk downs Thug 2.

It's an extremely close win with a razor-thin margin for error, just like the halberd fighter. With just the Tough feat and without trying to kite, Monk would have dropped the thugs 2 rounds earlier. Kiting just means you sacrifice 1 attack half your turns and then nerf the power of your flurry going against a dodge in the other half (if your DM has more than room-temp IQ).

Like I said: monks need hp. That 14 Con is absolutely crucial to an effective build.

EDIT: Also, realistically, trying to kite these guys while in a full party just means they gang up on the wizard instead and then pound-town you 4-to-1 when the pointy hat is dead. The monk has always been a "selfish" class in this way.

No need to argue of semantics.
I mean... a build that wouldn't have at least ONE secondary ability at 14 would be a really weird flex, but ok.

Edit: An OPTIMAL build would be 16Wis/16Con - just like that fighter - or 16Wis/16Dex/14Con, with +8 in ASI's but that's not strictly necessary.

The secondary stat just gives you +1 damage/AC/Saves situationally and it's entirely reasonable - for instance - to take Eldtrich Devil's Sight at 4th to synergize with Darkness instead of +2Wis/Dex/Str. Something like Elven Accuracy or Resilient or Alert could also absolutely be worth the cost of ending your run with 18 or 16 in your secondary stat. I mean... does every Paladin have 20Cha by level 20?
 
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Anyway, I’d love to have some feedback, especially playtesting. What do y’all think? Did I nail it or miss the mark? Thanks! Shout-out to @Undrave @mellored @Stormonu

Link to Google Doc with latest edits.
Sorry I didn't comment sooner! Here's a series of disjointed comments as I read through it.

- HP : I think you could go d10 hit dice.

- Shield use: I think you should just let the Monk pick up Shield prof if they want, and not mention it as a limitation. I think it could lead to more varied aesthetics.

- Intuitive Defense : Pretty good, not sure about the scaling over levels, however.

- Martial Arts Style : Maybe rename it something different that doesn't make it confusing with Martial Arts? I'm not a fan of putting the 9th level ability here and not under its own header. Not a fan of spellcasting on the monkey as presented it's a little weird... and I think you should give specific spells based on Sun Wukong's abilities. My suggestion is: Disguise Self, Mirror Image and Fly. Each with a Ki cost I think.

- Martial Arts : I don't know if Hide as a bonus action is necessary, makes it feel too much like the Cunning Action of the Rogue. Flurry of Strike becomes pretty pointless once your Martial Arts dice catches up to your best weapon, in this case the staff and spear used two-handed. The wording is also a little odd on Flurry of Strike and the restriction doesn't feel necessary.

- Unarmored Movement : 9th level upgrade should have its own header.

- Dedicated Weapon : I don't think this is necessary. It seems to only exist for people who have racial weapon proficiencies or maybe a multi class build.

- Deflect Blows : The first few levels are fairly heavy for this Monk. I don't know if the limitation to ranged attacks make sense in this situation and shouldn't just cover all bludgeoning/piecing/slashing attacks. right away. It would make the feature more straight forward and streamlined.

- Pefect Defence : I like the vibe, but it still feels like you're overloading the early levels.

- Ki-Fueled Attack : Should just be part of Flurry of Blows as a basic feature.

- Ki-Strike : Just simplify it as being magical for all unarmed and monk weapon attacks. Don't include the ki spending and don't even bother with the silvered and adamantine parts.

- Inner Harmony : Sure.

- Flawless Attack : I don't like that one, feels too wordy and doesn't do much for a tenth level ability.

- Diamond Soul is maybe a little too strong?

- Capstone is fun but I don't know how practical it is.

No. Only if you use your action to attack or dodge on your turn, and persists only to the start of your next. I added the "or dodge" towards the end because it seems kind of silly to have the most optimal thing be to punch air (as is the case with Crane Style duelists in Pathfinder) but I'm half-leaning towards cutting that.

You could always make it so you get the bonus for moving?
 
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It may be contrarian, but I think classes should be the opposite. EVERYONE should be MAD. No more damage/hit from dex, only str for example. No master stats that give everything.
Make ALL characters need more stats than they can get. Suddenly everything is more interesting and there isn't the one single way to build a character, and all other ways are strictly bad.

Making everything SAD feeds into the major design flaws of modern dnd. Its a hand holding story of how your character WILL win and do everything. You have virtually no choices in how you make a character, and a bad character can still function very well. Its not a challenge, you can't fail. You just get high numbers and will win because you got high numbers.
 

Thanks for the great feedback @Undrave!
- HP : I think you could go d10 hit dice.
Ehh... I would say yes, but I'm already loading the monk up with defensive abilities. I think it's OK for the monk to stay skinny in with the power level I've already given it. In my mind, the monk is all about trying to not get hit or damaged too much in the first place.
- Shield use: I think you should just let the Monk pick up Shield prof if they want, and not mention it as a limitation. I think it could lead to more varied aesthetics.
I was thinking about a mechanic where the monk gets +2AC for keeping one hand free... in the end it was too complicated and confusing. It's present in Pathfinder (Crane Style feat chain) but that's a game where people EXPECT complicated 3.5isms.

The monk already gets plenty of AC from Perfect Defense, IMO.
- Intuitive Defense : Pretty good, not sure about the scaling over levels, however.
Maximum is 25AC with 13 + 5 Wis + 5 FA + 2 Bracers of Defense. Sword and Board gets 27 with 21 (+3 Plate) + 5 (+3 shield) +1 Defensive Fighting Style.

I think it's reasonable given the constraints: most of that costs no money or attunement slots, but you have to keep attacking or dodging every turn (i.e. hopefully being useful) to keep it up.
- Martial Arts Style : Maybe rename it something different that doesn't make it confusing with Martial Arts? I'm not a fan of putting the 9th level ability here and not under its own header. Not a fan of spellcasting on the monkey as presented it's a little weird... and I think you should give specific spells based on Sun Wukong's abilities. My suggestion is: Disguise Self, Mirror Image and Fly. Each with a Ki cost I think.
Touché! I'll try to think up a better name... hit me if you come up with one!

Right now the ki cost is 1 + spell level, similar to the Four Elements monk. I'm thinking of restricting it to the Wizard spell list but I'm not sure. Most of the examples people give me about how this would be abused come from the cleric or druid list.

Honestly, I just don't see it. What's wrong with a monk getting non-upcastable Cure Wounds, Shadow Blade, and Spirit Shroud? Or Shield, Lesser Resto and Fireball? Or Wrathful Smite, Warding Bond and Counterspell? At 9th, Monk can cast the first 6x, the second 4x, the third 3x per short rest. Can you help me game it out to see how that breaks the game? I'm not saying I don't believe it, but I'd appreciate if you could make the case for me.

What if I restricted it to: "You may use this ability a number of times per day equal to your proficiency modifier and replenishes uses on a long rest"? That way the monk can cast a few spells and it still costs ki, but it can't be abused by blasting every short rest.
EDIT: I'm doing this ^
- Martial Arts : I don't know if Hide as a bonus action is necessary, makes it feel too much like the Cunning Action of the Rogue. Flurry of Strike becomes pretty pointless once your Martial Arts dice catches up to your best weapon, in this case the staff and spear used two-handed. The wording is also a little odd on Flurry of Strike and the restriction doesn't feel necessary.
Why not duplicate the Cunning Action of the Rogue? I don't see it being overpowered... and there's a case for giving breathing room for a Monk to work like a ninja. Basically a Rogue... with Sneak Attack replaced by Flurry and most of the skill monkey juice carved out and replaced with limited Paladin abilities.

As for Flurry of Strikes: what if you've got a Dragonslayer Shortsword and go up against Big Red? At 11th level, that's 6d6 damage per turn... 9d6 if Red procs an AO.

There are a lot of situations where your monk weapon will do a lot more damage than your unarmed strikes, even after your Martial Arts die gets higher. For instance, if you find a +2 Quarterstaff before you get +2 Wraps of Unarmed Prowess.
- Unarmored Movement : 9th level upgrade should have its own header.

- Dedicated Weapon : I don't think this is necessary. It seems to only exist for people who have racial weapon proficiencies or maybe a multi class build.
LOL yeah these were both in the vanilla monk. I kept them in as-is to minimize fuss.

I think that racial profs deserve a little love, no? A dwarven monk with a warhammer seems legit to me. An effective +1 damage for a handful of levels isn't going to break any games, especially with an arguably suboptimal race pick.
- Deflect Blows : The first few levels are fairly heavy for this Monk. I don't know if the limitation to ranged attacks make sense in this situation and shouldn't just cover all bludgeoning/piecing/slashing attacks. right away. It would make the feature more straight forward and streamlined.
Yeah if you look at the previous comments up the thread... Deflect Blows is REALLY powerful. Powerful enough to make the otherwise underwhelming Revised Monk a real melee contender comparable to a PAM Halberd Fighter. If I left that in at level 2... a LOT of martials would be scrambling for a 2-level dip.

I think by 9th level when deflecting melee kicks in, average enemies have enough juice to not make that OP and it is effectively removed as MC-bait.
- Pefect Defence : I like the vibe, but it still feels like you're overloading the early levels.
Well it only works when you're unarmored and unshielded. Also when you're using an action to attack or dodge every turn. Wizards/sorcs shouldn't care much about Intuitive Defense because it's basically mechanically identical to the armor spell.

I can't see anyone making a 3-level dip to get it... plus the 4th to not sacrifice a precious ASI. Casters would benefit the most, but they don't get the bonus when spellcasting and they'd lock out 9th level spells. Heavy armor martials get basically the same protection or better without the hassle. And the bladelock has both problems: spellcasting AND they get medium armor + shield prof for free anyway, in addition to defensive spells.
- Ki-Fueled Attack : Should just be part of Flurry of Blows as a basic feature.
Also copied directly from vanilla monk. I could see folding it in! Would save on word count and make it less confusing. I'll think it over.
- Ki-Strike : Just simplify it as being magical for all unarmed and monk weapon attacks. Don't include the ki spending and don't even bother with the silvered and adamantine parts.
LOL you're absolutely right. I had no idea that magic apparently bypasses ?literally all? silver/adamantine resistances in 5e.

And I'll kill the ki cost too. In most situations where the weapon would be better (i.e. it's magic), the bonus wouldn't apply anyway.
- Flawless Attack : I don't like that one, feels too wordy and doesn't do much for a tenth level ability.
It's an average +3.6 DPR. At 11th, it's another 3.6 for 1 ki point. At that level, the Paladin is getting Improved Smite for 2.4975 DPR.

At 12th, assuming you use ASI on your FA, it's 4.8 + 4.8 DPR. Twice the benefit the Pally's getting or 4x for 1 ki (and you've got 16 ki per short rest at that point).
- Diamond Soul is maybe a little too strong?
I copied it verbatim from the Abjurer subclass. It's balanced for the level and corresponds directly to what the 3.5 monk had. I was thinking about limiting it to advantage on saving throws only, but there are some races that get it for free at 1st. Seemed kinda weak, especially since the Abjurer gets the full monty.

Also keep in mind that this DOESN'T protect the monk from non-spell saves like a dragon's breath. Inner Harmony is mechanically less useful at that level than vanilla Diamond Soul, but can be used earlier on and synergizes with the spell resistance that used to be an essential part of the monk repertoire.
- Capstone is fun but I don't know how practical it is.
Well, as long as the Monk can avoid damage or make Con saves to concentrate, it's got higher DPR than any other martial class. It's basically equivalent to a Fighter Action Surging every turn.

It basically makes the monk into a powerhouse... but one that can get REKT if you break their stride.
You could always make it so you get the bonus for moving?
OOOOOOOOOF. This may just be my bias, but I hate kiting as a strategy. One of the biggest criticism of the monk for years is that it zips all over the battlefield being useless and, at worst, less than useless by incentivizing the enemy to target more vulnerable party members first.
It may be contrarian, but I think classes should be the opposite. EVERYONE should be MAD. No more damage/hit from dex, only str for example. No master stats that give everything.
PREACH!

Unfortunately, that's not what we have in 5e. The normies won. All I'm trying to do is grease the squeaky wheel.
 
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Like I said: monks need hp. That 14 Con is absolutely crucial to an effective build.
I never disagreed with that.

But what class wouldn't have a 14 Con. Seems pretty standard.
EDIT: Also, realistically, trying to kite these guys while in a full party just means they gang up on the wizard instead and then pound-town you 4-to-1 when the pointy hat is dead. The monk has always been a "selfish" class in this way
Then you dodge with your action, grapple as a bonus action, and hold them next to the flaming sphere.

I expect zone + force movement to be very common in 2024. And new monks can definitely be a team player.

*and yes, I remember Dex grabs are not your thing. But that's why you homebrew.

Maybe just have AC equal to Str+Wis?
 

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