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Monk feedback requested

Been looking at several monk fix threads, took some ideas, put my own in, kept some stuff. Most of all, I am wondering how this holds up on two points: 1) Does it feel like a monk? What must be kept and what should be tossed? 2) How does it hold up to other classes, especially rogue and swordsage? Is it still too weak, or does it fight evenly with a rogue? Is it more protected than a fighter or paladin, or should its defenses be dropped?

Alignment: Any Lawful
Hit Die: d8

Class Skills:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills at 1st level: (6 + Int Modifier) x 4
Skills at each additional level: 6 + Int Modifier

Class Features:
Weapon and Armor Proficiency: Monks are proficient with special training weapons. These include club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields.

AC Bonus: Monks gain a dodge bonus equal to half their monk level, rounded down. In addition, they can add their Wisdom bonus to AC. They lose this bonus when armored, encumbered, immobilized, or otherwise helpless.

Flurry: As single attack action, monks can make an extra attack roll at their highest attack bonus. All attacks suffer a -2 penalty. At 5th level, this penalty reduces to -1. At 9th level, it disappears. When used in a full-round attack, they only gain one additional attack at their highest attack bonus. This ability does not work in grapples. A monk may use flurry with special monk weapons.
At 11th level, monks can make 2 extra attack rolls.

Improved Unarmed Strike: Monks gain Improved Unarmed Strike as a bonus feat at 1st level.

Stunning Fist: Monks gain Stunning Fist as a bonus feat at 1st level, even if they do not meet the prerequisites. They may use stunning fist once a day per monk level.

Zen Strike: Monks can substitute their Wisdom modifier for their Strength modifier when making melee attack and damage rolls, and thrown damage rolls.

Bonus Feat: At 1st level, monks may choose from the following as a bonus feat, even if they do not meet the prerequisites: Blind Fight, Dodge, Improved Grapple.
At 2nd level, monks may choose from the following: Combat Reflexes, Deflect Arrows, Mobility.
At 6th level, monks may choose from the following: Improved Disarm, Improved Trip, Spring Attack.

Evasion: At 2nd level, monks gain the ability to avoid all damage on a successful Reflex save.

Slow Fall: At 3rd level, monks can reduce falling damage by 10ft per monk level, as long as they are next to a wall or wield a quarterstaff in two hands.

Speed Bonus: At 3rd level and every 3 levels after, monks gain a 10ft enhancement bonus to their speed when not armored or encumbered.
Still Mind: At 3rd level, monks gain a +2 bonus against enchantment spells and effects.

Uncanny Dodge: At 3rd level, monks keep their Dex, Wis, and dodge bonuses to AC when caught flat-footed.

Ki Strike: At 4th level, a monk's unarmed strike is considered magic for the purposes of overcoming damage reduction. In addition, they have a 50% chance of hitting an incorporeal creature. At 10th level, their unarmed strike counts as lawful for overcoming damage reduction. At 13th level, their unarmed strike counts as adamantine for overcoming damage reduction and hardness.

Masterful Strike: At 4th level and every 4 levels after, monks gain a bonus 1d6 to any damage they do while unarmed or with special monk weapons. This bonus damage is not multiplied. This damage can be added to ranged attacks made within 30ft.

Improved Stunning Fist: At 5th level, monks are able to disrupt the energy (positive, arcane, negative) in any creature, stunning them for one round. This can even affect creatures immune to stunning.

Purity of Body: At 5th level, monks become immune to non-magical diseases.

Blade Catch: At 6th level, monks can, once per round, spend a stunning fist attempt as an immediate action to attempt to stop an attack against them. They must make an opposed attack roll agaist the attack to catch it in such a way as to not cause harm to themselves. This disarms the opponent if it is not a natural weapon.

Ki Blast: At 7th level, monks can, as a standard action, make an unarmed melee attack roll as a ranged attack within 30ft. This functions as their Ki Strike. This attack uses a stunning fist attempt.


Wholeness of Body: At 7th level, monks can heal up to twice their monk level of damage per day. They can split it between several uses.

Improved Evasion: At 8th level, monks only take half damage on a failed reflex save.

Improved Uncanny Dodge: At 9th level, monks can no longer be flanked. A rogue must be 4 levels higher than the monk to deal sneak attack damage.

Mobile Attacker: At 9th level, monks can make a ranged attack or ranged flurry during a move action up to no more than twice the monk's speed. These flurry attacks can be performed at any point during the movement, allowing the monk to get the best angle on the enemy. The monk suffers a -2 penalty on these attacks.

Wall Run: At 10th level, monks can move along vertical surfaces as part of their move action. If they do not end their turn on the ground or succeed on a climb check to stay suspended, they fall to the ground at the end of their turn.

Diamond Body: At 11th level, monks become immune to all poisons.

Abundant Step: At 12th level, monks may use dimension door as a caster level equal to their monk level 3 + Wis modifier per day.

Diamond Soul: At 13th level, monks gain spell resistance equal to 15 + monk level.

Timeless Body: At 17th level, monks become immune to all future aging penalties.

Tongue of the Sun and Moon: At 17th level, monks can communicate with any sentient creature.

Perfect Body: At 20th level, monks gain the Outsider (native) subtype.


(Sorry for the long post, wanted it easier to read. I can provide a table of the abilities if I can figure out how to make one on here and it is asked for)

EDIT: Forgot to mention, IUS also increases unarmed damage to 1d6 (1d4 small, 1d8 large). Thinking about adding a feat that improves Masterful Strike, Sudden Strike, and Sneak Attack dice damage 1 step.
 
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Dandu

First Post
1) Does it feel like a monk?
You don't meditate, copy scripture, speak Latin, tithe peasants, grant indulgences, or study history. How are you a monk again?

Slow Fall: At 3rd level, monks can reduce falling damage by 10ft per monk level, as long as they are next to a wall or wield a quarterstaff in two hands.

Speed Bonus: At 3rd level and every 3 levels after, monks gain a 10ft enhancement bonus to their speed when not armored or encumbered.

Purity of Body: At 5th level, monks become immune to non-magical diseases.
Allow me to be blunt: the problem with these abilities in the original monk class was that they were useless. Slow Fall is still situational (just give them Feather Fall already, it's not that powerful. Only worth 2500 gp.) while the Speed Bonus does not stack with items such as Boots of Speed (grants Haste) and a high fort save makes your immune to mundane diseases anyways.

Also, do monks have full BAB? They need full BAB. 3/4th BAB is for people who have special abilities that allow them to bypass regular armor or self buff.
 
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Talonblaze

First Post
IMO its only a bit better, still not something I would take full progression for.

-level 20 ability is still a trap
-monk still isn't proficient with unarmed strikes (lol)

Looks like most of it is feat replications save for the nice skill boost and Zen ability.

Like Dandu said, their BAB is what really kills them along with their lack of abilities.
 

xigbar

Explorer
The other problem with Monk is it's focus on ground movement, and at higher levels, spellcasters aren't on the ground. Monks should also, at the least, have some sort of unique jumping ability, so as to even reach casters.
 

Dandu

First Post
Crouching Tiger, Hidden Dragon: A monk may fly as the Fly spell for a number of rounds equal to his ranks in the Jump skill. This ability is usable 3 + Wis mod times per day.
 

xigbar

Explorer
Crouching Tiger, Hidden Dragon: A monk may fly as the Fly spell for a number of rounds equal to his ranks in the Jump skill. This ability is usable 3 + Wis mod times per day.

Joking aside, that *would* be a serious boon to the monk.
 


xigbar

Explorer
As for the OP, you didn't say, but if you just add to damage to what's covered by Wis at 1st level, it somewhat reduces that horrible MA monks have.
 

emoplato

First Post
As what others have said adding more stuff to the monk isn't going to help it. It quite simply needs to renovated. The fact it is the class that has a mess of everything without many uses/later application and some immunities that in reality don't actually add much to the base of the class. It isn't that it can't be made good it is just that it usually requires class splicing and monk prestige classes. There is also the issue that the "martial artist" of core actually is only moderately good at it, as others have pointed out.
Pathfinder actually solved some of it by letting CMB check BAB stack with straight monk+other BAB. They also oddly enough let them have full BAB-2 in their flurry attack. They still have the mess of abilities but under a pathfinder system rule, a ki pool fuels your different abilities allowing to pick and choose what one may need at a time. They also got rid of the assigned feats after level 1 leaving open bonus feats. I say look at that and accommodate accordingly.
 
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