So here is my short list of the issues with the monk. I do not think the monk is as bad off as people often complain about, but it does need some love.
- Remove or reduce the scaling of unarmed strike damage. This is legacy from 3e and doesn't work in the more bounded accuracy series of 5e. Monk fists should do respectable damage at 1st level, and not crazy damage at 20th. A monk shouldn't need a quarterstaff to be able to compete in combat.
- Stunning fist should be weaker, and the rest of the monk made stronger (right now too much of the monk's power is pushed into this one mechanic).
- Their ki for dodge ability should be some kind of reaction. Forcing the monk to spend precious resources on a defense ability it might not need in a round is an unfun mechanic and it creates too much of a strain on offense versus defense.
- The monk could use some ability to convert their speed into X during a turn. Speed is a very DM dependent thing, in some games the DM makes that high speed almost vital, in other games, its basically a ribbon. It would be nice to have a meatier, more mechanical way to use speed that is more consistently useful for the monk. Or perhaps you combine this with your patient defense concept, to get something like:
- Speedy Defense (replaces Patient Defense): The monk has learned to channel their incredible speed into evading danger. At the start of the monk's turn, they can forgo their unarmored movement bonus and gain a +1 to AC. The monk is not required to move to gain this bonus. The bonus increases to +2 at 10th level, and +3 at 18th level (aka when you gain +10 feet of speed).
- Better self-healing (as I noted in a previous post).
- Probably should divorce their AC from stats, as it creates too much of a stat dependency on the class right now to be combat competent. All monks just HAVE to have high dex and wis to feel competent.