Just going to add that rogues (thief) got extra bonus actions in the play test.
So it's not out of line for monks to get it too. (Or reactions)
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.
2)About patient defense requiring a Ki point: honestly, I don't dislike it as a feature. Games are usually about evaluating a situation and making the correct decision. Choosing whether you should allocate your resources offensively or defensively isn't a bad thing, especially in a game like 5e, that's sorely lacking on the "tactical choices for martial characters" front. On the contrary, I'd argue that "just spam whatever you can on your round and only make obvious choices" makes for dull gameplay. YMMV, obviously.
If we compare it to other martials though it doesn't fit. Almost all martials start the game with a 1d8 damage and some defense (shield), or 2d6 if they want to commit to high offense. However, there damage generally only scales through more attacks, there are very few true "straight damage buffs" except through a few subclasses.1) the scaling of Unarmed damage with level is very much in line with Bounded Accuracy, IMHO. In fact, the idea behind BH was that leveling up would increase damage numbers and HP rather than attack bonuses (especially before proficiency bonuses were introduced halfway through the playtest process). Whether the scaling is adequate is another matter, tho.
Monk adds strength or dex to all of their attacks, it adds up pretty considerably.Yeah, there are a ton of problems comparing monk damage to other martial classes. The unarmed die takes forever to get reasonable - starting with a d4 is terrible and makes it barely better than an unarmed attack. On top of that, other martial classes have a lot more avenues to stack damage, such as rage bonus, smite, duelist, etc. And they have access to magic weapons, which are few and far between for monks and basically nonexistent for unarmed attacks.
An unarmed martial artist kicking total butt is a pop culture staple and it is really weird that D&D makes it so hard to achieve.