Only in that literally any class benefits from better defenses. Note that barbarians are a frontline damage role, not a tank role. Their high HP offsets that their damage method involves wading onto combat making themselves vulnerable.Maybe, but let me ask you this. What fighter would say that Evasion, proficiency in all saves, the ability to turn off charm and fear effects, immunity to poison, and resistance to all damage wouldn't make them a better frontliner?
The effect SEEMS clear in making the Monk a mage slayer, because you are assuming they are a mage slayer. But immunity to charm and fear was given to the Barbarian, and helps them stay on the frontline. Resistance to damage is a barbarian ability that lets them stay on the front line. Proficiency in all saves is just excellent for anyone, because many melee enemies can cause con saves, wis saves, even int saves.
So if we gave all of these abilties to a barbarian and a fighter, would that make them mobile mage slayers... or just more formidable front-liners against ALL foes?
Only in that literally any class benefits from better defenses.
Note that barbarians are a frontline damage role, not a tank role. Their high HP offsets that their damage method involves wading onto combat making themselves vulnerable.
The suite of abilities monks have is what WotC typically uses for assassin classes like rogues which are expected to be fairly weak to direct physical confrontations with frontline fighters and tanks, but good at ignoring the attacks of their squishier targets.
Moreover, ignoring roles, they have these defenses instead of higher hit points. In Team Fortress 2 terms, they are scouts who bounce around bonking snipers and medics to death after simply jumping over the heavy. They may need to be better at their role, or their role might not be valid in 5E and they need to be scrapped, but their suite of abilities is not subtle.
I can only add (for myself) the opening fight scene from Brotherhood of The Wolf, and these:I won't speak for anyone other than myself; different people have different visions of what Monks in D&D (and indeed, D&D as a whole) is or should be. But when I think "D&D Monk," my imagination goes in one of two directions:
Either this:
View attachment 289591
or this:
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Not sure what that says about me as a gamer.![]()
That doesn’t fit with D&D progression.Perhaps the problem is Tiers.
Think of most martial arts movies, cartoons, books, etc.
The Tier 1 beginning students, low rank ninja, or gang grunts are Skirmishers.
They jump in, do one big attack or flurry, and if that doesn't work, they flip away or get OHKOed.
The Tier 2 advanced students, special ninja gang enforcers can dip into another role. Typically Brutes and Lurkers. The Skirmishers still remain but this where the Sumos, Wrestlers, Boxers, and "Ethnic Power Attacker" appear. Along with Shuriken, Staff, and Dagger specialists appear.
So along with the flying kick people you get the big slow dude who can take a few hits to the chin and the wannabe rogues.
At Tier 3 is where the martial arts Tanks appear. This is the Hero, the Heroes Master, The Rival, The Midboss, and the Boss appear. Only Named or Famous monks get to tank. The Villain tanks everyone in the monastery. The Hero tanks everyone in the Gang Hideout.
Party party block counter typical doesn't become a trope until you are famously known for skill.
Tier 3 is also where Healer monks enter. Usually as NOCs though
Tier 4 is where all the secret and hidden techniques start cropping up and role is determined by which ones you have.
It does.That doesn’t fit with D&D progression.
Sure it does. 5e tiers are 1-4, 5-11, 12-16, and 17+That doesn’t fit with D&D progression.

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