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The Revised Monk

Monks are not great. Their theme is fun but they're not the
best at any of the things they're supposed to be good at. While Class Features
the bard is a masterclass in being good at a range of things As a monk, you gain the following class features
without over-specialising, the monk is an example of that
concept falling flat. Hit Points
Hit Dice: 1d8 per monk level
Attacking Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
The monk feels like it's supposed to dish out attack after modifier per monk level after 1st
attack, whittling away at the enemy through sustained
pressure. The RAW monk can't really do this. It doesn't throw Proficiencies
out enough attacks, and attempting to throw out enough Armor: None
attacks to apply pressure rapidly drains their resources down Weapons: Simple weapons, shortswords
to nothing. Tools: Choose one type of artisan's tools or one instrument
Saving Throws: Strength, Dexterity
Tanking Skills: Choose two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth
Between their lower hit dice and their inability to do anything
to really draw focus outside of stunning strike, monks can't Equipment
really tank unless they can convince the enemy to attack only You start with the following equipment, in addition to the
them and then burn through their resources using patient equipment granted by your background:
defense.
(a) a shortsword or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
Control 10 darts
Monks should be using their stunning strike or other class
features to control the battlefield. Stunning strike is good, but Unarmored Defense
one trick does not make a controller. Monks are already a Beginning at 1st level, while you are wearing no armor and
little bit MAD, so prioritising the save DC for stunning strike not wielding a shield, your AC equals 10 + your Dexterity
is going to cost you either AC or damage output. Add to that modifier + your Wisdom modifier.
the fact that Constitution is well saved against by a lot of
monsters and this doesn't really work.
Martial Arts
Movement At 1st level, your practice of martial arts gives you mastery of
combat styles that use unarmed strikes and monk weapons,
Monks actually excel in this area... but it doesn't really help which are shortswords and any simple melee weapons that
them out because once they get to their new position, they're don’t have the two-handed or heavy property.
still not great at doing any of the other things.
You gain the following benefits while you are unarmed or
Revision wielding only monk weapons and you aren’t wearing armor
or wielding a shield:
My main approach with this Revised Monk was to start the You can use Dexterity instead of Strength for the attack
monk out with a level of damage output that is on par with and damage rolls of your unarmed strikes and monk
other damage dealing classes without any optimisation. From weapons.
that point I gave the monk options to spend their ki or use You can roll a d4 in place of the normal damage of your
their bonus action to fit more easily into one those three unarmed strike or monk weapon. This die changes as you
roles. gain monk levels, as shown in the Martial Arts column of
I think what I've come up with feels suitably distinct from the Monk table.
the fighter or barbarian and gives the monk a position on the
battefield as a martial class that can plug holes in the party's Certain monasteries use specialized forms of the monk
strategy without truly excelling in any of them. weapons. For example, you might use a club that is two
lengths of wood connected by a short chain (called a
Further Viewing nunchaku) or a sickle with a shorter, straighter blade (called a
kama). Whatever name you use for a monk weapon, you can
Treantmonk's Temple has a great video on the failings of the use the game statistics provided for the weapon in the
monk from an optimisers point of view. You can find it here. Weapons section.
Flurry of Blows Unarmored Movement
From 1st level, you can focus your thoughts solely on striking Starting at 2nd level, your speed increases by 10 feet while
your foes, landing multiple blows in rapid succession. When you are not wearing armor or wielding a shield. This bonus
you take the Attack action, you may choose to make that increases when you reach certain monk levels, as shown in
attack a flurry of blows. When attacking in this way, you make the Monk table.
a number of unarmed strikes determined by your monk level At 9th level, you gain the ability to move along vertical
(as shown in the Monk class feature table). You may replace surfaces and across liquids on your turn without falling
any of these strikes with a shove or grapple attempt. during the move.
If you have or gain the 'Extra Attack' feature, you must use
the attack action without flurry of blows to benefit from it's
effects. Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic
Channeling Ki tradition. Your tradition grants you features at 3rd level and
again at 6th, 11th, and 17th level.
Starting at 2nd level, your training allows you to harness the
mystic energy of ki. Your access to this energy is represented
by a number of ki points. Your monk level determines the Deflect Attacks
number of points you have, as shown in the Ki Points column Starting at 3rd level, you can use your reaction to deflect and
of the Monk table. mitigate damage when you are hit by an attack. When you do
You can spend these points to fuel various ki features. You so, the damage you take from the attack is reduced by a roll
start knowing three such features: Completing the Form, of your Martial Arts die + your monk level.
Patient Defense, and Step of the Wind. You learn more ki If you reduce the damage from a ranged weapon attack to
features as you gain levels in this class. 0, you may use a free hand to catch the missile. You may then
When you spend a ki point, it is unavailable until you finish spend 1 ki point to hurl the missile at a target of your choice
a short or long rest, at the end of which you draw all of your within 60 feet, the missile counts as a monk weapon for you
expended ki back into yourself. You must spend at least 30 and deals damage equal to your martial arts die.
minutes of the rest meditating to regain your ki points. If you reduce the damage from a melee weapon attack to 0,
Some of your ki features require your target to make a you may spend 1 ki point to make an unarmed strike against
saving throw to resist the feature’s effects. The saving throw the attacker.
DC is calculated as follows:
Ability Score Improvement
Ki save DC ( 8 + your proficiency bonus + your When you reach 4th level, and again at 8th, 12th, 16th, and
Wisdom modifier ) 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature.
Completing the Form Using the optional feats rule, you can forgo taking this
Immediately after you use Flurry of Blows on your turn, you feature to take a feat of your choice instead.
can spend 1 ki point to make an additional unarmed strike or
weapon attack as a bonus action.
Slow Fall
Patient Defense Beginning at 4th level, you can use your reaction when you
You may spend 1 ki point to adopt a defensive stance as a fall to reduce any falling damage you take by an amount equal
bonus action. Until the start of your next turn, any attack roll to five times your monk level.
made against you has disadvantage if you can see the When you do so you may extend this effect to any creatures
attacker, and you make Dexterity saving throws with of your choice within 10 feet. For each creature affected this
advantage. You lose this benefit if you are incapacitated or if way, you must spend 1 ki point or reduce the amount of
your speed drops to 0. damage prevented by one times your monk level.
Step of the Wind
You may use a bonus action or spend 1 ki point to move like
the wind. Until the end of the turn, your movement speed is
doubled and you do not provoke attacks of opportunity.
Ki Empowered Strikes Unarmored Movement
Beginning at 5th level, your unarmed strikes count as magical Improvement
for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage. You can use this ki At 9th level, you gain the ability to move along vertical
empowerment to interfere with the flow of ki in an surfaces and across liquids on your turn without falling
opponent's body, granting you the follow options which you during your move.
may use one of each time you hit a creature with an unarmed
strike or a monk weapon: Purity of Body
Slowing Strike At 10th level, mastering your ki makes you immune to
You may spend 1 ki to slow the flow of their ki. The target disease, poison and poison damage.
must succeed on a Wisdom saving throw or be affected as if
by the Slow spell. This effect requires your concentration to
maintain, a creature affected by slowing strike makes an Unarmored Movement
additional saving throw at the end of each of their turns, At 10th level, your Unarmored Speed speed bonus increases
ending the effect on a success. to 20 feet while you are not wearing armor or wielding a
shield.
Stunning Strike
You may spend 1 ki to freeze the flow of their ki. The target
must succeed on a Constitution saving throw or be Stunned Tongue of the Sun and
until the end of your next turn. Moon
Silencing Strike Starting at 13th level, you learn to touch the ki of other minds
You may spend 1 ki to mute the flow of their ki. The target so that you understand all spoken languages. Moreover, any
must succeed on an Intelligence saving throw or be muted, creature that can understand a language can understand
unable to speak or cast spells with verbal components. This what you say.
effect requires your concentration to maintain, a creature
affected by silencing strike makes an additional saving throw
at the end of each of their turns, ending the effect on a Diamond Soul
success. Beginning at 14th level, your mastery of ki grants you
protection. Instead of half-proficiency, you now have full
Unarmored Movement proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail,
At 6th level, your Unarmored Speed speed bonus increases to you can spend 1 ki point to reroll it and take the second
15 feet while you are not wearing armor or wielding a shield. result.

Iron Soul Unarmored Movement


From 6th level, your ability to endure and react to threats is At 14th level, your Unarmored Speed speed bonus increases
enhanced. You may add half your proficiency bonus, rounded to 25 feet while you are not wearing armor or wielding a
down, to saving throws that you are not proficient in. shield.
Evasion Timeless Body
At 7th level, your instinctive agility lets you dodge out of the At 15th level, your ki sustains you so that you suffer none of
way of certain area effects, such as a blue dragon’s lightning the frailty of old age, and you can’t be aged magically. You can
breath or a fireball spell. When you are subjected to an effect still die of old age, however. In addition, you no longer need
that allows you to make a Dexterity saving throw to take only food or water.
half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
Empty Body
Stillness of Mind Beginning at 18th level, you can use your action to spend 4 ki
points to become invisible for 1 minute. During that time, you
Starting at 7th level, you can find a moment of calm in the also have resistance to all damage but force damage.
midst of chaos. As a reaction, you may spend 1 ki point to end Additionally, you can spend 8 ki points to cast the astral
the effects of any charmed or frightened conditions that are projection spell, without needing material components. When
affecting you. you do so, you can’t take any other creatures with you.
Unarmored Movement Perfect Self
At 18th level, your Unarmored Speed speed bonus increases At 20th level, when you roll for initiative and have fewer than
to 30 feet while you are not wearing armor or wielding a 20 ki points, you gain a number of ki points equal to your
shield. wisdom modifier.

The Monk
Proficiency Martial Arts Flurry of Blows Ki Unarmored
Level Bonus Class Features Die Attacks Points Movement
1st +2 Martial Arts, Flurry of Blows 1d4 2 - -
2nd +2 Channeling Ki, Unarmored 1d4 2 2 +10 ft.
Movement
3rd +2 Monastic Tradition, Deflect 1d4 2 3 +10 ft.
Attacks
4th +2 Ability Score Improvement, Slow 1d4 2 4 +10 ft.
Fall
5th +3 Ki Empowered Strikes 1d6 3 5 +10 ft.
6th +3 Monastic Tradition Feature 1d6 3 6 +15 ft.
7th +3 Evasion, Stillness of Mind 1d6 3 7 +15 ft.
8th +3 Ability Score Improvement 1d6 3 8 +15 ft.
9th +4 Unarmored Movement 1d6 4 9 +15 ft.
Improvement
10th +4 Purity of Body 1d6 4 10 +20 ft.
11th +4 Monastic Tradition Feature 1d8 4 11 +20 ft.
12th +4 Ability Score Improvement 1d8 4 12 +20 ft.
13th +5 Tongue of the Sun and Moon 1d8 5 13 +20 ft.
14th +5 - 1d8 5 14 +25 ft.
15th +5 Timeless Body 1d8 5 15 +25 ft.
16th +5 Ability Score Improvement 1d8 5 16 +25 ft.
17th +6 Monastic Tradition Feature 1d10 6 17 +25 ft.
18th +6 Empty Body 1d10 6 18 +30 ft.
19th +6 Ability Score Improvement 1d10 6 19 +30 ft.
20th +6 Perfect Self 1d10 6 20 +30 ft.
Monastic Traditions
Obviously, restructuring the core of the monk class to make At 17th level, replace Unerring Accuracy with:
flurry of blows central has a knock on affect on the various Flurry of Blades
monastic traditions. Especially affected are those traditions
that have abilities triggered by flurry of blows or that rely on At 17th level, you wield weapons with a speed and accuracy
the existence of extra attack. Below are my suggestions for that cannot be rivaled. When you perform a Flurry of Blows
how to tweak monastic traditions to suit the Revised Monk. you may replace as many of the unarmed strikes as you wish
with Kensei Weapon Attacks.
Way of the Drunken Way of the Open Hand
Master The only real issue for the Open Hand is the application of
The drunken master leans on the RAW monk's Flurry of their Open Hand Technique. Allowing it to apply to all attacks
Blows to trigger their abilities. Luckily, these abilities do not in a flurry would be a powerful upgrade, but applying it to
hinge on it being two attacks specifically. only Completing the Form would half its potential
effectiveness. I decided to aim for reliability.
Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of Open Hand Technique
your Flurry of Blows. Whenever you Complete the , you gain Starting when you choose this tradition at 3rd level, your
the benefit of the Disengage action, and your walking speed martial arts naturally benefit from the flow of ki within you.
increases by 10 feet until the end of the current turn. The first time you hit a creature with an unarmed strike on
your turn, you may impose one of the following effects on
Intoxicated Frenzy them:
At 17th level, you gain the ability to make an overwhelming
number of attacks against a group of enemies. Immediately It must succeed on a Dexterity saving throw or be
after you perform a Flurry of Blows, you may spend 1 ki point knocked prone.
to perform another Flurry of Blows as a bonus action It must make a Strength saving throw. If it fails, you can
provided that each attack in the additional flurry targets a push it up to 15 feet away from you.
different creature. It can’t take reactions until the end of your next turn.

Way of the Kensei Way of the Sun Soul


Kensei monks take proficiency in specific types of weapons to The Sun Soul needs very little tweaking when you consider
complement their martial arts. The Revised Kensei without that Flurry of Blows is still the 'Attack' action. None-the-less,
tweaks will find themselves (depending on your reading) the Revised Monk makes their capstone ability unexciting,
either skipping out on Flurry of Blows entirely, or easily and Radiant Sun Bolt contains a lot of unnecessary words for
triggering Agile Parry every round at no cost. a Revised Monk.
The choice for tweaks here was how much to integrate the Radiant Sun Bolt
Kensei's weapon abilities into the core Flurry. My current Starting when you choose this tradition at 3rd level, you can
recommended tweaks are: hurl searing bolts of magical radiance.
At 3rd level, add "When you perform a Flurry of Blows, you This special attack is a ranged spell attack with a range of
may replace one unarmed strike with a Kensei Weapon 30 feet. You are proficient with it, and you add your Dexterity
Attack." to the Kensei Weapons feature. Additionally, use modifier to its attack and damage rolls. Its damage is radiant,
these tweaked versions of Agile Parry and Kensei's Shot. and its damage die is a d4. This die changes as you gain
monk levels, as shown in the Martial Arts column of the
Agile Parry Monk table.
When you perform a Flurry of Blows on your turn and are This special attack may replace any unarmed strikes you
holding a melee kensei weapon, you may sacrifice one of your make, including those of your flurry of blows.
unarmed strikes to defend yourself with the weapon. You gain Sun Shield
a +2 bonus to AC until the start of your next turn, while the At 17th level, you become wreathed in a luminous, magical
weapon is in your hand and you aren’t incapacitated. aura. You shed bright light in a 30-foot radius and dim light
Kensei's Shot for an additional 30 feet. You can extinguish or restore the
You can use a bonus action on your turn to make your ranged light as a bonus action.
attacks with a kensei weapon more deadly. When you do so, If a creature hits you with a melee attack while this light
any target you hit with a ranged attack using a kensei weapon shines, you can use your reaction to attempt to blind that
takes extra damage of the weapon’s type equal to a roll of creature. They must succeed on a Constitution saving throw
your martial arts die. You retain this benefit until the end of or be blinded until the end of your next turn.
the current turn.
Monastic Traditions
Changes from Raw (Update since 2.2) Added tweaks and alternate abilities for
Martial Arts some Monastic Traditions; the Drunken Master, Kensei, Open
Removed the glorified dual weapon fighting aspect of martial Hand, and Sun Soul.
arts, in favour of the next change.
Flurry of Blows The Boring Bits
The core of the revision, Flurry of Blows is now a class Revisions and New Design
feature that allows the monk to put out a sensible amount of
damage with reasonable scaling. This change makes them DarkAbyssKeeper
feel distinct from other martials by focusing them on a
greater number of weaker strikes. Cover Art
Channeling Ki DM's Guild Creator Content
Changed Step of the Wind to bring it more in line with the
intended purpose of battlefield mobility for a purpose.
Requiring a bonus action or a ki point, the monk can combine Layout
it with other options, at a cost. Completing the Form is the Eternally grateful to use the Homebrewery.
thematic counter to RAW flurry of blows, allowing monk
weapons to be used to finish a round of attacks.
Deflect Attacks
Comments and Critique
Pretty simple change here. Retaliatory strikes just feel 100% The discord communities of The Dungeon Coach and
in the monk's wheelhouse, spending ki to use them is a Treantmonk.
limiting factor. (Update since 2.2, changed to martial arts + Special thanks to pagnabros and DMTip.
level in consideration of the damage output of creatures
you're likely to fight at each level.) Playtesting
Extra Attack If you decide to give this revised class a go in your games,
Removed from the class, its inclusion would muddy up the please let me know how it performs. Feedback is always
new Flurry of Blows feature. This is potentially more appreciated.
detrimental to a Kensei than other sub-classes.
Ki Empowered Strikes Legal
Moved the magical damage down one level. Added more DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
options for the types of strikes to use against enemies, Forgotten Realms, Ravenloft, Eberron, the dragon
providing more options than 'hope the target has poor ampersand, Ravnica and all other Wizards of the Coast
constitution'. The incentive for using these strikes over product names, and their respective logos are trademarks of
stunning strikes is that they last longer and target more Wizards of the Coast in the USA and other countries.
reliably exploited saves. This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with
Slow Fall permission under the Community Content Agreement for
Another potential outlet for ki points. Dungeon Masters Guild.
All other original material in this work is copyright 2020 by
Iron Soul DarkAbyssKeeper and published under the Community
Gives monks their untouchable feel sooner than 14th level. Content Agreement for Dungeon Masters Guild.
Stillness of Mind
Stillness of mind costs your action to trigger and generally
feels a little bad, even when it's relevant. For this situational
ability, I've added a ki cost but made it something that can be
done without expending much action economy.
Purity of Body
Less of a change and more of a wording clarification.
According to sage advice, this feature grants immunity to
poison damage. This is now spelled out explicityly.
Perfect Self
Now regains ki if you have less than maximum, rather than
actually literally zero.

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