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View Full Version : D&D 3.x Class [D&D 3.5] Monk Rework



Kadhel
2020-06-19, 12:51 PM
Hello there ! :)

I know that other people tried to retool/rework the monk class (which by some is doomed to be infamous), but many of the reworks I've seen are ToB-retooled, or in case utmost "broken", or don't keep the monk's vibe.

The first thing we can see when looking at the monk stats block is that he has many flaws. Why having flurry when BAB can't keep with fighter, for example ? Having more attack doesn't help if they don't touch at all ! And it's not even talking about how horribly MAD monk is, or even about how some of his abilities are utmost joke.

So I searched some reworks online, and none of them felt like what I was searching for. Then I worked myself on the subject, and did two versions of a rework. One is an adaptation to keep the monk on par with the others "core-melee" classes, the second is more powerful and more aimed at augmenting monk tier a bit, but no too much.

So without further ado, there are my two concepts :


Monk Rework 1 (light upgrade):






Level
BAB
For
Ref
Will
Flurry
Features
Unarmed Damages
AC Bonus
Bonus speed


1
+1
+2
+2
+2
-1/-1
Bonus feat, flurry of blows, unarmed strike
1d6
+0
+0ft


2
+2
+3
+3
+3
+0/+0
Bonus feat, evasion
1d6
+0
+0ft


3
+3
+3
+3
+3
+1/+1
Still mind, Mind over Body
1d6
+0
+10ft


4
+4
+4
+4
+4
+2/+2
Ki strike (magic), slow fall
1d8
+1
+10ft


5
+5
+4
+4
+4
+4/+4
Purity of body
1d8
+1
+10ft


6
+6/+1
+5
+5
+5
+5/+5/+0
Bonus feat
1d8
+1
+20ft


7
+7/+2
+5
+5
+5
+6/+6/+1
Wholeness of body
1d8
+1
+20ft


8
+8/+3
+6
+6
+6
+7/+7/+2
Speed climb
1d10
+2
+20ft


9
+9/+4
+6
+6
+6
+9/+9/+4
Improved evasion
1d10
+2
+30ft


10
+10/+5
+7
+7
+7
+10/+10/+5
Ki strike (lawful)
1d10
+2
+30ft


11
+11/+6/+1
+7
+7
+7
+11/+11/+11/+6/+1
Diamond body, greater flurry
1d10
+2
+30ft


12
+12/+7/+2
+8
+8
+8
+12/+12/+12/+7/+2
Abundant step
2d6
+3
+40ft


13
+13/+8/+3
+8
+8
+8
+13/+13/+13/+8/+3
Diamond soul
2d6
+3
+40ft


14
+14/+9/+4
+9
+9
+9
+14/+14/+14/+9/+4
Empty Body
2d6
+3
+40ft


15
+15/+10/+5
+9
+9
+9
+15/+15/+15/+10/+5
Quivering palm
2d6
+3
+50ft


16
+16/+11/+6/+1
+10
+10
+10
+16/+16/+16/+11/+6/+1
Ki strike (adamantine)
2d8
+4
+50ft


17
+17/+12/+7/+2
+10
+10
+10
+17/+17/+17/+12/+7/+2
Timeless body, tongue of the sun and moon
2d8
+4
+50ft


18
+18/+13/+8/+3
+11
+11
+11
+18/+18/+18/+13/+8/+3

2d8
+4
+60ft


19
+19/+14/+9/+4
+11
+11
+11
+19/+19/+19/+14/+9/+4
Spiritual Guide
2d8
+4
+60ft


20
+20/+15/+10/+5
+12
+12
+12
+20/+20/+20/+15/+10/+5
Perfect self
2d10
+5
+60ft



Alignment : Lawful
Hit Die : d8
Class Skills : The Monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level : (4 + Int modifier) ×4.
Skill Points at Each Additional Level : 4 + Int modifier.


I changed the monk BBA to be full intead of 3/4. Monk IS a martial class, and is MAD. Currently, he has great difficulties to hit things, and his flurry is so irrevelant. Upping BaB seemed to be the thing to do, and has monk must improve many stats (str, con, dex, wis...) depending of its build, he will likely not touch as much as a barbarian or fighter, so seems right. In case the monk choose to go full wisdom with Insightful strike, so be it. Things can happen.


Class Features

All of the following are class features of the monk.


Weapon and Armor Proficiency
Monks are proficient with 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
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.


AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four monk levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

I slightly upped the AC bonus of the monk, to make it more revelant during its adventuring life. It's pathfinder like in this case, I found later.



Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

Greater Flurry
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.


Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would (refers to table). Also, a Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage.


Bonus Feat
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.


Evasion (Ex)
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.


Fast Movement (Ex)
At 3rd level, a monk gains a bonus to her speed, see table. A monk in armor or carrying a medium or heavy load loses this extra speed.

Now speed is an untyped bonus, like for the barbarian. I recommand to do this on all Fast Movement features from other classes as well, if applied to Monk. The fact that the speed bonus of a monk couldn't stack with any magic item or spell enhancing movement was, I think, unfair, where some others classes had not the problem.



Mind over Body (Ex)
At 3rd level, a monk learns to use her mind and wisdom versus sheer force or brutality. She become a master to detect the flaws in her ennemies's attacks and defenses. She can, if she wants, substitute her wisdom modifier to her strength or dexterity modifier for the following combat special actions : Bullrush, Disarm, Grapple, Overrun and Trip. This state of mind need no physical hindrances, so the monk lost this aptitude if wearing any armor or shield, or carrying medium or heavy load.

When asking someone who doesn't know monk what a monk is good at, many people answer "Grapple and stuffs like that, Martial arts". That's what we instantly think of a monk in a d&d setting. But in reality, the monk sucks at combat maneuvers. 3/4 BaB and MaD (so not high strenght, or at the detriment of many things) make the monk really poor at these things, if not utterly bad. We solved BaB issue, but something stayed odd. Many martial arts teach how to control efficiently an ennemy just by detecting weak spots and using ennemy's strenght against him. So I added this feature to reflect that. It thematically fit the monk, with the serenity and mastery of her mind and body. I added the prerequesite of not wearing armor, shield or other to reflect the fact that the monk IS her own weapon. And to kill at the root the obvious abuse or a 3-level dip in high wisdom classes without any monk vibe.



Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.


Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.


Slow Fall (Ex)
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. Whatever the fall height, she will not take damages. In order for slow fall to activate, the monk must be able to reach a wall for as many feets as she fell. For example, if a monk fall for 20ft, she must be within arm's reach of a wall for at least 20ft thereafter, or during the fall. If a monk fall for 30ft then have a wall within arm's reach for the 20 remaining feet (total height of fall : 50t), she will suffer the damages of a 10ft fall (30-20 = 10). If she had fallen for 20ft then 20ft in reach, or for 50 ft in reach, she would not have suffer any damages.


Slow fall is often compared to feather fall, a spell that do the same thing as the level 20 slow fall and better. In order to make slow fall a bit less trash and a bit more realistic, I made it in a way the monk uses wall or others plane vertical surfaces to fall safely, or to diminish the damages of a long fall by using them to slow himself before impact. It's still less than a feather fall, but better than slow fall and keep the vibe intended, I think.



Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.


Wholeness of Body (Su)
At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.


Speed Climb (Ex)
A monk of 8th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground (slow fall apply, so it often means no damages).
A monk needs only one free hand to use this ability. This ability can be used only if a monk is wearing no armor and is carrying no more than a light load.

There were no aptitude for 8th level of monk, so in the vibe of it, I added the same feature as the ninja. Ninja obtains it at 7th level, so the monk has it one level later. Seems fine.



Improved Evasion (Ex)
At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.


Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.


Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is her monk level.

Initially, caster level equals to half monk, and 1/day. It's a joke. And a bad one. At level 12, a monk can cast the door with CL 6, 1 per day. A level 7 wizard can cast the door at CL 7. And for the big daddy in the field, an Horizon walker (level 11) can cast the door however he wants, with 1d4 rounds of delay and NLS 11. So I made the change to level instead of half-level, to be on par with the same spell casted by a wizard.



Diamond Soul (Ex)
At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.


Empty Body (Su)
At 14th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell ethereal jaunt. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

We could say that as etherealness is a level 9th spell, well why not. But if reading closely, it doesn't say monk can bring other people with him. In fact he can't. So it's more like an etheral jaunt spell. Well, gaining at 19th level a spell that is available to wizard and cleric at 13th/14th level, with the only benefit of choosing how to use rounds on the day instead of a one-time duration. Ok. Ninja can use one ki-point to have the same effect, whenever he wants as a swift action. At 10th level. So yeah, this feature is now 14th level for the monk, and real etherealness will be a 19th level.



Quivering Palm (Su)
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once per day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

Quivering palm is an utmost joke. Many monsters are immune to his effects. And what about this once per week thing ? Wut ? The DC of the palm itself is fine and the ability is not subject to SR, also fine. But the monk must not only hit, but must also inflicts damages in order for palm to work. Well, "quivering" seems like some pulse or tremor, so why ? If either one of these conditions fail, palm is lost for one week : hitting, damaging, fortitude save. WELL DONE. I changed the palm to be 1/day and deleted the damage condition. Could maybe make it a touch attack, or not vanishing if fail. Must be debated.



Timeless Body (Ex)
Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.


Tongue of the Sun and Moon (Ex)
A monk of 17th level or higher can speak with any living creature.


Spiritual Guide (Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 minute per monk level per day, bringing with him other people, as though using the spell etherealness. She may do this on a number of different occasions during any single day, as long as the total number of minutes spent in an ethereal state does not exceed her monk level. Creatures brought with the monk must remain close to the monk, who is a beacon (120ft radius). If any creature leave the area, she's brought back on the material plane, alone. If the monk go back to material plane, so do the others creatures with him. The monk can bring a total of one creature per three level with her.


Perfect Self
At 20th level, a monk reaches a higher state of spiritual existence. She is forevermore treated as an outsider (native) and is no longer an humanoid (or whatever the monk’s creature type was). She gains the following advantages :
- Darkvision 60ft
- Interaction with spells as an outsider(native). The monk is usually treated as an outsider native from material plane.
- She can be brought back from the dead as if she were a member of her previous creature type
- She doesn't need to eat, drink or sleep anymore, but can choose to do so.
In addition, by his devotion and rigor to the law, the monk becomes an embodiment of it. Whatever her future actions can be, law will forever be a part of her. She gains de subtype (Law) and a damage reduction of 10/Chaos. Her natural attacks and monk weapons are always treated as lawful weapons, and she'll be affected like a lawful creature by spells, whatever her alignment can be.

So has a level 20 capstone, it seems pretty meh. Now you're an outsider but ONLY for spells (and spells interact with you in different manners, some really good, others really bad), and gain RD 10/magic. Magic. *scrubbed*. So I changed the thing in order to make it more like the initial wanted vibe of a "transcendent being" that distances himself from mortals bond.



Ex-Monks
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.


Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.





Monk Rework 2 (upgrade):






Level
BAB
For
Ref
Will
Flurry
Features
Unarmed Damages
AC Bonus
Bonus speed


1
+1
+2
+2
+2
-1/-1
Bonus feat, flurry of blows, unarmed strike
1d6
+0
+0ft


2
+2
+3
+3
+3
+0/+0
Bonus feat, evasion
1d6
+0
+0ft


3
+3
+3
+3
+3
+1/+1
Still mind, Mind over Body
1d6
+0
+10ft


4
+4
+4
+4
+4
+2/+2
Ki strike (magic), slow fall
1d8
+1
+10ft


5
+5
+4
+4
+4
+4/+4
Purity of body
1d8
+1
+10ft


6
+6/+1
+5
+5
+5
+5/+5/+0
Bonus feat
1d8
+1
+20ft


7
+7/+2
+5
+5
+5
+6/+6/+1
Wholeness of body
1d8
+1
+20ft


8
+8/+3
+6
+6
+6
+7/+7/+2
Speed climb
1d10
+2
+20ft


9
+9/+4
+6
+6
+6
+9/+9/+4
Improved evasion
1d10
+2
+30ft


10
+10/+5
+7
+7
+7
+10/+10/+5
Ki strike (lawful), Supreme Purity of Body
1d10
+2
+30ft


11
+11/+6/+1
+7
+7
+7
+11/+11/+11/+6/+1
Diamond body, greater flurry
1d10
+2
+30ft


12
+12/+7/+2
+8
+8
+8
+12/+12/+12/+7/+2
Abundant step
2d6
+3
+40ft


13
+13/+8/+3
+8
+8
+8
+13/+13/+13/+8/+3
Diamond soul
2d6
+3
+40ft


14
+14/+9/+4
+9
+9
+9
+14/+14/+14/+9/+4
Empty Body, Timeless body
2d6
+3
+40ft


15
+15/+10/+5
+9
+9
+9
+15/+15/+15/+10/+5
Quivering palm
2d6
+3
+50ft


16
+16/+11/+6/+1
+10
+10
+10
+16/+16/+16/+11/+6/+1
Ki strike (adamantine)
2d8
+4
+50ft


17
+17/+12/+7/+2
+10
+10
+10
+17/+17/+17/+12/+7/+2
Tongue of the sun and moon
2d8
+4
+50ft


18
+18/+13/+8/+3
+11
+11
+11
+18/+18/+18/+13/+8/+3
Shielded Mind
2d8
+4
+60ft


19
+19/+14/+9/+4
+11
+11
+11
+19/+19/+19/+14/+9/+4
Spiritual Guide
2d8
+4
+60ft


20
+20/+15/+10/+5
+12
+12
+12
+20/+20/+20/+15/+10/+5
Perfect self
2d10
+5
+60ft



Alignment : Lawful
Hit Die : d8
Class Skills : The Monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level : (4 + Int modifier) ×4.
Skill Points at Each Additional Level : 4 + Int modifier.


I changed the monk BBA to be full intead of 3/4. Monk IS a martial class, and is MAD. Currently, he has great difficulties to hit things, and his flurry is so irrevelant. Upping BaB seemed to be the thing to do, and has monk must improve many stats (str, con, dex, wis...) depending of its build, he will likely not touch as much as a barbarian or fighter, so seems right. In case the monk choose to go full wisdom with Insightful strike, so be it. Things can happen.


Class Features

All of the following are class features of the monk.

All class features are exactly the same as in version 1, except for the following changes :


Still Mind (Ex)
A monk of 3rd level or higher gains a +4 bonus on saving throws against spells and effects from the school of enchantment.

At level 3, a paladin gain a total immunity and gives +2 at check ti allies in a 10ft radius. For Fear, Charm or Coercition, depending of paladin variant. Here, the bonus of the monk is more "broad", applying to Enchantment school, so without being an immunity, giving +4 instead of +2 seems fair to up the monk a bit.



Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as silver and cold iron weapons for the purpose of dealing damage to creatures with damage reduction. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Many creatures have a DR or regeneration which is cold-iron or silver. It seemed that the monk should, at some point in his career, gaining this. I didn't know when, but pathfinder monk solved this issue for me.



Wholeness of Body (Su)
At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to (twice/quadruple) her current monk level each day, and she can spread this healing out among several uses.

Monk have roughly (monk level)*10 hitpoints. Their initial healing is (monk level)*2 hitpoints. A paladin as a (cha*lvl) heal, that he can applies on him or other. But we shouldn't make (wis*monk level) for a monk, because monk max wisdom where paly do not max cha. So, if it seems necessary, up the number of points she can heal to (current monk level * 4) each day, instead of x2. It makes her capable of healing roughly lesser than half hitpoints instead of one fifth.



Supreme Purity of Body (Ex)
At 10th level, a monk gains immunity to supernatural and magical diseases.

Monk gain Wholeness of body at 7th level (healing her own body), diamond body at 11th level (immunity to all kind of poison, magical included) and SR at level 13. It seemed strange for monk to never gain an immunity to magical diseases. So she gains it at 10th level, after learning to heal her own body, and just before mastering immunity to poisons, as if mastering diseases just before applying it to poison as well.



Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, (1+wis modifier) per day. Her caster level for this effect is her monk level.

Arguments are the same as in the other rework, but here we make this class feature more significant instead of a 1/day spell. It also enables feat like "sun school" to shine a bit.



Timeless Body (Ex)
Upon attaining 14th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

The druid obtain the same ability at 15th level. The monk obtains SR at 13th level. In order to follow the logic of a monk that refines its body in order to make it transcend, I choose to put this feature at 14th level, at the same time a monk learn to "leave her body" with Empty Body. It also seemed fair monk learn how to do it BEFORE druid. Druid is a metamophosis natural master. Monk is a being that search to transcend himself and his limits.



Quivering Palm (Su)
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once per day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. (Palm should not be expanded, but stay until an attack hit, like a touch spell. Or until monk chooses to dismiss it for the day after trying to use it.)

Same as rework 1, but I add the note that it SHOULD maybe this time be counted as some touch attack, or don't waste palm if attack misses, like for a touch spell.



Shielded Mind (Ex)
At 18th level, the monk manage to completely close her mind to outside interference. She thus becomes perfectly immune to mind-affecting spells, or effects aimed at affecting / reading his mind. Like his body, his mind is now a fortress.

In the vibe of monk, he obtains at 18th level an effect similar to Mind Blank, but without the scrying part and protection versus some divination spells. However, things like "Detect lies" or "Detect Thoughts" doesn't work against a monk.



About PrC

For monks prc, changes BaB requirement to the new BaB monk scale. Exemple : BaB +3 requirement is now BaB +5. You should do it if a PrC is now obtainable before level 5, and wasn't before.


I hope you'll enjoy my work. Don't hesitate to make suggestions. I'm really sorry for my english (sometimes bad 8D).
The aim here was to show a rework aimed at "patching" the monk, where the other aimed at improving it.

Elves
2020-06-20, 02:48 PM
Buffing the monk's existing class features is merited, but there are other underlying problems with the class, such as it being a grab bag of unconnected abilities. I think this leaves unanswered the question of "what is a monk's role," what do they do, what are they good at.

Kadhel
2020-06-23, 06:28 AM
Buffing the monk's existing class features is merited, but there are other underlying problems with the class, such as it being a grab bag of unconnected abilities. I think this leaves unanswered the question of "what is a monk's role," what do they do, what are they good at.

Hi ! :)

It is a good question. For me, the monk concept is all about a guy who find enlightment and improves his spirit and body to "transcend" mortal limits, using a strict discipline and work. The monk is all about this. Better health, spiritual techniques, better mind, better speed, more attack/round, evading attacks with intuition alone... That's about the flavor and concept.

Now, the question is : What is the monk's role in a party ? With the rework I did, a monk can properly fight if wanted, or control people, or scout, or being a short-length tactical taxi.

For me, answering to "what is monk's role ?" is like answering "what is fighter's role ?". A fighter can specialize in one or two things very well :
- Charge of doom with the beatstick (or with horse and prc)
- Dungeoncrasher bullrush and door destroyer
- The one guy that stand and control anything in reach
- This one guy with two-weapons doing what the heck he specialized in (special combo ? Full crit scimitar ? Wounding weapon ?)
- This guy who has an insane AC and tactically stand at the right point to help allies.
- This zentharim intimidating guy

We are not speaking about some caster class or ToB class that can do all they want (or close to). Here we are talking about these guys who do melee and specialize in some things. The monk has a kit, and what you want to do witth it is up to you. There is also many prc enabling a monk to cross-class with paladins, wizard, cleric, etc. Even to give a completely different flavor to your monk. It's just a path different from the initial enlightment he seeked.

What I did here was boosting monk's base kit in order to make it relevant and not a joke anymore (one for just "repairing" monk, the other to make it more strong).

As for the real "niche", I think a monk is, above else, a melee fighter with some utilitary and control abilities, and that can SURVIVE more against a variety of attacks, instead of having lot of hp.
What you want to do as a melee is up to you. If you want something not tied to melee, I recommand to PrC or cross-class to achieve the role you want.

EDIT : I can also give an insight of what I think about monk's abilities, how they connect, what they are good at and what is their purpose and utility.