I meant to elaborate on this, but guess I forgot. My goal with this rework is to redefine the monk's main action routine on each turn. Ideally, the monk's turn is move, Attack action (attempt stunning strikes after 5th level), bonus action martial arts attack, move out. I don't want them relying on Flurry of Blows for reasonable damage. But I want to do this in a way that isn't just more attacks like the fighter. That's why I let them retry an attack at 14th, and why I give them basically permanent advantage with a bonus action minute long invisibility. taking their improved chance to hit into account, I want them to deal respectable damage. After looking at the numbers again, I can agree that they still underperform.
The intention is that a monk can only attempt to stun when they make an attack as part of their main action, not with a bonus action or reaction. The phrase "your action" precludes bonus actions. Also, even in the printed game, a Gloom Stalker 3/Fighter 2/ Monk 5+ can make more stun attempts than a Monk 10+ (5 vs 4). The only difference is neither can make stun attempts with a bonus action using my rules.
I am intending to do that, but I also feel that the main benefit of this is free stuns and movement each turn. Another poster in my other thread said they felt like this was too much, and it seems like you agree. I like your idea for a free "temporary ki point" each turn...
I wasn't sure how strong I wanted this to be, do you think it could be more like Empty Body (a minute duration)? Also Daredevil's power is always active and more like blindsight. This is more like the Byakugan from Naruto, I guess?
I don't like that because my version of the monk has the potential to be very bonus action heavy, and I want to let the monk get their use out of the Attack action. Finding extra attacks was already an avenue monks could go for, so I don't feel bad about it still existing.
I don't think answer should be "more ki" in the middle levels. The changes I introduce are done to make it more likely that a monk can reach a target and land a hit. This boosts DPR indirectly in a way that fits the theme of the monk. I am open to other suggestions for features though, especially because I'd like to replace the ASI at 10th.
But Step of the Wind is horrible when you get it. Why wait so long to fix it?
I don't really like that. The monk already cares about two stats why give them a feature that only works if they bump a third?
As I mentioned above, I like this a lot.
Ok, so it seems like you agree with boosting accuracy, but you want them to be able to do it more than once a turn? I could see that...