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- If up against tough opponents, the Monk can spend a Ki to Dodge (making them harder to hit) whilst maintaining or even increasing attacks with Sentinel. - If up against less tough opponents, the Monk's mobility allows them to manoeuvre into groups so as to potentially locking down some (slow, prone) and moving around others (knock back).
Look, the Monk already has pretty good AC natively without growing slow and heavy. Then he can add magic items on top of that. Pretty decent deal, all things considered. If we put AC bonuses on any slot whatsoever then we risk stacking them to heights the Monk was never intended to reach. Bounded accuracy also applies to AC.
Monks in general are supposed to be the mobility class, and by level 20 monk is supposed to be an essentially perfect human specimen capable of Captain America-level physical feats. But that level 20 monk also has a movespeed of 60 ft. The mobile feat can bring that up to 70 ft, and using the...
One of my speculative builds I've never managed to be in a game long enough to fully realize is Rogue (Any sub-class) 3/Ranger (Duskstalker) 3/Monk (Way of Shadow) 14. You can go Swashbuckler for solo sneak attacking, Mastermind for more a skirmish/assist based Monk, Arcane Trickster for access to some utility spells, Assassin for being a ninja ...
On the one hand, the monk is squishy and could use something to make them beefier. On the other hand, the player is already prone to hoarding ki points and playing extremely defensively, so I don't want to incentivize them away from doing cool stuff. And the idea of being able to top off your hit points every short reset bugs me.
It's hard to make a character that's terrible in 5e, but the Monk/Wizard is certainly not going to be strong either. If you want Monk-flavor you could just as easily use Shocking Grasp and rename it to Seven Thunders Palm or something. Mage Armor and Longstrider can complement your physical performance, and the Bladesinger isn't bad either.
So, I'm looking at Fighting Initiate. I'm looking at Unarmed Fighting Style. I'm looking at Monk. Is it just me or does the Fighting Initiate Feat make a 1st level monk punch like an 11th level Monk? I've recently started to really look at practical/fun/potent builds for level 5 (since a lot of games never seem to see the far side of level 8).
* The unarmed attack of a monk is a weapon * Monks always count as having unarmed attack equipped as an off-hand weapon even if they are wielding a two-handed weapon * Monks and barbarians would be allowed to choose Dual Wielding fighting style at level 2 - monks would get Defence and maybe Thrown as alternatives, barbarians would get Great Weapon
My vague poke at the 5E weapons maths kinda seems to show a trend of no Finesse weapon does more than D8 damage. The monk weapon rules seem to match this, until level 17. Monk Weapons must be Simple Melee weapons without the twohanded or heavy property, or the shortsword. The Quaterstaff is the only simple versatile weapon.
The psi-monk is a little stronger than its canonical inspiration in some areas, but it falls behind in others. You can spend ki points without any consequence beyond losing those ki points; that's not how the dPsi works. The psi-monk variant isn't intended to duplicate the existing monk class, simply approximate it.