Im really hoping monks are more like 3.5 monks . historically monks had the most attacks and it didn't cost ki it just reduced chance to hit until later levels,
"3.5 SRD "Classes I": 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 x ?1-1/2 or x?1/2) 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. 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."
fighter kind of stole their niche.
people seem to not have played other editions.
lets Bring them back make it not cost ki and scale that die to equal a basic 2 handed weapon. that way we can save ki for defensive options and maybe new powers.
There are a lot of ways they can go with the UA monk. I hope they do make them more powerful and considering that they are part of the Warrior group with access to fighting styles and weapons that will have extra options to them, according to the Design Notes of the latest UA, I think they will.
DESIGN NOTE: WEAPON CHANGES The upcoming article on Warrior classes will introduce new weapon options. Those options will differentiate weapons from each other more clearly. For example, the Shortsword (Simple) and the Scimitar (Martial) will have different roles to play in the game
I don't know if they will go that far (3.5 version) but they already made some nice changes to how Unarmed Strikes work. I hope Warrior is the next UA.
I would like to see Monks have more of a Ninja feel - the mechanical changes I would like to see:
1. Eliminate Flurry of Blows, it actually makes the Monk weaker because players overuse it thereby wasting ki, then wonder why they are both out of both ki and hps. A single martial arts attack as a bonus action should stay with no option for another attack beyond that.
2. Increase martial arts damage by 1 die. So start at a d6 then go to d8 at 5th level, d10 11th level, d12 17th level. I would also make it a d20 at 20th level.
3. Add Glaive, Halberd, Longsword, Flail, Longbow, Blowgun, Heavy crossbow, Hand crossbow Net and firearms as Monk weapons. Give a Monk proficiency in all these at 2nd level, replacing dedicated weapon.
4. Fighting Style at 2nd level
5. At 9th level as part of Purity of Body add the ability to apply poison as a bonus action.
With these 5 changes I think the Monk would be pretty awesome.
I think they’re experimenting with the Dazed condition and might change stunning strike because of this. I don’t know what sort of power scaling they give various features but it seems clear to me the rest of the class is limited by the monk to stack stunning strike attempts.
im curious to see what exactly they change the monk to since them being in the “warrior” group gives them fighting styles by default yet most of the PHB styles don’t work with the monk as is.
im expecting a d10 hit die.
im expecting emphasis on weapons too seeing as the weapon rework seems to be getting a rework that warriors and extra attack classes will be able to make better use of.
I hope they do something with the Dazed condition with monks. Maybe scale stunning strike starting with dazed eventually getting the stunned condition. Maybe even similar to UA paladins Abjure Foes where the dazed condition sticks even if the target makes their saving throw.
Im not expecting a change to their Hit die. I think it will stay d8. Maybe there will be a fighting style to help with defense that monks can use.
They already improved unarmed strikes to allow grapples and shoves/prone. And the light property changes might work with martial arts or incorporated in some way to martial arts.
We will have to wait and see what the weapon changes are
Unarmored defense -> AC equals 10 + your Dexterity modifier + Proficiency Bonus Martial arts -
You can roll a d4 + Proficiency Bonus in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
In this way it does not depend so much on wisdom and has a more stable damage
I would like to see Monks have more of a Ninja feel - the mechanical changes I would like to see:
1. Eliminate Flurry of Blows, it actually makes the Monk weaker because players overuse it thereby wasting ki, then wonder why they are both out of both ki and hps. A single martial arts attack as a bonus action should stay with no option for another attack beyond that.
2. Increase martial arts damage by 1 die. So start at a d6 then go to d8 at 5th level, d10 11th level, d12 17th level. I would also make it a d20 at 20th level.
3. Add Glaive, Halberd, Longsword, Flail, Longbow, Blowgun, Heavy crossbow, Hand crossbow Net and firearms as Monk weapons. Give a Monk proficiency in all these at 2nd level, replacing dedicated weapon.
4. Fighting Style at 2nd level
5. At 9th level as part of Purity of Body add the ability to apply poison as a bonus action.
With these 5 changes I think the Monk would be pretty awesome.
1. Eliminate Flurry of Blows, it actually makes the Monk weaker because players overuse it thereby wasting ki, then wonder why they are both out of both ki and hps. A single martial arts attack as a bonus action should stay with no option for another attack beyond that.
all these ideas are cool and good. but I think flurry is iconic, maybe revert it to not costing ki but reduce chance to hit like the older version. I liked the version in pathfinder kingmaker where your flurry is your base attack and then you can spend ki to increase your extra attacks .
Unarmored defense -> AC equals 10 + your Dexterity modifier + Proficiency Bonus Martial arts -
You can roll a d4 + Proficiency Bonus in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
In this way it does not depend so much on wisdom and has a more stable damage
Except then it's too easy to make a quick dip into Monk for any class to get an easy AC boost. The point of the Barbarian and Monk Unarmored AC features using two ability mods is to require you to commit to the class build to get tangible benefits of the feature, rather than making it an easy dip bonus.
I am convinced that the monk needs a feature that contains several martial arts of the player's choice. This would replace fighting style and spells of other warrior classes. This link offers an example of my idea of a monk.
Then so many want fighting style as a feature for the monk, unfortunately the existing techniques do not combine well with the monk and thus will need to be changed from the other warrior classes to be functional. I am curious to see what they will do. let's hope for the best.
Ki
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse-specifically, the element that flows through living bodies.
Ki Cultivation
Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various Ki Techniques. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Ki Techniques
Starting at 2nd level, when you obtain this feature, you learn four Ki Techniques, which you can choose from the Monk Ki Techniques list. As you increase in level, you learn more techniques, as indicated in the Techniques Known column of the monk table. Additionally, when you gain a Monk level, you can exchange any known Ki Technique for another for which you meet the level prerequisites. You cannot repeat the same technique on the same creature in the same turn, and each technique consumes 1 ki point. Some of the Ki Techniques require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Ki Techniques List
3rd level:
Blocking. When a creature hits you with an attack, as a reaction you can add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Grappler. When you try to grapple, you can choose to use Acrobatics instead of Athletics check. Roll one martial arts die and add the number rolled to your Grapple check.
Life Force. As a bonus action you can roll a Martial Arts die and regain a number of hit points equal to the number rolled plus your proficiency bonus.
Pushing Strike. When you hit a creature with an unarmed strike, you can attempt to push it back. It must succeed on a Strength saving throw or it can be pushed up to 15 feet away from you.
Quick Strike. Once on each of your turns, when using the bonus action, you can make an unarmed strike.
Shocking Strike. When you hit a creature with an unarmed strike, you can block its reaction. The creature cannot use its reaction until the end of its next turn.
Sweep. When you hit a creature with an unarmed strike, you can attempt to knock it down. It must succeed on a Dexterity saving throw or be knocked prone.
5th level:
Blinding Strike. When you hit a creature with an unarmed strike, you can target its eyes with your fingers. It must succeed on a Dexterity saving throw or be blind until the end of your next turn.
Catch Missiles. When you are hit by a ranged weapon attack, you can use your reaction to catch it. The damage is reduced by two Martial Arts die roll + your Dexterity modifier. Additionally, you can make a ranged attack with 20/60 of range using the object you just caught. The missile counts as a monk weapon for this attack.
Disarming Strike. When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it's holding. It must succeed on a Strength saving throw or drop the chosen object. The object lands at its feet.
Goading Strike. When you hit a creature with an unarmed strike, you can attempt to goad it into attacking you. It must succeed on a Wisdom saving throw or take disadvantage on all attack rolls against targets other than you until the end of your next turn.
Ki Blocking. When you hit a creature with an unarmed strike, you can block it. It must succeed on a Charisma saving throw or its speed becomes 0 until the end of its next turn. If flying it safely descends at 60 feet per round.
Ki Language. As a bonus action you can touch the ki of other minds so that you understand all spoken languages for 2 hours and any creature that can understand a language can understand what you say.
Throat Strike. When you hit a creature with an unarmed strike, you can blow the enemy throat. It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
8th level:
Killing Intent. When you hit a creature with an unarmed strike, you can infect its mind with your ki to awaken the sense of mortality. It must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn.
Lightning Step. As a bonus action you can to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Powerful Strike. When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. Roll a Martial Arts die and add it to the attack's damage roll.
Strike Back. When you take damage from a creature in melee, you can use your reaction to make an unarmed attack against it.
Stunning Strike. When you hit another creature with an unarmed strike, you can interfere with the flow of ki in an opponent's body. It must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Two in One Strike. When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier.
12th level:
Backhand Strike. Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed attack against it.
Counter Strike. When a creature misses you with a melee attack, you can use your reaction to make an unarmed attack against it.
Dazing Strike. When you hit another creature with an unarmed strike, you can hit it at the enemy's temple. It must succeed on an Intelligence saving throw or it cannot take any reactions until the end of your next turn. Also, on your next turn, it must choose whether to get a move, an action, or a bonus action; it gets only one of the three.
Energy Drain. When you hit a creature with an unarmed strike, you can attempt to drain Energy force from it to reinforce your body. You gain a number of temporary hit points equal to half your damage. If you do this, the damage becomes necrotic.
Ki Waves. As a bonus action, you create three glowing darts of Ki Force. You can summon the Magic Missile spell without providing material components.
Master Soul. Whenever you make a saving throw and fail, you can reroll it and take the second result.
16th level:
Mental Strike. When you hit a creature with an unarmed strike, you can attempt to damage its mind. It must succeed on a Charisma saving throw, or it must roll a d10 and subtract the number rolled from the next saving throw it makes before the end of your next turn.
Nightmare. When a creature beside you is frightened, you can use your reaction to make an unarmed attack on it.
No Mercy. When a creature beside you is prone, you can use your reaction to instantly leap at it, and make an unarmed attack on it.
Trail of Cinders. As you move, your feet leave a trail of fire. All creatures within 5 feet of where you move must succeed on a Dexterity saving throw or takes one Martial Arts die of fire damage from your trail. A creature or object can take this damage only once per turn.
Wall of Ki. As a bonus action, you can summon the Wall of Force spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. (ref. Wall of Force spell)
Unarmored defense -> AC equals 10 + your Dexterity modifier + Proficiency Bonus Martial arts -
You can roll a d4 + Proficiency Bonus in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
In this way it does not depend so much on wisdom and has a more stable damage
Except then it's too easy to make a quick dip into Monk for any class to get an easy AC boost. The point of the Barbarian and Monk Unarmored AC features using two ability mods is to require you to commit to the class build to get tangible benefits of the feature, rather than making it an easy dip bonus.
The dip for AC doesn’t seem relevant to me since the multiclass requirements are still in place. Especially in the playtest where a level 1 feat gives light armor, medium armor, and shield training.
level 1 dips in other classes seem much more beneficial for less cost, at least regarding how the monk is currently written. And those are also still competing with the level 1 feat.
lack of shield training and use hurts. Perhaps the AC calculation being centered around lack of shield use is preventing the base monk AC from being respectable because the shield training would bump the AC too much?
Unarmored defense -> AC equals 10 + your Dexterity modifier + Proficiency Bonus Martial arts -
You can roll a d4 + Proficiency Bonus in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
In this way it does not depend so much on wisdom and has a more stable damage
Except then it's too easy to make a quick dip into Monk for any class to get an easy AC boost. The point of the Barbarian and Monk Unarmored AC features using two ability mods is to require you to commit to the class build to get tangible benefits of the feature, rather than making it an easy dip bonus.
The dip for AC doesn’t seem relevant to me since the multiclass requirements are still in place. Especially in the playtest where a level 1 feat gives light armor, medium armor, and shield training.
level 1 dips in other classes seem much more beneficial for less cost, at least regarding how the monk is currently written. And those are also still competing with the level 1 feat.
lack of shield training and use hurts. Perhaps the AC calculation being centered around lack of shield use is preventing the base monk AC from being respectable because the shield training would bump the AC too much?
Base Monk AC is 15 at level 1, if you +3 DEX and +2 WIS, which is easy with point-buy or standard array without even dumping a stat. In addition to that, they’re already got Martial Arts putting their bonus action damage slightly below a TWF fighting style setup, or possibly equal if you grab a quarterstaff for max damage die. That’s ahead of Rogues unless the character is able to start with studded leather armor, in which case they break even. If you optimize stats a bit, you can squeeze another point of AC out at 1st level. No, they’re never going to compete with a shield and heavy armor in base AC, but they’re going to come out ahead in dpr compared to any pure martial shield build. And they already have Patient Defense as a, well, defensive bonus action.
Unarmored defense -> AC equals 10 + your Dexterity modifier + Proficiency Bonus Martial arts -
You can roll a d4 + Proficiency Bonus in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
In this way it does not depend so much on wisdom and has a more stable damage
I would rather see it go the other way - AC equals 10+Wisdom+proficiency.
I think we should push for more in Wisdom, not less. Deemphasizing Wisdom makes Monks another version of a fighter with less hit points and some fancy moves. Really if you are going to demphasize wisdom just get rid of the class altogether and make it a fighter subclass.
it would separate the martial part (Dexterity) from the mystical (wisdom ) example: - AC equals 10 + your Dexterity modifier + Proficiency Bonus - as a reaction you can spend a ki point and add your wisdom bonus to AC o - unarmed strike 1d4+ your Dexterity modifier + Proficiency Bonus - as a bonus action you can spend a ki point and add your wisdom bonus to unarmed strike damage
Sounds like some monk related info on the playtest has been partially released.
martial arts die starts at 1d6
Playtest two weapon fighting has changed to be included as a potential weapon property unlocked by choosing it as a weapon “mastery”. Monk seems to be able to choose mastery mostly on simple weapons that can be monk weapons. Slow, Nick, Push, Puncture, Sap, and Flex seem to be the mastery options available on those weapons. Nick seems to be what they turned the playtest two weapon fighting into.
”Ki points” was somehow insensitive and are now spirit points.
no mention on anything else but I would imagine they have fighting styles too.
I don't think it's that Ki is offensive in of itself, but rather that they're trying to move the class away from being pigeon holed design wise into the archetype of an asian shaolin monk. The same way the other classes have become broader in concept, they probably want to go the same direction with Monks. Like, if you want to call them Ki points, leave that in the hands of player flavoring rather than a baked in concept. That's my guess anyways.
I don't entirely disagree with it, I think one of the things thats held this class back for years is that its always struggled with its base concept being so specific to a particular stereotype, which has often clashed with the broader concepts of newer subclasses. (though I'd argue even Open Hand has some conceptual contradiction. It's just supposed to be pure martial arts mastery, so why does it have to have Tranquility at 10th level? What if story wise, you made a fighter who's seeking enlightenment *through* battle rather than avoiding it? You know what I mean?) Rather, personally I'm hoping the class broadens its concept a bit to being a class about becoming a martial master of mind and body, giving players the options to mold the kind of martial artist they want rather than constantly have to try to either settle for, compliment, or bypass the inherent baked in idea of a temple raised speed monk.
we have a bunch of European based classes and its no Biggy, we have something cool based on that lore along with the eastern style monk. if anything removing them seems off . Monks need a buff but I love the class. if you call it pugilist that just sounds lame and is missing flavor. If anything it has helped me garner more respect for the traditions from the east.I train in kung fu at a gym and my shifu does not get mad that im learning an Asian art he is glad im celebrating in the culture that teaches respect and discipline.
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Im really hoping monks are more like 3.5 monks . historically monks had the most attacks and it didn't cost ki it just reduced chance to hit until later levels,
"3.5 SRD "Classes I":
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 x ?1-1/2 or x?1/2) 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.
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."
fighter kind of stole their niche.
people seem to not have played other editions.
lets Bring them back make it not cost ki and scale that die to equal a basic 2 handed weapon. that way we can save ki for defensive options and maybe new powers.
There are a lot of ways they can go with the UA monk. I hope they do make them more powerful and considering that they are part of the Warrior group with access to fighting styles and weapons that will have extra options to them, according to the Design Notes of the latest UA, I think they will.
I don't know if they will go that far (3.5 version) but they already made some nice changes to how Unarmed Strikes work. I hope Warrior is the next UA.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
thanks kreen, me too
I would like to see Monks have more of a Ninja feel - the mechanical changes I would like to see:
1. Eliminate Flurry of Blows, it actually makes the Monk weaker because players overuse it thereby wasting ki, then wonder why they are both out of both ki and hps. A single martial arts attack as a bonus action should stay with no option for another attack beyond that.
2. Increase martial arts damage by 1 die. So start at a d6 then go to d8 at 5th level, d10 11th level, d12 17th level. I would also make it a d20 at 20th level.
3. Add Glaive, Halberd, Longsword, Flail, Longbow, Blowgun, Heavy crossbow, Hand crossbow Net and firearms as Monk weapons. Give a Monk proficiency in all these at 2nd level, replacing dedicated weapon.
4. Fighting Style at 2nd level
5. At 9th level as part of Purity of Body add the ability to apply poison as a bonus action.
With these 5 changes I think the Monk would be pretty awesome.
I think they’re experimenting with the Dazed condition and might change stunning strike because of this. I don’t know what sort of power scaling they give various features but it seems clear to me the rest of the class is limited by the monk to stack stunning strike attempts.
im curious to see what exactly they change the monk to since them being in the “warrior” group gives them fighting styles by default yet most of the PHB styles don’t work with the monk as is.
im expecting a d10 hit die.
im expecting emphasis on weapons too seeing as the weapon rework seems to be getting a rework that warriors and extra attack classes will be able to make better use of.
I hope they do something with the Dazed condition with monks. Maybe scale stunning strike starting with dazed eventually getting the stunned condition. Maybe even similar to UA paladins Abjure Foes where the dazed condition sticks even if the target makes their saving throw.
Im not expecting a change to their Hit die. I think it will stay d8. Maybe there will be a fighting style to help with defense that monks can use.
They already improved unarmed strikes to allow grapples and shoves/prone. And the light property changes might work with martial arts or incorporated in some way to martial arts.
We will have to wait and see what the weapon changes are
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Unarmored defense -> AC equals 10 + your Dexterity modifier + Proficiency Bonus
Martial arts -
This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.In this way it does not depend so much on wisdom and has a more stable damage
all these ideas are cool and good. but I think flurry is iconic, maybe revert it to not costing ki but reduce chance to hit like the older version. I liked the version in pathfinder kingmaker where your flurry is your base attack and then you can spend ki to increase your extra attacks .
Except then it's too easy to make a quick dip into Monk for any class to get an easy AC boost. The point of the Barbarian and Monk Unarmored AC features using two ability mods is to require you to commit to the class build to get tangible benefits of the feature, rather than making it an easy dip bonus.
I am convinced that the monk needs a feature that contains several martial arts of the player's choice. This would replace fighting style and spells of other warrior classes. This link offers an example of my idea of a monk.
https://homebrewery.naturalcrit.com/share/rtFbrp8l4OZL
Then so many want fighting style as a feature for the monk, unfortunately the existing techniques do not combine well with the monk and thus will need to be changed from the other warrior classes to be functional. I am curious to see what they will do. let's hope for the best.
Ki
Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse-specifically, the element that flows through living bodies.
Ki Cultivation
Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various Ki Techniques. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Ki Techniques
Starting at 2nd level, when you obtain this feature, you learn four Ki Techniques, which you can choose from the Monk Ki Techniques list. As you increase in level, you learn more techniques, as indicated in the Techniques Known column of the monk table. Additionally, when you gain a Monk level, you can exchange any known Ki Technique for another for which you meet the level prerequisites. You cannot repeat the same technique on the same creature in the same turn, and each technique consumes 1 ki point. Some of the Ki Techniques require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Ki Techniques List
3rd level:
Blocking. When a creature hits you with an attack, as a reaction you can add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Grappler. When you try to grapple, you can choose to use Acrobatics instead of Athletics check. Roll one martial arts die and add the number rolled to your Grapple check.
Life Force. As a bonus action you can roll a Martial Arts die and regain a number of hit points equal to the number rolled plus your proficiency bonus.
Pushing Strike. When you hit a creature with an unarmed strike, you can attempt to push it back. It must succeed on a Strength saving throw or it can be pushed up to 15 feet away from you.
Quick Strike. Once on each of your turns, when using the bonus action, you can make an unarmed strike.
Shocking Strike. When you hit a creature with an unarmed strike, you can block its reaction. The creature cannot use its reaction until the end of its next turn.
Sweep. When you hit a creature with an unarmed strike, you can attempt to knock it down. It must succeed on a Dexterity saving throw or be knocked prone.
5th level:
Blinding Strike. When you hit a creature with an unarmed strike, you can target its eyes with your fingers. It must succeed on a Dexterity saving throw or be blind until the end of your next turn.
Catch Missiles. When you are hit by a ranged weapon attack, you can use your reaction to catch it. The damage is reduced by two Martial Arts die roll + your Dexterity modifier. Additionally, you can make a ranged attack with 20/60 of range using the object you just caught. The missile counts as a monk weapon for this attack.
Disarming Strike. When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it's holding. It must succeed on a Strength saving throw or drop the chosen object. The object lands at its feet.
Goading Strike. When you hit a creature with an unarmed strike, you can attempt to goad it into attacking you. It must succeed on a Wisdom saving throw or take disadvantage on all attack rolls against targets other than you until the end of your next turn.
Ki Blocking. When you hit a creature with an unarmed strike, you can block it. It must succeed on a Charisma saving throw or its speed becomes 0 until the end of its next turn. If flying it safely descends at 60 feet per round.
Ki Language. As a bonus action you can touch the ki of other minds so that you understand all spoken languages for 2 hours and any creature that can understand a language can understand what you say.
Throat Strike. When you hit a creature with an unarmed strike, you can blow the enemy throat. It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
8th level:
Killing Intent. When you hit a creature with an unarmed strike, you can infect its mind with your ki to awaken the sense of mortality. It must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn.
Lightning Step. As a bonus action you can to teleport a distance equal to your walking speed to an unoccupied space that you can see.
Powerful Strike. When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. Roll a Martial Arts die and add it to the attack's damage roll.
Strike Back. When you take damage from a creature in melee, you can use your reaction to make an unarmed attack against it.
Stunning Strike. When you hit another creature with an unarmed strike, you can interfere with the flow of ki in an opponent's body. It must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Two in One Strike. When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier.
12th level:
Backhand Strike. Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed attack against it.
Counter Strike. When a creature misses you with a melee attack, you can use your reaction to make an unarmed attack against it.
Dazing Strike. When you hit another creature with an unarmed strike, you can hit it at the enemy's temple. It must succeed on an Intelligence saving throw or it cannot take any reactions until the end of your next turn. Also, on your next turn, it must choose whether to get a move, an action, or a bonus action; it gets only one of the three.
Energy Drain. When you hit a creature with an unarmed strike, you can attempt to drain Energy force from it to reinforce your body. You gain a number of temporary hit points equal to half your damage. If you do this, the damage becomes necrotic.
Ki Waves. As a bonus action, you create three glowing darts of Ki Force. You can summon the Magic Missile spell without providing material components.
Master Soul. Whenever you make a saving throw and fail, you can reroll it and take the second result.
16th level:
Mental Strike. When you hit a creature with an unarmed strike, you can attempt to damage its mind. It must succeed on a Charisma saving throw, or it must roll a d10 and subtract the number rolled from the next saving throw it makes before the end of your next turn.
Nightmare. When a creature beside you is frightened, you can use your reaction to make an unarmed attack on it.
No Mercy. When a creature beside you is prone, you can use your reaction to instantly leap at it, and make an unarmed attack on it.
Trail of Cinders. As you move, your feet leave a trail of fire. All creatures within 5 feet of where you move must succeed on a Dexterity saving throw or takes one Martial Arts die of fire damage from your trail. A creature or object can take this damage only once per turn.
The dip for AC doesn’t seem relevant to me since the multiclass requirements are still in place. Especially in the playtest where a level 1 feat gives light armor, medium armor, and shield training.
level 1 dips in other classes seem much more beneficial for less cost, at least regarding how the monk is currently written. And those are also still competing with the level 1 feat.
lack of shield training and use hurts. Perhaps the AC calculation being centered around lack of shield use is preventing the base monk AC from being respectable because the shield training would bump the AC too much?
You can give it a reaction or a bonus action that is equivalent to using a shield.
Base Monk AC is 15 at level 1, if you +3 DEX and +2 WIS, which is easy with point-buy or standard array without even dumping a stat. In addition to that, they’re already got Martial Arts putting their bonus action damage slightly below a TWF fighting style setup, or possibly equal if you grab a quarterstaff for max damage die. That’s ahead of Rogues unless the character is able to start with studded leather armor, in which case they break even. If you optimize stats a bit, you can squeeze another point of AC out at 1st level. No, they’re never going to compete with a shield and heavy armor in base AC, but they’re going to come out ahead in dpr compared to any pure martial shield build. And they already have Patient Defense as a, well, defensive bonus action.
I would rather see it go the other way - AC equals 10+Wisdom+proficiency.
I think we should push for more in Wisdom, not less. Deemphasizing Wisdom makes Monks another version of a fighter with less hit points and some fancy moves. Really if you are going to demphasize wisdom just get rid of the class altogether and make it a fighter subclass.
it would separate the martial part (Dexterity) from the mystical (wisdom )
example:
- AC equals 10 + your Dexterity modifier + Proficiency Bonus
- as a reaction you can spend a ki point and add your wisdom bonus to AC
o
- unarmed strike 1d4+ your Dexterity modifier + Proficiency Bonus
- as a bonus action you can spend a ki point and add your wisdom bonus to unarmed strike damage
Sounds like some monk related info on the playtest has been partially released.
martial arts die starts at 1d6
Playtest two weapon fighting has changed to be included as a potential weapon property unlocked by choosing it as a weapon “mastery”. Monk seems to be able to choose mastery mostly on simple weapons that can be monk weapons. Slow, Nick, Push, Puncture, Sap, and Flex seem to be the mastery options available on those weapons. Nick seems to be what they turned the playtest two weapon fighting into.
”Ki points” was somehow insensitive and are now spirit points.
no mention on anything else but I would imagine they have fighting styles too.
I thought ki sounded cool is anybody really offended by it? Its in alot of media i don't think it seems offensive .
Eh, it is technically an element of current beliefs, might just be a matter of Hasbro/WotC policy now to not appropriate terms like that.
I don't think it's that Ki is offensive in of itself, but rather that they're trying to move the class away from being pigeon holed design wise into the archetype of an asian shaolin monk. The same way the other classes have become broader in concept, they probably want to go the same direction with Monks. Like, if you want to call them Ki points, leave that in the hands of player flavoring rather than a baked in concept. That's my guess anyways.
I don't entirely disagree with it, I think one of the things thats held this class back for years is that its always struggled with its base concept being so specific to a particular stereotype, which has often clashed with the broader concepts of newer subclasses. (though I'd argue even Open Hand has some conceptual contradiction. It's just supposed to be pure martial arts mastery, so why does it have to have Tranquility at 10th level? What if story wise, you made a fighter who's seeking enlightenment *through* battle rather than avoiding it? You know what I mean?) Rather, personally I'm hoping the class broadens its concept a bit to being a class about becoming a martial master of mind and body, giving players the options to mold the kind of martial artist they want rather than constantly have to try to either settle for, compliment, or bypass the inherent baked in idea of a temple raised speed monk.
we have a bunch of European based classes and its no Biggy, we have something cool based on that lore along with the eastern style monk. if anything removing them seems off . Monks need a buff but I love the class. if you call it pugilist that just sounds lame and is missing flavor. If anything it has helped me garner more respect for the traditions from the east.I train in kung fu at a gym and my shifu does not get mad that im learning an Asian art he is glad im celebrating in the culture that teaches respect and discipline.