Something that I thought was only supposed to be of the monk has become applicable to everyone, and the monk cannot use it with its unarmed attacks.... This in my opinion is a total mockery.
The unarmed strike should have access to these MASTERY PROPERTIES, and be able to have multiple properties in the unarmed strikes at the same time, like the fighter with the weapons. Accessible properties should be these:
NICK. An extra attack would be ideal as an enhancement to the 11th level.
PUSH. Would serve to disengage, this is not so outstanding, I would propose it at the 1st level.
SAP. Disadvantage on its next attack roll, this is not so outstanding, I would propose it at the 1st level.
SLOW. You can reduce its Speed by 10 feet until the start of your next turn, this is not so outstanding, I would propose it at the 1st level.
TOPPLE. On a failed save, the creature has the Prone condition, I would propose it at the 1st level.
VEX. You have Advantage on your next attack roll against that creature before the end of your next turn, this is not so outstanding, I would propose it at the 1st level.
1ST LEVEL: TECHNIQUE MASTERY. Your training with weapons and unarmed strikes allows you to use the Mastery property of three kinds of Simple weapons or unarmed strike of your choice. Whenever you finish a Long Rest, you can practice weapon or unarmed strike drills and change the kinds of weapons or unarmed techniques you chose. When you reach certain Monk levels, you gain the ability to use the Mastery properties of more kinds of weapons or unarmed techniques, as shown in the Techniques Mastery column of the Monk table.
7TH LEVEL: UNARMED EXPERT. You have honed your use of your unarmed strikes to an art. Whenever you finish a Long Rest, you can choose one of the kinds of Mastery Unarmed strike you’re using and replace its Mastery property with another Mastery property. The chosen kind of weapon must qualify for the new property. For example, you could replace the SAP property with the Push property. This property change applies only for you, not for others, and the change ends for you when you finish your next Long Rest.
13TH LEVEL: UNARMED ADEPT. You are a master of unarmed strikes. When you use your Unarmed Expert feature on a kind of strike, you can give that kind of two properties rather than one, but you then use only one property at a time; whenever you make an attack roll against a target with a unarmed strike, you decide which of the two properties applies to that attack. You make this decision before the attack hits or misses. For example, you could apply the Push and Topple properties to your unarmed strike, and whenever you hit a target with your unarmed strike, you decide which of those properties to use against the target.
I did not understand why at 20th level there is no EPICO BOON for the monk as well. Maybe it is a class with fixed ability scores with a maximum of 20? Or can it not receive epic feats?
WoC has decided to change the epic boons. If you look at the other subclasses in the current group, you'll see that none of them have an epic boon.
Under the druid description for its 20 lvl ability is the following: "Words of Creation is a new 20th-level feature, replacing Epic Boon (Epic Boon feats will return in a future UA, but they won’t be built into a class’s level progression)."
I was disappointed with the Monk UA. In the video when the playtest was released Jeremy Crawford said they knew monks were a little behind the curve. That's why the MA die was improved. And I do think there were improvements, but since all the other classes improved as well, the Monk is still where they were.
The unarmed die boost is nice. The removal from weapons isn't compensated by the weapon masteries when you have a themed weapon build in mind. If you are just using whatever does the most damage you will still probably use Spear or Quarterstaff until level 5, possibly 11 if you get one that is magic. Monks should be able to use their DEX instead of STR on Unarmed Shove/Grapple DC's or use their Discipline DC. Monks are the premier unarmed fighters yet can't use the new Unarmed Strikes Shove/Grapple options well because of the STR DC.
Heightened Metabolism is a nice feature, but it comes online too late. Should be part of Martial Discipline (level 2 where you get your Discipline points). It auto scales with DP progression and Tier 1 is where you struggle with Ki DP points the most. And I don't think it would be OP to have it at level 2. They could make it a "Restore DP" only instead of all the benefits of a short rest if they are worried about a 1 minute Action Surge refresh on a Multiclass build.
I would like to see Stunning Strike stay 1/turn, but on a successful DC some status effect still apply like the Dazed condition. This was what the Paladins Abjure Foes did in the first Paladin UA. They since removed it, but it was an interesting concept. I think Stunning Strike could use it. Dazed is nice, but not as OP as Stunned.
DAZED [CONDITION] While Dazed, you experience the following effect: Limited Activity. You can Move or take one action on your turn, not both. You also can’t take a Bonus Action or a Reaction
I did, however think Shadow and Elements Monks get some improvements. The Darkvision and the ability to see through their own darkness spell on Shadow Monk was a big improvement. The loss of Pass Without Trace is a bummer, but maybe it will come back. Silence was lost as well, but that doesn't hurt quite as much.
Elements was a nice change, I think. I do think it could use some more options (maybe replace the fly/swim feature with something else). Elemental Attunement fixes some issues. You have 15' minimum reach for a long duration. It folds together some of the features of three of the best, imo, Elemental Disciplines into one (Fang of the Fire Snake, Water Whip, Fist of Unbroken Air). But I do think the addition of elemental damage in Elemental Epitome is too late.
Overall, I do think monks do need some more work. I, however, do not think they need a d10 hit die, like some think. They need a way to get in and out of combat without wasting DP or sacrificing damage. Open Hand did have a way to do this with Flurry of Blows no Reaction, but that now has a saving throw so less useful. I plan on putting that in my survey responses. It was the only option for Open Hand Technique that didn't have a save and should stay that way.
Unarmed Strikes could use addition options (in addition to Shove/Grapple) that only monks can do. Similar to how Cunning Strikes works for Rogues. I think Open Hand Techniques no Reaction could be a good addition with no saving throw.
It’s like the devs still don’t understand that dual wielding is mechanically suboptimal, and building the old version into monks but with slightly bigger dice and no Magic weapons is even worse.
At least the new monk can get 5 attacks at level 5 if they duel wield, which isn’t bad.
On the surface five attacks sounds good but unfortunately it ends a bit weaker then one would hope for. The monk only has access to one 1d6 weapon (hand axe) with the light property (shortsword got moved to martial weapon category) and the secondary weapon would be a d4 weapon. The secondary attack does not even get your dex modifier as monks cant even access the two weapon fighting style since they changed the prerequisite for fighting styles in the last UA. Overall thats 1d6+dex, 1d4 and 1d6+dex for your three weapon attacks plus flurry of blows. That ends up being virtually the same damage as doing two attacks with a d8 weapon and flurry of blows. The only benefit ends up being the vex property of hand axe which gives you advantage on your next attack roll, which would have to be the dagger or an unarmed strike. Its ok. Not great. Just ok.
Overall i thought the UA changes were underwhelming for the monk. Other classes got bigger bumps so relatively speaking monks are just as weak if not weaker then before.
Heightened metabolism is great.
I like the new step of the wind. It brings in some great grapple and forced enemy movement potential. However save dc for grapple and shove is now based on strength. They have to make that dex for monks.
Defelect energy really could have come online as a part of deflect missles but its still good.
Losing the invisibility on Superior defense is a huge nerf.
Weapon masteries are not as great for the monk as they make it seem. Do the math on those and see for yourself.
Here is what the monk needs:
1) a reaction like defensive duelist feat or battlemaster parry to reduce damage. This makes up for the d8 hit die and would give them more durability in combat and is very thematic.
2) at 11th level move flurry of blows to the attack action OR give extra unarmed strikes as part of the attack action. Monks are too squishy at these levels and they pretty much have to hit and run. getting two attacks and running away is just terrible damage output for 11th level and higher. 1d12 martial arts die does nothing to solve this.
3) at least one more ASI so they can finally use a feat.. feats use to be optional but are now integral. Monks still cant partake in the awesomeness of feats without paying a penalty for it.
4) i do not like the new or old capstone. At all. I like +4 to dex, +4 to wisdom in the same way barbarians have +4 to their primary stats. That would be cool. If they do keep the current capstone you should get one use without spending ki.
5) stunning strike - 4 stunning strikes per turn was a problem. once per turn stunning strike i agree with provided they add the ryder that the creature still gets the dazed condition even if it makes its save.
6) My concern is that all other classes are now long rest dependent except for the monk. How is that going to work with game play? Monks will be wanting short rests all the time (even with heightened metabolism) and that will create some game flow issues with other players. Monk resources should be increased to have enough to take you through a full adventuring day as not all campaigns are short rest friendly.
I should also note they changed the prerequisite for fighting style feats in the last UA so even though monks are part of the warrior group they no longer have access to feats like sharpshooter and dueling those feats unless they multi class.
The monk makes me wonder if they are going to backtrack on the short rest thing. Warlock got a lot of hate moving to pseudo-half caster. Although some of us would have preferred pact magic and long rest reset. But that’s another story. But if they kept monk SR discipline recovery maybe they are going back on the warlock as well.
WotC on their next UA ad video: "Right, so since all other classes recharge most of their abilities on a long rest and Monks have too much DP now, we decided to cut them in half and make them recharge on a long rest."
A few notes of my own, some of which may have already been covered.
Great: Being able to Dash and Disengage with no resource cost, and enhance using a Focus Point: BIG WIN. While unenhanced it emulates Rogue features, you can still feel special even if you run out of Focus Points, and the enhancements are uniquely Monk.
Great: Being able to use bonus action unarmed strike without having to take the attack action first. You can lead off by shoving prone (especially Open Hand monk) and then attacking with advantage if they fail their save. You can also mix in grapple/shove whenever you want with unarmed strike (new rules).
These are clear buffs, and make the monk's combat much more monk-ish.
Good: The martial arts die buff. It's a clear objective buff to damage, but it amounts to an additional 1 hp of damage per hit.
I like the new step of the wind. It brings in some great grapple and forced enemy movement potential. However save dc for grapple and shove is now based on strength. They have to make that dex for monks.
I like the new step of the wind. It brings in some great grapple and forced enemy movement potential. However save dc for grapple and shove is now based on strength. They have to make that dex for monks.
I like the new step of the wind. It brings in some great grapple and forced enemy movement potential. However save dc for grapple and shove is now based on strength. They have to make that dex for monks.
They did.
I know! I am just thrilled about that!
It's even better with the new rules. You can now replace an unarmed strike with shove or grapple, and monks can also now front load their bonus action unarmed strike instead of having to do it after.
Essentially you can do things like leg sweep an enemy prone, punch him in the face while he's down (with advantage), and then initiate a grapple on the next guy - all using their dexterity. Meanwhile you can also dash and disengage at will with no resource cost.
Even if you're completely out of focus points, you still feel like a monk, and you can do things that are both effective and cinematic. Us old guys can now relive our favorite cheesy 80's Kung fu, Karate, or Ninja movie.
Monks got ignored with Weapon mastery, either dip into another class, ASI feat to be able to use what other classes got free.. Damage di should have increased to 2d6 and 2d8 starting at 11. But it’s a start forward
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Something that I thought was only supposed to be of the monk has become applicable to everyone, and the monk cannot use it with its unarmed attacks.... This in my opinion is a total mockery.
The unarmed strike should have access to these MASTERY PROPERTIES, and be able to have multiple properties in the unarmed strikes at the same time, like the fighter with the weapons. Accessible properties should be these:
1ST LEVEL: TECHNIQUE MASTERY. Your training with weapons and unarmed strikes allows you to use the Mastery property of three kinds of Simple weapons or unarmed strike of your choice. Whenever you finish a Long Rest, you can practice weapon or unarmed strike drills and change the kinds of weapons or unarmed techniques you chose. When you reach certain Monk levels, you gain the ability to use the Mastery properties of more kinds of weapons or unarmed techniques, as shown in the Techniques Mastery column of the Monk table.
7TH LEVEL: UNARMED EXPERT. You have honed your use of your unarmed strikes to an art. Whenever you finish a Long Rest, you can choose one of the kinds of Mastery Unarmed strike you’re using and replace its Mastery property with another Mastery property. The chosen kind of weapon must qualify for the new property. For example, you could replace the SAP property with the Push property. This property change applies only for you, not for others, and the change ends for you when you finish your next Long Rest.
13TH LEVEL: UNARMED ADEPT. You are a master of unarmed strikes. When you use your Unarmed Expert feature on a kind of strike, you can give that kind of two properties rather than one, but you then use only one property at a time; whenever you make an attack roll against a target with a unarmed strike, you decide which of the two properties applies to that attack. You make this decision before the attack hits or misses. For example, you could apply the Push and Topple properties to your unarmed strike, and whenever you hit a target with your unarmed strike, you decide which of those properties to use against the target.
I did not understand why at 20th level there is no EPICO BOON for the monk as well. Maybe it is a class with fixed ability scores with a maximum of 20? Or can it not receive epic feats?WoC has decided to change the epic boons. If you look at the other subclasses in the current group, you'll see that none of them have an epic boon.
Under the druid description for its 20 lvl ability is the following: "Words of Creation is a new 20th-level feature,
replacing Epic Boon (Epic Boon feats will return in a future UA, but they won’t be built into a class’s level progression)."
I was disappointed with the Monk UA. In the video when the playtest was released Jeremy Crawford said they knew monks were a little behind the curve. That's why the MA die was improved. And I do think there were improvements, but since all the other classes improved as well, the Monk is still where they were.
The unarmed die boost is nice. The removal from weapons isn't compensated by the weapon masteries when you have a themed weapon build in mind. If you are just using whatever does the most damage you will still probably use Spear or Quarterstaff until level 5, possibly 11 if you get one that is magic. Monks should be able to use their DEX instead of STR on Unarmed Shove/Grapple DC's or use their Discipline DC. Monks are the premier unarmed fighters yet can't use the new Unarmed Strikes Shove/Grapple options well because of the STR DC.
Heightened Metabolism is a nice feature, but it comes online too late. Should be part of Martial Discipline (level 2 where you get your Discipline points). It auto scales with DP progression and Tier 1 is where you struggle with
KiDP points the most. And I don't think it would be OP to have it at level 2. They could make it a "Restore DP" only instead of all the benefits of a short rest if they are worried about a 1 minute Action Surge refresh on a Multiclass build.I would like to see Stunning Strike stay 1/turn, but on a successful DC some status effect still apply like the Dazed condition. This was what the Paladins Abjure Foes did in the first Paladin UA. They since removed it, but it was an interesting concept. I think Stunning Strike could use it. Dazed is nice, but not as OP as Stunned.
I did, however think Shadow and Elements Monks get some improvements. The Darkvision and the ability to see through their own darkness spell on Shadow Monk was a big improvement. The loss of Pass Without Trace is a bummer, but maybe it will come back. Silence was lost as well, but that doesn't hurt quite as much.
Elements was a nice change, I think. I do think it could use some more options (maybe replace the fly/swim feature with something else). Elemental Attunement fixes some issues. You have 15' minimum reach for a long duration. It folds together some of the features of three of the best, imo, Elemental Disciplines into one (Fang of the Fire Snake, Water Whip, Fist of Unbroken Air). But I do think the addition of elemental damage in Elemental Epitome is too late.
Overall, I do think monks do need some more work. I, however, do not think they need a d10 hit die, like some think. They need a way to get in and out of combat without wasting DP or sacrificing damage. Open Hand did have a way to do this with Flurry of Blows no Reaction, but that now has a saving throw so less useful. I plan on putting that in my survey responses. It was the only option for Open Hand Technique that didn't have a save and should stay that way.
Unarmed Strikes could use addition options (in addition to Shove/Grapple) that only monks can do. Similar to how Cunning Strikes works for Rogues. I think Open Hand Techniques no Reaction could be a good addition with no saving throw.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
On the surface five attacks sounds good but unfortunately it ends a bit weaker then one would hope for. The monk only has access to one 1d6 weapon (hand axe) with the light property (shortsword got moved to martial weapon category) and the secondary weapon would be a d4 weapon. The secondary attack does not even get your dex modifier as monks cant even access the two weapon fighting style since they changed the prerequisite for fighting styles in the last UA. Overall thats 1d6+dex, 1d4 and 1d6+dex for your three weapon attacks plus flurry of blows. That ends up being virtually the same damage as doing two attacks with a d8 weapon and flurry of blows. The only benefit ends up being the vex property of hand axe which gives you advantage on your next attack roll, which would have to be the dagger or an unarmed strike. Its ok. Not great. Just ok.
Overall i thought the UA changes were underwhelming for the monk. Other classes got bigger bumps so relatively speaking monks are just as weak if not weaker then before.
Heightened metabolism is great.
I like the new step of the wind. It brings in some great grapple and forced enemy movement potential. However save dc for grapple and shove is now based on strength. They have to make that dex for monks.
Defelect energy really could have come online as a part of deflect missles but its still good.
Losing the invisibility on Superior defense is a huge nerf.
Weapon masteries are not as great for the monk as they make it seem. Do the math on those and see for yourself.
Here is what the monk needs:
1) a reaction like defensive duelist feat or battlemaster parry to reduce damage. This makes up for the d8 hit die and would give them more durability in combat and is very thematic.
2) at 11th level move flurry of blows to the attack action OR give extra unarmed strikes as part of the attack action. Monks are too squishy at these levels and they pretty much have to hit and run. getting two attacks and running away is just terrible damage output for 11th level and higher. 1d12 martial arts die does nothing to solve this.
3) at least one more ASI so they can finally use a feat.. feats use to be optional but are now integral. Monks still cant partake in the awesomeness of feats without paying a penalty for it.
4) i do not like the new or old capstone. At all. I like +4 to dex, +4 to wisdom in the same way barbarians have +4 to their primary stats. That would be cool. If they do keep the current capstone you should get one use without spending ki.
5) stunning strike - 4 stunning strikes per turn was a problem. once per turn stunning strike i agree with provided they add the ryder that the creature still gets the dazed condition even if it makes its save.
6) My concern is that all other classes are now long rest dependent except for the monk. How is that going to work with game play? Monks will be wanting short rests all the time (even with heightened metabolism) and that will create some game flow issues with other players. Monk resources should be increased to have enough to take you through a full adventuring day as not all campaigns are short rest friendly.
I should also note they changed the prerequisite for fighting style feats in the last UA so even though monks are part of the warrior group they no longer have access to feats like sharpshooter and dueling those feats unless they multi class.
My two cents.
The monk makes me wonder if they are going to backtrack on the short rest thing. Warlock got a lot of hate moving to pseudo-half caster. Although some of us would have preferred pact magic and long rest reset. But that’s another story. But if they kept monk SR discipline recovery maybe they are going back on the warlock as well.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
WotC on their next UA ad video: "Right, so since all other classes recharge most of their abilities on a long rest and Monks have too much DP now, we decided to cut them in half and make them recharge on a long rest."
deflect energy was first an ability from the astral monk so im intrested what they will do with that
A few notes of my own, some of which may have already been covered.
Great: Being able to Dash and Disengage with no resource cost, and enhance using a Focus Point: BIG WIN. While unenhanced it emulates Rogue features, you can still feel special even if you run out of Focus Points, and the enhancements are uniquely Monk.
Great: Being able to use bonus action unarmed strike without having to take the attack action first. You can lead off by shoving prone (especially Open Hand monk) and then attacking with advantage if they fail their save. You can also mix in grapple/shove whenever you want with unarmed strike (new rules).
These are clear buffs, and make the monk's combat much more monk-ish.
Good: The martial arts die buff. It's a clear objective buff to damage, but it amounts to an additional 1 hp of damage per hit.
They did.
I know! I am just thrilled about that!
It's even better with the new rules. You can now replace an unarmed strike with shove or grapple, and monks can also now front load their bonus action unarmed strike instead of having to do it after.
Essentially you can do things like leg sweep an enemy prone, punch him in the face while he's down (with advantage), and then initiate a grapple on the next guy - all using their dexterity. Meanwhile you can also dash and disengage at will with no resource cost.
Even if you're completely out of focus points, you still feel like a monk, and you can do things that are both effective and cinematic. Us old guys can now relive our favorite cheesy 80's Kung fu, Karate, or Ninja movie.
Monks got ignored with Weapon mastery, either dip into another class, ASI feat to be able to use what other classes got free.. Damage di should have increased to 2d6 and 2d8 starting at 11. But it’s a start forward