Since no one else has started a thread on this, I'll provide my initial thoughts on the updates.
The good:
The increased damage die is a good improvement.
Heightened metabolism (allows you to get the benefits of a short rest in only a minute, but only once per long rest) increases the pool of discipline points a monk has.
The increased damage from deflect missiles is a nice upgrade (two rolls of the monk's martial arts die).
Buffing Step of the Wind so that a single discipline point allows the monk to both dash and disengage helps a great deal. A player still has to choose between using the bonus action for disengaging or taking an extra attack, but now you move 40 (or more) feet, attacks, use step of the wind and move back 40 feet, and then repeat.
Deflect energy is a nice buff, allowing you to deflect ranged magic attacks, possibly including magic missile (note, you can't deflect lightning bolts or fireballs but, a monk still has evasion).
Regain 4 discipline points when you roll initiative is nice, but at 15th level 4 ki points won't last long.
Superior Defense is a nice 18th level ability.
And the new 20th level ability will make it much harder to kill a high level monk.
The bad:
Stunning strike is nerfed. While I'm not opposed to only be able to use it once a turn, I would have liked to see this limitation combined with the addition of one more attack at higher levels. I can understand why there was opposition to giving monks 3 or 4 attacks in a turn with the old version of stunning strike. A higher level monk could attempt to stun an opponent up to 6 times in a single round (4 attacks plus flurry of blows), which would result in many enemies getting stunned straight out of the gate. Since that option is taken off the table, having an extra attack at higher levels (3 rather than 2) would be nice. I also do not like that stunning strike now ends at the start of the monk's next turn rather than the end of it. I can see a situation where a 5th level monk might not be able to benefit from a stunning strike themselves: e.g., miss the with 2 regular attacks and then hit with the bonus action attack. The opponent gets stunned and then the stun effect wears off before the monk gets another attack.
Empowered strikes is a significant nerf of ki-empowered strikes. The unarmed attacks of a monk no longer count as magical, which makes flurry of blows useless against a lot of monsters.
The ugly
This is a minor quibble, but I don't like the replacement of ki points with discipline point.
Final thoughts
I should note that I haven't looked at the "weapon mastery" ability enough to know how that will impact a monk.
The biggest problem is the nerfing of the "ki empowered" strikes.
I would not have minded seeing armor class get a buff by adding in a bonus tied into the proficiency bonus. Here I'm not suggesting a one-to-one correspondence between the proficiency bonus and AC, but some sort of improvement to AC that would increase as the monk increased in levels.
Agree with all of this, but also some of the flavor and usefulness of some abilities was nerfed. We lost astral projection and the invisibility that was on empty body (it went to the shadow monk). Weapon masteries is also weaker on the monk because you only get simple weapon options. Monks could use another attack. Also, monk is still very MAD, I suggest removing the reliance on wisdom entirely and letting monk use Con for the ki dc and unarmored defense.
Oh yeah, and we can't use martial arts die on weapons now. Which is a huge nerf
Big disappointment. As always, the star of the classes always remain the fighter and the wizard, the rest of the classes are there for show. I would like to point out that there has been a lot of development on weapon mastery, but there is almost nothing on unarmed combat. Apart from that new rule on unarmed combat where you can choose whether to do damage, shove or throw down, it would have been interesting if at least the monk could have done damage and shove at the same time. At least it would have solved the monk's serious disengagement problem.
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.
Here are the main updates in this class, most of which were inspired by the Player’s Handbook survey in 2021:
Martial Arts starts with a d6 rather than a d4 for its Martial Arts die, and that die applies only to Unarmed Strikes, not weapons. Weapons are now enhanced by Weapon Mastery. To keep up with other classes, the Monk’s Unarmed Strikes needed this damage boost, which goes up to a d12 rather than a d10.
Weapon Mastery is a new 1st-level feature, giving you new ways to use weapons.
Martial Discipline (formerly Ki) gives an improved version of Step of the Wind, which now lets you take both the Disengage and the Dash action.
Deflect Missiles has been redesigned, making it easier to use in more situations and to deal more damage on average. • Heightened Metabolism is a new 7th-level feature, making it easier for the Monk to regain Discipline Points and gain other benefits of a Short Rest.
Stunning Strike can now be used only once per turn, and the stun lasts until the start of your next turn.
Empowered Strikes (formerly Ki-Empowered Strikes) now lets you deal Force damage.
Acrobatic Movement is the new name of Unarmored Movement improvement.
Self-Restoration replaces Stillness of Mind, Purity of Body, and Timeless Body, and it allows you to remove the conditions as a Bonus Action, not an action.
Deflect Energy is a new 13th-level feature, allowing you to use Deflect Missiles to deflect any type of ranged attack, including spell attacks. It replaces Tongue of the Sun and Moon, one of the lowest-rated Monk features.
Disciplined Survivor was formerly called Diamond Soul.
Superior Defense (formerly Empty Body) has been redesigned to not rely on spells.
Perfect Discipline (formerly Perfect Self) has moved from 20th level to 15th level.
Defy Death is a new 20th-level feature
DESIGN NOTE: WARRIOR OF SHADOW UPDATES
Here are the main updates in this subclass (formerly Way of Shadow) since the 2014 Player’s Handbook:
Shadow Arts has been redesigned, giving the Monk Darkvision, a Darkness that costs fewer Discipline Points than before, and the darkness can be moved each turn during the duration of the spell. The Monk can also see in their own Darkness.
Improved Shadow Step is a new feature that allows Shadow Step to be used in Bright Light.
Cloak of Shadows has been moved to 17th level and redesigned to empower the Monk while in Dim Light or Darkness.
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.
Bonus Unarmed Strike. When you use the Attack action with an Unarmed Strike or a Simple Weapon on your turn, you can make one Unarmed Strike as a Bonus Action on the same turn.
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.
Bonus Unarmed Strike. When you use the Attack action with an Unarmed Strike or a Simple Weapon on your turn, you can make one Unarmed Strike as a Bonus Action on the same turn.
Where?
They are referring to using two weapons with the Light weapon property and at least one with the Nick weapon mastery.
In the play test if you make an attack with a Light weapon as part of your Attack Action you can make an additional attack with a different weapon with the Light property using your Bonus Action. The Nick weapon mastery lets you make the additional attack granted by the Light property as part of the Attack Action rather than as a Bonus Action.
So at level 5 with Extra Attack, Light Weapons, and the Nick weapon mastery you can make 3 attacks with your Attack Action. Then you can spend a Discipline Point on Flurry of Blows to make 2 Unarmed Strikes with your Bonus Action.
Edit: The Light weapon property and Nick weapon mastery are described on page 69 of the play test 6 pdf.
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.
Bonus Unarmed Strike. When you use the Attack action with an Unarmed Strike or a Simple Weapon on your turn, you can make one Unarmed Strike as a Bonus Action on the same turn.
Where?
They are referring to using two weapons with the Light weapon property and at least one with the Nick weapon mastery.
In the play test if you make an attack with a Light weapon as part of your Attack Action you can make an additional attack with a different weapon with the Light property using your Bonus Action. The Nick weapon mastery lets you make the additional attack granted by the Light property as part of the Attack Action rather than as a Bonus Action.
So at level 5 with Extra Attack, Light Weapons, and the Nick weapon mastery you can make 3 attacks with your Attack Action. Then you can spend a Discipline Point on Flurry of Blows to make 2 Unarmed Strikes with your Bonus Action.
Edit: The Light weapon property and Nick weapon mastery are described on page 69 of the play test 6 pdf.
LIGHT When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage, unless that modifier is negative. For example, if you take the Attack action on your turn and have a Shortsword in one hand and a Dagger in the other—each of which has the Light property—you can make one attack with each weapon, using your action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action, unless that modifier is negative.
NICK Prerequisite: Light Property When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per turn. NICK It seems tailor-made for sneak attacks. Since it can now only be done during the attack action, this solves the rogue problem.
Martial Arts Die. You can roll a d6 in place of the normal damage of your Unarmed Strike. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.
1ST LEVEL: WEAPON MASTERY Your training with weapons allows you to use the Mastery property of two kinds of Simple weapons of your choice, such as Daggers and Spears. Whenever you finish a Long Rest, you can change the kinds of Simple weapons you chose. For example, you could switch to using the Mastery properties of Maces and Slings.
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.
Bonus Unarmed Strike. When you use the Attack action with an Unarmed Strike or a Simple Weapon on your turn, you can make one Unarmed Strike as a Bonus Action on the same turn.
Where?
They are referring to using two weapons with the Light weapon property and at least one with the Nick weapon mastery.
In the play test if you make an attack with a Light weapon as part of your Attack Action you can make an additional attack with a different weapon with the Light property using your Bonus Action. The Nick weapon mastery lets you make the additional attack granted by the Light property as part of the Attack Action rather than as a Bonus Action.
So at level 5 with Extra Attack, Light Weapons, and the Nick weapon mastery you can make 3 attacks with your Attack Action. Then you can spend a Discipline Point on Flurry of Blows to make 2 Unarmed Strikes with your Bonus Action.
Edit: The Light weapon property and Nick weapon mastery are described on page 69 of the play test 6 pdf.
LIGHT When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage, unless that modifier is negative. For example, if you take the Attack action on your turn and have a Shortsword in one hand and a Dagger in the other—each of which has the Light property—you can make one attack with each weapon, using your action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action, unless that modifier is negative.
NICK Prerequisite: Light Property When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per turn. NICK It seems tailor-made for sneak attacks. Since it can now only be done during the attack action, this solves the rogue problem.
Martial Arts Die. You can roll a d6 in place of the normal damage of your Unarmed Strike. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.
1ST LEVEL: WEAPON MASTERY Your training with weapons allows you to use the Mastery property of two kinds of Simple weapons of your choice, such as Daggers and Spears. Whenever you finish a Long Rest, you can change the kinds of Simple weapons you chose. For example, you could switch to using the Mastery properties of Maces and Slings.
The more I read the more I don't like it.
Yeah, its still really sad. Its more a trick with little actual optimization potential, given the limits. The dual wielder feat would help a fraction by letting you use a bigger weapon, but I was operating on the idea that they had changed the rules to just build in the two weapon fighting attack into the action as a core rule, rather than a weapon mastery.
Given that its been moved to such a limited mastery... Im sad to say monk is still left wanting.
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.
ya sadly it wont benefit from martial arts die so its not going to do much . they are going to need more buffs ,this wasn't nearly enough
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.
ya sadly it wont benefit from martai larts die so its not gonna do much . they are going to need more buffs ,this wasn't nearly enough
Yeah, I didn't realize the new two weapon fighting was rolled into weapon masteries. It is a serious overall nerf.
An "optimized" Monk dual-wielding simple weapons would use a handaxe (d6) and either a dagger, light hammer, or sickle (d4 weapons with the Nick property), with a result of 2d6 + 1d4—effectively identical to two unarmed strikes of 1d8 each.
You realize more attacks means more applications of your dex mod in damage too? So its more like 2d6+1d4+12 compared to 2d8+8. A four point difference, assuming a dex of 4.
Which, yeah, is a piddling improvement. It'd get better with magical weapons and the new dual wielder feat, but still not amazing.
I feel like the playtest monk is worse than the 5e monk, let alone compared to the other playtest martial classes.
Martial Arts die no longer affects the damage die of weapons, only unarmed strikes.
They can only attempt a Stunning Strike once a round (a change I agree with but still).
Weapon Mastery (a large part of what WotC has done to try to address the martial/caster divide) essentially doesn't exist for monks since they only apply to weapons. Many monk features have been tweaked to even further encourage the use of unarmed strikes and thus push monks away from actually using weapon masteries.
Grappling and shoving changes are at least a small improvement for the playtest monk since they are now unarmed strikes. Though I believe the escape DC for grapple is still based off of strength, at least the initial attack can be based off of dexterity.
One interesting thing would be to give unarmed (weapons) a property, and the most suitable priopriety would be light (weapon).
This would give free access to NICK in unarmed attacks.
The unarmed (weapons) should have access to these MASTERY PROPERTIES, and be able to have multiple properties in the unarmed (weapons) at the same time, like the fighter.
ya its totally uncool they didn't give them a special weapon mastery . this was supposed to be the warriors special thing like how experts get expertise instead everyone esle gets it too . this kind of pisses me off . at least fighter gets a stronger version of it but they need to help out the monk this is ridiculous .
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Since no one else has started a thread on this, I'll provide my initial thoughts on the updates.
The good:
The increased damage die is a good improvement.
Heightened metabolism (allows you to get the benefits of a short rest in only a minute, but only once per long rest) increases the pool of discipline points a monk has.
The increased damage from deflect missiles is a nice upgrade (two rolls of the monk's martial arts die).
Buffing Step of the Wind so that a single discipline point allows the monk to both dash and disengage helps a great deal. A player still has to choose between using the bonus action for disengaging or taking an extra attack, but now you move 40 (or more) feet, attacks, use step of the wind and move back 40 feet, and then repeat.
Deflect energy is a nice buff, allowing you to deflect ranged magic attacks, possibly including magic missile (note, you can't deflect lightning bolts or fireballs but, a monk still has evasion).
Regain 4 discipline points when you roll initiative is nice, but at 15th level 4 ki points won't last long.
Superior Defense is a nice 18th level ability.
And the new 20th level ability will make it much harder to kill a high level monk.
The bad:
Stunning strike is nerfed. While I'm not opposed to only be able to use it once a turn, I would have liked to see this limitation combined with the addition of one more attack at higher levels. I can understand why there was opposition to giving monks 3 or 4 attacks in a turn with the old version of stunning strike. A higher level monk could attempt to stun an opponent up to 6 times in a single round (4 attacks plus flurry of blows), which would result in many enemies getting stunned straight out of the gate. Since that option is taken off the table, having an extra attack at higher levels (3 rather than 2) would be nice. I also do not like that stunning strike now ends at the start of the monk's next turn rather than the end of it. I can see a situation where a 5th level monk might not be able to benefit from a stunning strike themselves: e.g., miss the with 2 regular attacks and then hit with the bonus action attack. The opponent gets stunned and then the stun effect wears off before the monk gets another attack.
Empowered strikes is a significant nerf of ki-empowered strikes. The unarmed attacks of a monk no longer count as magical, which makes flurry of blows useless against a lot of monsters.
The ugly
This is a minor quibble, but I don't like the replacement of ki points with discipline point.
Final thoughts
I should note that I haven't looked at the "weapon mastery" ability enough to know how that will impact a monk.
The biggest problem is the nerfing of the "ki empowered" strikes.
I would not have minded seeing armor class get a buff by adding in a bonus tied into the proficiency bonus. Here I'm not suggesting a one-to-one correspondence between the proficiency bonus and AC, but some sort of improvement to AC that would increase as the monk increased in levels.
ya we need at least one more attack . rogues will do more damage without resource as it stands
Agree with all of this, but also some of the flavor and usefulness of some abilities was nerfed. We lost astral projection and the invisibility that was on empty body (it went to the shadow monk). Weapon masteries is also weaker on the monk because you only get simple weapon options. Monks could use another attack. Also, monk is still very MAD, I suggest removing the reliance on wisdom entirely and letting monk use Con for the ki dc and unarmored defense.
Oh yeah, and we can't use martial arts die on weapons now. Which is a huge nerf
Big disappointment. As always, the star of the classes always remain the fighter and the wizard, the rest of the classes are there for show. I would like to point out that there has been a lot of development on weapon mastery, but there is almost nothing on unarmed combat. Apart from that new rule on unarmed combat where you can choose whether to do damage, shove or throw down, it would have been interesting if at least the monk could have done damage and shove at the same time. At least it would have solved the monk's serious disengagement problem.
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.
DESIGN NOTE: MONK UPDATES
Here are the main updates in this class, most of which were inspired by the Player’s Handbook survey in 2021:
Martial Arts starts with a d6 rather than a d4 for its Martial Arts die, and that die applies only to Unarmed Strikes, not weapons. Weapons are now enhanced by Weapon Mastery. To keep up with other classes, the Monk’s Unarmed Strikes needed this damage boost, which goes up to a d12 rather than a d10.
Weapon Mastery is a new 1st-level feature, giving you new ways to use weapons.
Martial Discipline (formerly Ki) gives an improved version of Step of the Wind, which now lets you take both the Disengage and the Dash action.
Deflect Missiles has been redesigned, making it easier to use in more situations and to deal more damage on average. • Heightened Metabolism is a new 7th-level feature, making it easier for the Monk to regain Discipline Points and gain other benefits of a Short Rest.
Stunning Strike can now be used only once per turn, and the stun lasts until the start of your next turn.
Empowered Strikes (formerly Ki-Empowered Strikes) now lets you deal Force damage.
Acrobatic Movement is the new name of Unarmored Movement improvement.
Self-Restoration replaces Stillness of Mind, Purity of Body, and Timeless Body, and it allows you to remove the conditions as a Bonus Action, not an action.
Deflect Energy is a new 13th-level feature, allowing you to use Deflect Missiles to deflect any type of ranged attack, including spell attacks. It replaces Tongue of the Sun and Moon, one of the lowest-rated Monk features.
Disciplined Survivor was formerly called Diamond Soul.
Superior Defense (formerly Empty Body) has been redesigned to not rely on spells.
Perfect Discipline (formerly Perfect Self) has moved from 20th level to 15th level.
Defy Death is a new 20th-level feature
DESIGN NOTE: WARRIOR OF SHADOW UPDATES
Here are the main updates in this subclass (formerly Way of Shadow) since the 2014 Player’s Handbook:
Shadow Arts has been redesigned, giving the Monk Darkvision, a Darkness that costs fewer Discipline Points than before, and the darkness can be moved each turn during the duration of the spell. The Monk can also see in their own Darkness.
Improved Shadow Step is a new feature that allows Shadow Step to be used in Bright Light.
Cloak of Shadows has been moved to 17th level and redesigned to empower the Monk while in Dim Light or Darkness.
I admit that I have to read it a little better to understand the details, maybe in the end I find it reasonable.
Bonus Unarmed Strike. When you use the Attack action with an Unarmed Strike or a Simple Weapon on your turn, you can make one Unarmed Strike as a Bonus Action on the same turn.
Where?
Two attacks and the dual wielding attack in the main action (if they keep that rule change) then two more attacks for flurry of blows.
They are referring to using two weapons with the Light weapon property and at least one with the Nick weapon mastery.
In the play test if you make an attack with a Light weapon as part of your Attack Action you can make an additional attack with a different weapon with the Light property using your Bonus Action. The Nick weapon mastery lets you make the additional attack granted by the Light property as part of the Attack Action rather than as a Bonus Action.
So at level 5 with Extra Attack, Light Weapons, and the Nick weapon mastery you can make 3 attacks with your Attack Action. Then you can spend a Discipline Point on Flurry of Blows to make 2 Unarmed Strikes with your Bonus Action.
Edit: The Light weapon property and Nick weapon mastery are described on page 69 of the play test 6 pdf.
LIGHT When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage, unless that modifier is negative. For example, if you take the Attack action on your turn and have a Shortsword in one hand and a Dagger in the other—each of which has the Light property—you can make one attack with each weapon, using your action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action, unless that modifier is negative.
NICK Prerequisite: Light Property When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per turn. NICK It seems tailor-made for sneak attacks. Since it can now only be done during the attack action, this solves the rogue problem.
Martial Arts Die. You can roll a d6 in place of the normal damage of your Unarmed Strike. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.
1ST LEVEL: WEAPON MASTERY Your training with weapons allows you to use the Mastery property of two kinds of Simple weapons of your choice, such as Daggers and Spears. Whenever you finish a Long Rest, you can change the kinds of Simple weapons you chose. For example, you could switch to using the Mastery properties of Maces and Slings.
The more I read the more I don't like it.
Yeah, its still really sad. Its more a trick with little actual optimization potential, given the limits. The dual wielder feat would help a fraction by letting you use a bigger weapon, but I was operating on the idea that they had changed the rules to just build in the two weapon fighting attack into the action as a core rule, rather than a weapon mastery.
Given that its been moved to such a limited mastery... Im sad to say monk is still left wanting.
ya sadly it wont benefit from martial arts die so its not going to do much . they are going to need more buffs ,this wasn't nearly enough
Yeah, I didn't realize the new two weapon fighting was rolled into weapon masteries. It is a serious overall nerf.
You realize more attacks means more applications of your dex mod in damage too? So its more like 2d6+1d4+12 compared to 2d8+8. A four point difference, assuming a dex of 4.
Which, yeah, is a piddling improvement. It'd get better with magical weapons and the new dual wielder feat, but still not amazing.
But dang friend, glass houses.
oh wow, I didn't notice they kept that in the nick weapon mastery even after nerfing it... new monk really is nerfed to the ground.
I feel like the playtest monk is worse than the 5e monk, let alone compared to the other playtest martial classes.
Martial Arts die no longer affects the damage die of weapons, only unarmed strikes.
They can only attempt a Stunning Strike once a round (a change I agree with but still).
Weapon Mastery (a large part of what WotC has done to try to address the martial/caster divide) essentially doesn't exist for monks since they only apply to weapons. Many monk features have been tweaked to even further encourage the use of unarmed strikes and thus push monks away from actually using weapon masteries.
Grappling and shoving changes are at least a small improvement for the playtest monk since they are now unarmed strikes. Though I believe the escape DC for grapple is still based off of strength, at least the initial attack can be based off of dexterity.
I agree with pretty much everything.
Did they say why they changed the name Ki? It makes no sense to me.
One interesting thing would be to give unarmed (weapons) a property, and the most suitable priopriety would be light (weapon).
This would give free access to NICK in unarmed attacks.
The unarmed (weapons) should have access to these MASTERY PROPERTIES, and be able to have multiple properties in the unarmed (weapons) at the same time, like the fighter.
ya its totally uncool they didn't give them a special weapon mastery . this was supposed to be the warriors special thing like how experts get expertise instead everyone esle gets it too . this kind of pisses me off . at least fighter gets a stronger version of it but they need to help out the monk this is ridiculous .