As many of you know, the new UA brought changes to the base class and the subclasses present on the PHB. Before jumping on the hype/hate train of the monk, I want to make an analisys of what is (IMO) the most defining feature of a monk playstyle, the subclass. Hit Points, Martial Arts damage, Unarmored Defense, Ki/Discipline points and Stunning Strike can't (or at least shouldn't) dictate the way you play your monk; I know that some tables start games at level 1, but you should really know which subclass you are picking even before creating your character. That being said, since there's quite a lot to talk about, I'll divide the comparisson for each of the subclass levels, giving an opinion about both the 5e and OneDnD version of each and finally a conclusion on which I think is better. I'll make a separate thread for each of the other subclasses later
Let's start with the "classic" Monk, the Way of the Open Hand / Warrior of the Hand
Level 3
5e version: Open Hand Technique: Whenever you hit a creature with one of the attacks of your Flurry of Blows, you can impose 1 of the following effects on the target:
It must succeed on a Dexterity saving throw or be knocked prone.
It must succeed on a Strength saving throw or be pushed up to 15 feet way from you.
It can't take reactions until the end of your next turn
As the "control" based monk subclass, I liked all 3 effects (especially the reaction sealing, arguably the best option), but I really would have liked it if it applied to ALL your unarmed strikes, rather than just FoB, you would be trading your weapon damage (a d8 or a d10 since Tasha's dedicated weapon) for more control and support for your party, while also making it so that you can always use it and your ki points would only be used when you want more chances to use the feature. Because the 3rd option does not have a saving throw, you can focus either on Dexterity (to have a better chance to land the hit) or Wisdom (to increase the Ki save DC), both options were 'good'. It does compete with Stunning Strike as roughly equally useful options, SS can be used more (and alongside OHT) to inflict a more powerful effect, but spends ki faster; whereas OHT can only be used twice per turn with slightly weaker effects but at the cost of only 1 ki point.
OneDnd UA6 version: Open Hand Technique: Whenever you hit a creature with one of the attacks of your Flurry of Blows, you can impose 1 of the following effects on the target:
Addle: The target must succeed on a Constitution saving throw, or it can't take Reactions until the end of your next turn.
Push: The target must succeed on a Strength saving throw, or you can push it up to 15 feet away from yourself.
Topple: The target must succeed on a Dexterity saving throw, or it has the Prone condition.
All three effects got new names and reworded in the same style as weapon masteries, making me think that the reason why unarmed strikes do not have weapon masteries is because they are meant to be Hand-exclusive or, more precisely, Hand's Flurry of Blows-exclusive, since the feature is still tied to FoB. However, in doing so, they also added a Con save to Addle, turning it from the best option to the absolute worst. Dexterity flew out of the window and now Wisdom is your top most priority. Moreover, OHT no longer competes with SS even with its new restriction and shortened duration, mostly because SS can be used with ranged and throw weapons, and it has a stronger effect than Addle targetting the same saving throw, the only advantage OHT has is that it can be used twice on each of your turns. Even if SS was still the same as before, 5e version wins this one easily.
OneDnD UA8 version: Open Hand Technique: Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target:
Addle: The target can’t make Opportunity Attacks until the start of its next turn.
Push: The target must succeed on a Strength saving throw, or you push it up to 15 feet away from yourself.
Topple: The target must succeed on a Dexterity saving throw, or it has the Prone condition.
Well, at least Addle doesn't require a saving throw now, but now it no longer seals an enemy reaction, only opportunity attacks, and while it may seem like there's no difference, there is. You can no longer prevent your enemies from casting spells (like Hellish Rebuke or Absorb Elements) or using any other reaction they may have (like Parry or Unyielding). It is what it is. Luckily, FoB was changed and it no longer needs a specific action to be taken before, it can be used before anything else, so you can try to topple your enemy before using addle and then use your main action to do anything you want. Furthermore, FoB increases to 3 attacks at level 10, so that's an extra attempt to use any of the effects of OHT.
Level 6
5e version: Wholeness of Body: As an action, you can regain HP equal to 3 times your monk level. Uses per long rest: 1
It always surprised me that such a feature did not cost ki points, but considering it does have an "unnamed resourced" (that's what I call any "times per short/long rest" clause), it makes sense. The amount of healing is also nice and it scales with your level (no randomness involved), so it starts at 18 and can reach up to 60. It can be used in and out of combat, although it being an action means that you are not attacking that turn (Martial Arts' bonus attack and FoB, both require you to take the attack action). It is fine, my only complain is that it feels like a feature that should belong to the main class, if the Open Hand description did not mention that they can heal themselves, this feature would have been part of the base class.
OneDnd UA6 version: Wholeness of Body: As a bonus action, you can spend 1 Discipline Point and regain Hit points equal to 1 MA die + Wisdom mod. Uses per long rest: Wisdom mod
Moving the feature to a bonus action was a good choice, now you can at least attack (but OHT is still unusable on the same turn). The healing is now random and requires ASI investment, so the min HP you can regain is always 2 (or 7 with a +5 in Wisdom) and the max can be (on each MA increase and a +5 in Wisdom) 13/15/17. Granted, it can be used more than once per long rest so the total max HP it can resture is higher now 65/75/85, but that is spread on 5 turns (so those are 10 missed uses of OHT) and now there's a Discipline point cost. If the unnamed resource and the DP could be spend separately (like Ascendant Dragon's breath weapon), it would not be a problem, but both being used together (like Ascendant Dragon's Fly ability) makes this feature a lot more taxing than before. Overall, 5e version's lack of randomness, ki cost and focused healing makes it better.
OneDnD UA8 version: Wholeness of Body: As a bonus action, you can regain Hit points equal to 1 MA die + Wisdom mod. Uses per long rest: Wisdom mod.
No more double cost and that's definetily better than the UA6 version, however, since it still uses a bonus action, OHT cannot be used on that turn. Ironically, if it were the same as the 5e version or if it were moved to the main action again, both OHT and WoB would be usable on the same turn. I can't exactly say that this is better than 5e version because that one also blocked access to OHT, but that was an issue of the base class, not of the subclass. Though I guess Hand monks should be happy that this no longer consumes DP.
Level 11
5e version: Tranquility: At the end of a long rest, you gain the effect of the Sanctuary spell that last until the start of your next long rest (or if you end it early as per the spell description). The Wisdom saving throw for the spell is based on your Ki save DC.
Another feature added just because it is mentioned in the subclass description, and this one is not that good at "protect from harm" since the moment you dare attack any creature, the spell ends, so this feature is really only good to prevent ambushes or attacks against you on the first round of combat or until you damage any creature. The best use it has is allowing the monk to move "freely" on the battefield until it can reach its target safely (any opportunity attack would need to pass the Wisdom save). At least it doesn't cost ki points.
OneDnd UA6 version: Fleet Step: You can use Step of the Wind without spending any Discipline Points.
The feature does a better job at allowing the monk to move safely, albeit at the cost of your bonus action (and, by extension, your OHT). Not much to say here, maybe Patient Defense would have been a better choice for the one monk subclass that needs protection the most. Regardless, I think this one is better than 5e's version.
OneDnD UA8 version: Fleet Step: When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind as part of that Bonus Action.
Ok, this may seem confusing, but it's really simple, every single time you use your bonus action for anything, you can add Step of the Wind to that bonus action, regardless of what that bonus action is used for (note that it doesn't have to be a bonus action option exclusive to monks, it can be used with things like Rage, Hunter's Mark, Smite spells, etc.). This is also affected by the new SotW version, so the free option is Dash and, the option that spends a DP is Dash, Disengage and taking a willing creature with you. This version is clearly better than the previous two.
Level 17
5e version: Quivering Palm: When you hit a creature with an unarmed strike, you can spend 3 ki points to start lethal imperceptible vibrations in that creature's body that last a number of days equal to your monk level. As an action you can end the vibrations (as long as you and the creature are in the same plane of existence) and force the creature to make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time.
Splendid capstone, this should have been the standard of design for all other monk subclass (only Mercy has a feature that comes close to this level of impact). An insta-kill ability that still deals decent damage even if the target makes the save, is definetly appropiate for a class that's focused on making as many unarmed strikes as possible. One of the few features that can be considered close in power to a lvl 9 spell.
OneDnd UA6 version: Quivering Palm: When you hit a creature with an unarmed strike, you can spend 3 ki points to start lethal imperceptible vibrations in that creature's body that last a number of days equal to your monk level. As an action you can end the vibrations (as long as you and the creature are in the same plane of existence) and force the creature to make a Constitution saving throw. If it fails, it takes 10d12 + your Monk level in force damage, half as much on a successful save. You can have only one creature under the effect of this feature at a time.
This change tells us that when WotC "test" their new content, all saving throws creatures make are failed, so they must have seen a monk killing absolutely every single creature they encounter with QP and thought: "This ability is unbeliavable broken and it has a really low cost for an unrestricted Power Word Kill, we must weaken it so that spells are not outshined by an instakill feature that never fails." I really have nothing else to say here other than 5e version wins...
OneDnD UA8 version: Quivering Palm: You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can spend 4 Discipline Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you use your action to end them. Alternatively, when you take the Attack action on your turn, you can replace one of the attacks with this action. To use this action, you and the target must be on the same plane of existence. When you use this action, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.
So, the cost went up and the damage went down. BUT! The feature is finally being treated as a proper damage-dealing ability. Not one that's barely an inconvinience to enemies, but one that increases DPR directly without having to gamble your potential damage. I mean, I'd gladly trade 1d12+Dex (of 1 attack) for a full or half 10d12, over gambling 4d12+4*Dex (of 4 attacks) for a full or half 10d12+Monk level. While I'll miss the 5e version, I guess I can make do with this version.
Overall, 5e wins by a landslide, especially considering the nerfs to Open Hand Technique and Quivering Palm (the two signature moves of the subclass). Previously, focusing on Wisdom over Dexterity was just an option (admittedly, the better one), now it's a must because your "finisher" will only deal good damage if your DC is as high as possible, rather than outright killing the target or dealing acceptable damage with a mid-high DC. UA8 update: There's no clear winner now, Hand is probably the most affected subclass by the changes made to the base class out of the 3 subclasses available now. That being said, I think the UA subclasses order is still the same: Shadow first, Elements second, and Hand third (but it doesn't fall behind as much as before, and now it has the highest DPR increase at level 17).
I'd like to hear what the community thinks about the new and old Open Hand and if you agree or disagree in any of the points of this comparisson.
Indeed, though I wouldn't call Addle a "powerful" effect, it only depending on a FoB hit made it really worth the ki point. Speaking of ki/discipline points, I forgot to add which version is more efficient resource-wise, even though this would also require a base class comparisson (mostly due to the new 1 minute short rest feature), I'd say 5e version still comes up victorious in this aspect (though not by much), the stronger (QP) and more reliable (OTH's Addle) effects keep it ahead and OneDnd Wholeness of Body's joint cost (DP + 'unnamed resource') does not help closing that gap.
The telling thing is that the "better" version is the one with a powerful effect that can affect two targets with zero chance of save, can instantly heal a large and reliable amount of HP (when 95% of healing in the game is die-based), and can kill literally anything with zero limitation and restriction other than one single saving throw.
Open Hand technique's reaction removal was Open Hand monks way of reliably disengaging from combat. Now it's not reliable. Shocking Grasp takes away a reaction with no save and does not cost a resource except the Cast a Spell/Magic action. This feature, however, requires the Attack Action to enable you to use Flurry of Blows, then 1 Discipline Point to activate Flurry of Blows also using your Bonus Action, then a failed save or you are stuck in melee (if you wanted this you probably used Topple instead) or you move and face a possible OA (you already used your BA so can't disengage).
One question I have. Do you like Fleet Step on the Open Hand monk? Even though it works completely against their 3rd level feature, Open Hand Technique, by using up their BA? I just don't understand when they did such a great job with Shadow monk (I like pretty much all of it and would be satisfied if it went directly to print) layering the subclass features to work with each other and then turned around and made two good features (ignoring the Addle save for now) work compete against each other.
To add to this, Bards get access to every spell in the game, at level 10, so they can cast Wish or Meteor Swarm along with Wizards and Sorcerers. They also can cast Power Word Kill, so without any saving throw, if the target has fewer than 100hp it dies instantly. And if it has more than 100hp it takes 12d12 damage (78 avg) . Basically the old QP with a 100hp threshold. Compared to Quivering Palm that on a failed save would do 10d12+Level (82 average at 17th, 85 at 20th) but only half that (41-44) on a success. And it's a CON save so most targets will have pretty good saves at this point. So PWK almost does as much damage automatically, no saving throw, than Quivering Palm if the target has more than 100hp or Autokills if they have less. And bards can hit two targets with this at once, at 20th level.
Clerics, at 20th granted, have Wish as well.
So I'm kind of finding it hard to believe that Quivering Palm was way out of balance compared to some other things characters can do at this level.
The only excuse I can think of (and this is not me saying I agree with the QP nerf) is that ki points are (in a way) cheaper or not as valuable as spell slots. If we use 5e's 4 Elements monk Spell/Ki cost, we can see that the Spell level = Ki point + 1, so to achieve the same level of impact as a level 9 spell, a monk should (in WotC obviously biased opinion) spend at least 10 ki points for such a feature, and since QP costs "only" 3 ki points ("only" because it's a two-turn feature, it weighs heavily on action economy) the feature should not be as powerful as a lvl 9 spell.
Does it make sence from a balance point of view? No. If there really were as many complaints as WotC claims, then they could have just make it a once per long rest ability (and maybe remove the ki cost) or increase the ki cost up to 10; I still wouldn't like it, but it would be way better than the current OneDnd version.
From what I posted in another thread, but put here since this is specifically Open Hand discussion:
The more I look at it, I kind of feel that Open Hand Technique should have no saves whatsoever. And it's not because I'm powergaming. But Unarmed Strikes, in the last few UA's, gives Everyone the ability to shove or knock prone. (OHT's Push, Topple. Though Push is a bit stronger, so two out of 3 options). And everyone can do this with the target making a saving throw. So why should the Open Hand Monk do just the same, with pushing being a little bit further than Shoving, and have to spend a discipline point just to access it via Flurry of Blows. It's basically a very minor bump compared to what Everyone can do. And it's the 3rd level Open Hand subclass feature. 25% of their features and it basically does the same as any old Unarmed Strike.
UNARMED STRIKE
An Unarmed Strike is a Melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of the following options for its effect:
Damage. You make an attack roll against the target. Your bonus to hit equals your Strength modifier + your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 + your Strength modifier.
Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 + your Strength modifier + your Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.
Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push the target 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 + your Strength modifier + your Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.
vs.
3RD LEVEL: OPEN HAND TECHNIQUE
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
Addle. The target must succeed on a Constitution saving throw, or it can’t take Reactions until the end of your next turn.
Push. The target must succeed on a Strength saving throw, or you push it up to 15 feet away from yourself.
Topple. The target must succeed on a Dexterity saving throw, or it has the Prone condition
And that's another reason why I think Open Hand Technique should apply to ALL your unarmed strikes, not just the ones from your FoB. To add insult to injury, the new rules for unarmed strikes all use STR for the save DC, but OHT is still tied to your WIS, so while everyone else who may just happen to be in melee (Barbarian, Fighter, Paladin, Ranger, Cleric, etc.) is using the same stat for the attack and damage/effect, your OHT still using another stat for the effect. Is this a case of damage being so damn important that any extra effect should not be guaranteed? Or is it the game going to give class/subclass-specific features to everyone else as part of the general rules? If that's the case, WotC better be adding generic rules for spellcasting that do not require the spellcasting/innate spellcasting/pact magic feature.
Open hand technique - anything a monk can do, other classes can do better. This has always been a theme with monks. A fighter can attempt to topple a creature up to 8 times (with action surge) in a round with no resource cost and they can do it indefinately. An open hand monk can try it up to twice a round until they run out of ki, which will happen quickly. If fighters can do this for free there should be no resource cost for this for the monk anymore. This is why monks should get some options for weapon masteries on their unarmed strikes. A con save for addle is terrible. They may as well change addle because at 11th level in this subclass it will become obsolete anyways.
Wholeness of body - the new version is not great. It has some application in combat as a bonus action, but bonus action healing is what your cleric is for. The community says "Monks are ki starved!" WOTC says "great! Let's charge ki for a previously free feature!" this is going to cost you up to an additional 5ki per long rest. I would take the free version any day of the week. Mercy monk can do exact same healing with flurry of blows at 3rd level so i dont know wtf they were thinking.
Fleet Step - its good. Tranquility was a low bar to beat though. I think the community was hoping for a free bonus action disengage as a monk core feature. If you can make a grapple build somehow work with open hand monk and the new grappling rules, this would give you some great forced movement options. Run a grappled guy up a wall, drop him for damage, he lands prone and you slow fall down and pound him with advantage. Very monkish.
Quivering palm - big nerf. Don't like it. A failed con save at 17th level where creatures have legendary resistances was not likely, so insta death was a low chance anyways. Leave it as is. Or make it like power word kill where they only drop to zero if they have less than 100 hit points otherwise they will take 10d10 damage. Assuming the monster makes its saving thow you will be doing about 42 points of damage. That the same average damage a monk would do if it hit with four unarmed strikes in a round at this level.
Open hand technique - anything a monk can do, other classes can do better. This has always been a theme with monks. A fighter can attempt to topple a creature up to 8 times (with action surge) in a round with no resource cost and they can do it indefinately. An open hand monk can try it up to twice a round until they run out of ki, which will happen quickly. If fighters can do this for free there should be no resource cost for this for the monk anymore. This is why monks should get some options for weapon masteries on their unarmed strikes. A con save for addle is terrible. They may as well change addle because at 11th level in this subclass it will become obsolete anyways.
Wholeness of body - the new version is not great. It has some application in combat as a bonus action, but bonus action healing is what your cleric is for. The community says "Monks are ki starved!" WOTC says "great! Let's charge ki for a previously free feature!" this is going to cost you up to an additional 5ki per long rest. I would take the free version any day of the week. Mercy monk can do exact same healing with flurry of blows at 3rd level so i dont know wtf they were thinking.
Fleet Step - its good. Tranquility was a low bar to beat though. I think the community was hoping for a free bonus action disengage as a monk core feature. If you can make a grapple build somehow work with open hand monk and the new grappling rules, this would give you some great forced movement options. Run a grappled guy up a wall, drop him for damage, he lands prone and you slow fall down and pound him with advantage. Very monkish.
Quivering palm - big nerf. Don't like it. A failed con save at 17th level where creatures have legendary resistances was not likely, so insta death was a low chance anyways. Leave it as is. Or make it like power word kill where they only drop to zero if they have less than 100 hit points otherwise they will take 10d10 damage. Assuming the monster makes its saving thow you will be doing about 42 points of damage. That the same average damage a monk would do if it hit with four unarmed strikes in a round at this level.
Technically, a Monk focused on Strength can also use the updated generic version of Unarmed Strikes together with the bonus attack from Martial Arts indefinetely and the ones from FoB, problem is the same with the Fighter: you are trading all your damage for the sake of grappling or shoving your opponent. The advantages Hand's Flurry of Blows has is that you are still dealing damage while attempting to use Addle, Push or Topple and it has no size restriction like the generic version (and this is when someone with bias against the monk jumps in and says: "DnD is all about teamwork, the caster will always cast enlarge/reduce on the grappler to make this combination work! MoNk iS bAD!!"). The disadvantage is that Hand uses your save DC based on Wisdom instead of your attack stat and it has no Grapple option.
As many of you know, the new UA brought changes to the base class and the subclasses present on the PHB. Before jumping on the hype/hate train of the monk, I want to make an analisys of what is (IMO) the most defining feature of a monk playstyle, the subclass. Hit Points, Martial Arts damage, Unarmored Defense, Ki/Discipline points and Stunning Strike can't (or at least shouldn't) dictate the way you play your monk; I know that some tables start games at level 1, but you should really know which subclass you are picking even before creating your character. That being said, since there's quite a lot to talk about, I'll divide the comparisson for each of the subclass levels, giving an opinion about both the 5e and OneDnD version of each and finally a conclusion on which I think is better. I'll make a separate thread for each of the other subclasses later
Let's start with the "classic" Monk, the Way of the Open Hand / Warrior of the Hand
As the "control" based monk subclass, I liked all 3 effects (especially the reaction sealing, arguably the best option), but I really would have liked it if it applied to ALL your unarmed strikes, rather than just FoB, you would be trading your weapon damage (a d8 or a d10 since Tasha's dedicated weapon) for more control and support for your party, while also making it so that you can always use it and your ki points would only be used when you want more chances to use the feature. Because the 3rd option does not have a saving throw, you can focus either on Dexterity (to have a better chance to land the hit) or Wisdom (to increase the Ki save DC), both options were 'good'. It does compete with Stunning Strike as roughly equally useful options, SS can be used more (and alongside OHT) to inflict a more powerful effect, but spends ki faster; whereas OHT can only be used twice per turn with slightly weaker effects but at the cost of only 1 ki point.
All three effects got new names and reworded in the same style as weapon masteries, making me think that the reason why unarmed strikes do not have weapon masteries is because they are meant to be Hand-exclusive or, more precisely, Hand's Flurry of Blows-exclusive, since the feature is still tied to FoB. However, in doing so, they also added a Con save to Addle, turning it from the best option to the absolute worst. Dexterity flew out of the window and now Wisdom is your top most priority. Moreover, OHT no longer competes with SS even with its new restriction and shortened duration, mostly because SS can be used with ranged and throw weapons, and it has a stronger effect than Addle targetting the same saving throw, the only advantage OHT has is that it can be used twice on each of your turns. Even if SS was still the same as before, 5e version wins this one easily.
Well, at least Addle doesn't require a saving throw now, but now it no longer seals an enemy reaction, only opportunity attacks, and while it may seem like there's no difference, there is. You can no longer prevent your enemies from casting spells (like Hellish Rebuke or Absorb Elements) or using any other reaction they may have (like Parry or Unyielding). It is what it is. Luckily, FoB was changed and it no longer needs a specific action to be taken before, it can be used before anything else, so you can try to topple your enemy before using addle and then use your main action to do anything you want. Furthermore, FoB increases to 3 attacks at level 10, so that's an extra attempt to use any of the effects of OHT.
It always surprised me that such a feature did not cost ki points, but considering it does have an "unnamed resourced" (that's what I call any "times per short/long rest" clause), it makes sense. The amount of healing is also nice and it scales with your level (no randomness involved), so it starts at 18 and can reach up to 60. It can be used in and out of combat, although it being an action means that you are not attacking that turn (Martial Arts' bonus attack and FoB, both require you to take the attack action). It is fine, my only complain is that it feels like a feature that should belong to the main class, if the Open Hand description did not mention that they can heal themselves, this feature would have been part of the base class.
Moving the feature to a bonus action was a good choice, now you can at least attack (but OHT is still unusable on the same turn). The healing is now random and requires ASI investment, so the min HP you can regain is always 2 (or 7 with a +5 in Wisdom) and the max can be (on each MA increase and a +5 in Wisdom) 13/15/17. Granted, it can be used more than once per long rest so the total max HP it can resture is higher now 65/75/85, but that is spread on 5 turns (so those are 10 missed uses of OHT) and now there's a Discipline point cost. If the unnamed resource and the DP could be spend separately (like Ascendant Dragon's breath weapon), it would not be a problem, but both being used together (like Ascendant Dragon's Fly ability) makes this feature a lot more taxing than before. Overall, 5e version's lack of randomness, ki cost and focused healing makes it better.
No more double cost and that's definetily better than the UA6 version, however, since it still uses a bonus action, OHT cannot be used on that turn. Ironically, if it were the same as the 5e version or if it were moved to the main action again, both OHT and WoB would be usable on the same turn. I can't exactly say that this is better than 5e version because that one also blocked access to OHT, but that was an issue of the base class, not of the subclass. Though I guess Hand monks should be happy that this no longer consumes DP.
Another feature added just because it is mentioned in the subclass description, and this one is not that good at "protect from harm" since the moment you dare attack any creature, the spell ends, so this feature is really only good to prevent ambushes or attacks against you on the first round of combat or until you damage any creature. The best use it has is allowing the monk to move "freely" on the battefield until it can reach its target safely (any opportunity attack would need to pass the Wisdom save). At least it doesn't cost ki points.
The feature does a better job at allowing the monk to move safely, albeit at the cost of your bonus action (and, by extension, your OHT). Not much to say here, maybe Patient Defense would have been a better choice for the one monk subclass that needs protection the most. Regardless, I think this one is better than 5e's version.
Ok, this may seem confusing, but it's really simple, every single time you use your bonus action for anything, you can add Step of the Wind to that bonus action, regardless of what that bonus action is used for (note that it doesn't have to be a bonus action option exclusive to monks, it can be used with things like Rage, Hunter's Mark, Smite spells, etc.). This is also affected by the new SotW version, so the free option is Dash and, the option that spends a DP is Dash, Disengage and taking a willing creature with you. This version is clearly better than the previous two.
Splendid capstone, this should have been the standard of design for all other monk subclass (only Mercy has a feature that comes close to this level of impact). An insta-kill ability that still deals decent damage even if the target makes the save, is definetly appropiate for a class that's focused on making as many unarmed strikes as possible. One of the few features that can be considered close in power to a lvl 9 spell.
This change tells us that when WotC "test" their new content, all saving throws creatures make are failed, so they must have seen a monk killing absolutely every single creature they encounter with QP and thought: "This ability is unbeliavable broken and it has a really low cost for an unrestricted Power Word Kill, we must weaken it so that spells are not outshined by an instakill feature that never fails." I really have nothing else to say here other than 5e version wins...
So, the cost went up and the damage went down. BUT! The feature is finally being treated as a proper damage-dealing ability. Not one that's barely an inconvinience to enemies, but one that increases DPR directly without having to gamble your potential damage. I mean, I'd gladly trade 1d12+Dex (of 1 attack) for a full or half 10d12, over gambling 4d12+4*Dex (of 4 attacks) for a full or half 10d12+Monk level. While I'll miss the 5e version, I guess I can make do with this version.
Overall, 5e wins by a landslide, especially considering the nerfs to Open Hand Technique and Quivering Palm (the two signature moves of the subclass). Previously, focusing on Wisdom over Dexterity was just an option (admittedly, the better one), now it's a must because your "finisher" will only deal good damage if your DC is as high as possible, rather than outright killing the target or dealing acceptable damage with a mid-high DC. UA8 update: There's no clear winner now, Hand is probably the most affected subclass by the changes made to the base class out of the 3 subclasses available now. That being said, I think the UA subclasses order is still the same: Shadow first, Elements second, and Hand third (but it doesn't fall behind as much as before, and now it has the highest DPR increase at level 17).
I'd like to hear what the community thinks about the new and old Open Hand and if you agree or disagree in any of the points of this comparisson.
Indeed, though I wouldn't call Addle a "powerful" effect, it only depending on a FoB hit made it really worth the ki point. Speaking of ki/discipline points, I forgot to add which version is more efficient resource-wise, even though this would also require a base class comparisson (mostly due to the new 1 minute short rest feature), I'd say 5e version still comes up victorious in this aspect (though not by much), the stronger (QP) and more reliable (OTH's Addle) effects keep it ahead and OneDnd Wholeness of Body's joint cost (DP + 'unnamed resource') does not help closing that gap.
Open Hand technique's reaction removal was Open Hand monks way of reliably disengaging from combat. Now it's not reliable. Shocking Grasp takes away a reaction with no save and does not cost a resource except the Cast a Spell/Magic action. This feature, however, requires the Attack Action to enable you to use Flurry of Blows, then 1 Discipline Point to activate Flurry of Blows also using your Bonus Action, then a failed save or you are stuck in melee (if you wanted this you probably used Topple instead) or you move and face a possible OA (you already used your BA so can't disengage).
One question I have. Do you like Fleet Step on the Open Hand monk? Even though it works completely against their 3rd level feature, Open Hand Technique, by using up their BA? I just don't understand when they did such a great job with Shadow monk (I like pretty much all of it and would be satisfied if it went directly to print) layering the subclass features to work with each other and then turned around and made two good features (ignoring the Addle save for now) work compete against each other.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
To add to this, Bards get access to every spell in the game, at level 10, so they can cast Wish or Meteor Swarm along with Wizards and Sorcerers. They also can cast Power Word Kill, so without any saving throw, if the target has fewer than 100hp it dies instantly. And if it has more than 100hp it takes 12d12 damage (78 avg) . Basically the old QP with a 100hp threshold. Compared to Quivering Palm that on a failed save would do 10d12+Level (82 average at 17th, 85 at 20th) but only half that (41-44) on a success. And it's a CON save so most targets will have pretty good saves at this point. So PWK almost does as much damage automatically, no saving throw, than Quivering Palm if the target has more than 100hp or Autokills if they have less. And bards can hit two targets with this at once, at 20th level.
Clerics, at 20th granted, have Wish as well.
So I'm kind of finding it hard to believe that Quivering Palm was way out of balance compared to some other things characters can do at this level.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
The only excuse I can think of (and this is not me saying I agree with the QP nerf) is that ki points are (in a way) cheaper or not as valuable as spell slots. If we use 5e's 4 Elements monk Spell/Ki cost, we can see that the Spell level = Ki point + 1, so to achieve the same level of impact as a level 9 spell, a monk should (in WotC obviously biased opinion) spend at least 10 ki points for such a feature, and since QP costs "only" 3 ki points ("only" because it's a two-turn feature, it weighs heavily on action economy) the feature should not be as powerful as a lvl 9 spell.
Does it make sence from a balance point of view? No. If there really were as many complaints as WotC claims, then they could have just make it a once per long rest ability (and maybe remove the ki cost) or increase the ki cost up to 10; I still wouldn't like it, but it would be way better than the current OneDnd version.
From what I posted in another thread, but put here since this is specifically Open Hand discussion:
The more I look at it, I kind of feel that Open Hand Technique should have no saves whatsoever. And it's not because I'm powergaming. But Unarmed Strikes, in the last few UA's, gives Everyone the ability to shove or knock prone. (OHT's Push, Topple. Though Push is a bit stronger, so two out of 3 options). And everyone can do this with the target making a saving throw. So why should the Open Hand Monk do just the same, with pushing being a little bit further than Shoving, and have to spend a discipline point just to access it via Flurry of Blows. It's basically a very minor bump compared to what Everyone can do. And it's the 3rd level Open Hand subclass feature. 25% of their features and it basically does the same as any old Unarmed Strike.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
And that's another reason why I think Open Hand Technique should apply to ALL your unarmed strikes, not just the ones from your FoB. To add insult to injury, the new rules for unarmed strikes all use STR for the save DC, but OHT is still tied to your WIS, so while everyone else who may just happen to be in melee (Barbarian, Fighter, Paladin, Ranger, Cleric, etc.) is using the same stat for the attack and damage/effect, your OHT still using another stat for the effect. Is this a case of damage being so damn important that any extra effect should not be guaranteed? Or is it the game going to give class/subclass-specific features to everyone else as part of the general rules? If that's the case, WotC better be adding generic rules for spellcasting that do not require the spellcasting/innate spellcasting/pact magic feature.
Open hand technique - anything a monk can do, other classes can do better. This has always been a theme with monks. A fighter can attempt to topple a creature up to 8 times (with action surge) in a round with no resource cost and they can do it indefinately. An open hand monk can try it up to twice a round until they run out of ki, which will happen quickly. If fighters can do this for free there should be no resource cost for this for the monk anymore. This is why monks should get some options for weapon masteries on their unarmed strikes. A con save for addle is terrible. They may as well change addle because at 11th level in this subclass it will become obsolete anyways.
Wholeness of body - the new version is not great. It has some application in combat as a bonus action, but bonus action healing is what your cleric is for. The community says "Monks are ki starved!" WOTC says "great! Let's charge ki for a previously free feature!" this is going to cost you up to an additional 5ki per long rest. I would take the free version any day of the week. Mercy monk can do exact same healing with flurry of blows at 3rd level so i dont know wtf they were thinking.
Fleet Step - its good. Tranquility was a low bar to beat though. I think the community was hoping for a free bonus action disengage as a monk core feature. If you can make a grapple build somehow work with open hand monk and the new grappling rules, this would give you some great forced movement options. Run a grappled guy up a wall, drop him for damage, he lands prone and you slow fall down and pound him with advantage. Very monkish.
Quivering palm - big nerf. Don't like it. A failed con save at 17th level where creatures have legendary resistances was not likely, so insta death was a low chance anyways. Leave it as is. Or make it like power word kill where they only drop to zero if they have less than 100 hit points otherwise they will take 10d10 damage. Assuming the monster makes its saving thow you will be doing about 42 points of damage. That the same average damage a monk would do if it hit with four unarmed strikes in a round at this level.
Technically, a Monk focused on Strength can also use the updated generic version of Unarmed Strikes together with the bonus attack from Martial Arts indefinetely and the ones from FoB, problem is the same with the Fighter: you are trading all your damage for the sake of grappling or shoving your opponent. The advantages Hand's Flurry of Blows has is that you are still dealing damage while attempting to use Addle, Push or Topple and it has no size restriction like the generic version (and this is when someone with bias against the monk jumps in and says: "DnD is all about teamwork, the caster will always cast enlarge/reduce on the grappler to make this combination work! MoNk iS bAD!!"). The disadvantage is that Hand uses your save DC based on Wisdom instead of your attack stat and it has no Grapple option.
Update adding UA8 Monk and Hand changes.