Here is a summary of how the new rules affect monks not in the new phb. This is based on crawford's interview and the UA playtest. I am not rating if the feature is bad or good but rather did it get better or worse based on the rule changes. If it's better it gets a BUMP. If it’s worse, it gets a NERF. A feature could get a bump but still be bad (sun soul monk….ahem…) enjoy!
Astral self monk
Astral arms can now officially grapple and shove and deal more damage. Holding up to two enemies out of melee range is a great control feature. (Hopefully your dm was letting you do this anyways.) Either way the new grapple shove rules make this lots of fun! BUMP!
Deflect Energy - good for two levels and then becomes obsolete. NERF! Players will have to homebrew this feature as at level 13 the new monks deflect energy is way better.
Astral barrage - if you plan to build an astral monk using the new two weapon fighting rules, astral barrage is now not that good at all. 3 attacks with magic weapons is always going to be better than 3 attacks with your astral arms. This is an expensive feature so it pairs well with heightened metabolism so you can get your focus points back quicker to use it again. The damage goes from 3d10 to 3d12. However with FOB you can now get 6 unarmed strikes per round at this level, and with the new grapple/shove rules that could be lots of fun. BUMP!
Ascendent dragon monk
Breath of dragon - gets a much needed damage bump from 2d4 to 2d6 to start.
Since the breath weapon replaces one attack on the attack action, if you have the nick weapon mastery (from a feat or multiclass) you get you two weapon attacks and one breath weapon attack on the attack action starting at level 5. Not bad. BUMP!
Wings unfurled - the dash only version of the new step of the wind no longer costs a focus point so technically this feature is now free pb times per day. Plus the new step of the wind at level 10 lets your team mate effectively ride you as a mount while you fly for one round. BUMP!
Aspect of the Wyrm - getting resistances pairs really well with deflect energy at level 13 ensuring you reduce these damage types to zero and getting to use your reaction to deal damage. NIce. BUMP!
Ascendant Aspect - damage bump from 4d10 to 4d12 per breath weapon attack. Again, if you could use nick mastery to do one breath weapon and two weapon attacks and still do 3 flurry of blows attacks you are very solid. BUMP!
Explosive Fury - no change
Drunken Master
Drunken technique - this get an extra FOB at level 10. With nick weapon mastery you get 6 attacks at level 10 and free disengage with FOB. This is great survivability into tier 3 and 4. Very nice. BUMP!
Redirect Attack - still fun but you are probably using the new Deflect Attack most of the time. This still has situational value though. NERF!
Intoxicated frenzy - this should go up to 6 flurry of blows from 5 due to the new extra fob at level 10. With nick weapon mastery you could technically get up to 9 attacks on a turn. Requiring each FOB hit a different creature makes this more of a problem. The only way you can use this feature now would be in a situation where you can hit 6 different creatures on your turn. That's almost never. NERF!
Kensei Monk-
Kensei Weapons - if you get weapon mastery through a feat or multiclass this becomes very good. I assume most dm’s will no longer allow Tasha’s Dedicated Weapon. BUMP!
Agile Parry - Your unarmed strikes do more damage so it hurts slightly less to use if you are using a d10 weapon. If you are using nick weapon mastery, then this really does well starting at level 5 as you can still get three attacks on the attack action and still get your +2 AC bonus. Monks unarmed strikes now do 1d10 starting at level 11 so even with a 1d10 weapon you don't have to wait until level 17 for your unarmed strike damage to match your weapon damage. BUMP!
Deft Strike - minor damage bump but i assume most dm’s wont allow ki fueled attack anymore which is the only thing that ever made this feature useful. Because of that it gets a NERF!
Long Death Monk
Touch of death - this and deflect attack and heightened metabolism should give you ALOT of confidence getting into melee. BUMP!
Touch of Long Death - Slight damage bump. Heightened metabolism can give you enough focus points to be able to use this again quicker. BUMP!
Sun Soul Monk -
Radiant Sun Bolt - nice damage increase from a bigger martial arts die. Quoted directly from the feature “this special attack can be used for any of the attacks you make as part of the Attack action” so i do think if you had nick weapon mastery and two weapon fighting you could get a third attack with it. Since this is modeled after FOB does that mean you would get a third one at 10th level on your bonus action? Probably not but ask your dm. Overall though its a BUMP!
Searing Arc Strike - this still requires using the attack action to be able to use (like the old FOB did.) FOB no longer has this prerequisite so hopefully your dm lets you use this as a bonus action along with any type of action. Bigger martial arts die equals more damage. BUMP! (but still a bad feature)
Searing Sunburst - damage here is not tied to martial arts die although technically you can now use this and FOB on the same turn. BUMP! (but still a bad feature)
Sun Shield - i got excited because i thought it paired well with deflect attack but nope, this uses your reaction. You will always use deflect attack over sun shield so an already bad feature becomes even more useless. EXTRA BIG NERF!
Overall the new base class features will give every subclass not in the new phb a bump. However i think the new rules benefit Ascendant Dragon the most and also Astral Monk (grappling/shoving) very nicely. Two Weapon fighting for any monk now looks too good to ignore. I could see most monks dipping one level in fighter or taking the Weapon Master feat at level 4 for +1 dex and nick weapon mastery. One thing I noticed here: there is still ZERO synergy with any subclass using Patient Defense for the Dodge action.
Here is a summary of how the new rules affect monks not in the new phb. This is based on crawford's interview and the UA playtest. I am not rating if the feature is bad or good but rather did it get better or worse based on the rule changes. If it's better it gets a BUMP. If it’s worse, it gets a NERF. A feature could get a bump but still be bad (sun soul monk….ahem…) enjoy!
Astral self monk
Astral arms can now officially grapple and shove and deal more damage. Holding up to two enemies out of melee range is a great control feature. (Hopefully your dm was letting you do this anyways.) Either way the new grapple shove rules make this lots of fun! BUMP!
Deflect Energy - good for two levels and then becomes obsolete. NERF! Players will have to homebrew this feature as at level 13 the new monks deflect energy is way better.
Astral barrage - if you plan to build an astral monk using the new two weapon fighting rules, astral barrage is now not that good at all. 3 attacks with magic weapons is always going to be better than 3 attacks with your astral arms. This is an expensive feature so it pairs well with heightened metabolism so you can get your focus points back quicker to use it again. The damage goes from 3d10 to 3d12. However with FOB you can now get 6 unarmed strikes per round at this level, and with the new grapple/shove rules that could be lots of fun. BUMP!
That's a good point about using the Astral Arms for grapple or shove. Wasn't RAW prior to the update. Unless they change Astral Self in a later book. But until then, grapple and shove from 10 feet.
While Deflect Energy becomes obsolete once you gain Deflect Energy at 13th level, the Empowered Arms still gives you the extra damage once on each of your turns. Until a revision, probably in a few years, I wonder what would be a satisfactory homebrew for this level?
I agree that Astral Barrage won't hold up, if you use the Nick mastery. But that does mean a MC or Feat that you still might be better used to get DEX and WIS as high as possible. But at 17th level, unless you used other ASI's for feats this shouldn't be an issue. If MC you don't get the capstone. With a feat you can still get your DEX/WIS to 24/25 (20 normally, +1 with Epic Boon at 19th)
Ascendent dragon monk
Breath of dragon - gets a much needed damage bump from 2d4 to 2d6 to start.
Since the breath weapon replaces an attack on the attack action, if you have the nick weapon mastery (from a feat or multiclass) am i right in thinking you could now potentially do three of these in one round starting at level 5 with each breath doing 2d8? If so that's great. Even if it only gets you two breath weapon attacks and one weapon attack on the attack action starting at level 5 its still really good. BUMP!
Wings unfurled - the dash only version of the new step of the wind no longer costs a focus point so technically this feature is now free pb times per day. Plus the new step of the wind at level 10 lets your team mate effectively ride you as a mount while you fly for one round. BUMP!
Aspect of the Wyrm - getting resistances pairs really well with deflect energy at level 13 ensuring you reduce these damage types to zero and getting to use your reaction to deal damage. NIce. BUMP!
Ascendant Aspect - damage bump from 4d10 to 4d12 per breath weapon attack. Again, if you could use nick mastery to do three of these breath weapon attacks in a round for a total 12d12 damage (at a cost of 3 focus points) and still do 3 flurry of blows attacks you are very solid. And you could easily do it for a second round. BUMP!
Explosive Fury - damage bump from 3d10 to 3d12. MINOR BUMP.
I don't think you can get multiple Breath of the Dragon attacks. The feature says you can replace one of the attacks with the breath weapon. Unless WotC clarified it in SAC?
Wings Unfurled, which I don't care for, is at least not as annoying with no Ki/Focus expenditure with the 2024 rules.
Not sure why you stated Explosive Fury's damage is bumped. It's not reliant on MA die. It's a flat 3d10, which sucks. Hope that changes. And Ascendant Aspect may not be bumped as much as you think. See my Breath of the Dragon response.
Drunken Master
Drunken technique - this get an extra FOB at level 10. With nick weapon mastery you get 6 attacks at level 10 and free disengage with FOB. This is great survivability into tier 3 and 4. Very nice. BUMP!
Redirect Attack - still fun but you are probably using the new Deflect Attack most of the time. This still has situational value though. NERF!
Intoxicated frenzy - this should go up to 6 flurry of blows from 5 due to the new extra fob at level 10. With nick weapon mastery you could technically get up to 9 attacks on a turn. Requiring each FOB hit a different creature makes this more of a problem. The only way you can use this feature now would be in a situation where you can hit 6 different creatures on your turn. That's almost never. NERF!
Agree with pretty much everything you said.
Kensei Monk-
Kensei Weapons - if you get weapon mastery through a feat or multiclass this becomes very good. I assume most dm’s will no longer allow Tasha’s Dedicated Weapon. BUMP!
Agile Parry - Your unarmed strikes do more damage so it hurts slightly less to use if you are using a d10 weapon. If you are using nick weapon mastery, then this really does well starting at level 5 as you can still get three attacks on the attack action and still get your +2 AC bonus. Monks unarmed strikes now do 1d10 starting at level 11 so even with a 1d10 weapon you don't have to wait until level 17 for your unarmed strike damage to match your weapon damage. BUMP!
Deft Strike - minor damage bump but i assume most dm’s wont allow ki fueled attack anymore which is the only thing that ever made this feature useful. Because of that it gets a NERF!
I'm not sure I'm following your Deft Strike comment. DS allows you to spend a ki point and do extra damage. What was stopping you from making a BA unarmed strike to begin with here (requiring Ki Fueled Attack)? I assume the attack was part of the Attack action so the BA unarmed strike was triggered. Unless you are referring to an OA? But you can't use a BA then anyway? I'm confused, but it's late so maybe I'm just tired.
Long Death Monk
Touch of death - this and deflect attack and heightened metabolism should give you ALOT of confidence getting into melee. BUMP!
Touch of Long Death - Slight damage bump. Heightened metabolism can give you enough focus points to be able to use this again quicker. BUMP!
Long Death certainly becomes a bit tankier. Or at least, more survivable. Again, Touch of the Long Death, like Explosive Fury, isn't tied to MA die so no bump to damage.
Sun Soul Monk -
Radiant Sun Bolt - nice damage increase from a bigger martial arts die. Quoted directly from the feature “this special attack can be used for any of the attacks you make as part of the Attack action” so i do think if you had nick weapon mastery and two weapon fighting you could get a third attack with it. Since this is modeled after FOB does that mean you would get a third one at 10th level on your bonus action? Probably not but ask your dm. Overall though its a BUMP!
Searing Arc Strike - this still requires using the attack action to be able to use (like the old FOB did.) FOB no longer has this prerequisite so hopefully your dm lets you use this as a bonus action along with any type of action. Bigger martial arts die equals more damage. BUMP! (but still a bad feature)
Searing Sunburst - damage here is not tied to martial arts die although technically you can now use this and FOB on the same turn. BUMP! (but still a bad feature)
Sun Shield - i got excited because i thought it paired well with deflect attack but nope, this uses your reaction. You will always use deflect attack over sun shield so an already bad feature becomes even more useless. EXTRA BIG NERF!
Sun Soul wasn't a good subclass to begin with and now is worse off in almost every way. Really hope they eventually will rework this subclass like they did Four Elements in the 2024 PHB.
Here is a summary of how the new rules affect monks not in the new phb. This is based on crawford's interview and the UA playtest. I am not rating if the feature is bad or good but rather did it get better or worse based on the rule changes. If it's better it gets a BUMP. If it’s worse, it gets a NERF. A feature could get a bump but still be bad (sun soul monk….ahem…) enjoy!
Astral self monk
Astral arms can now officially grapple and shove and deal more damage. Holding up to two enemies out of melee range is a great control feature. (Hopefully your dm was letting you do this anyways.) Either way the new grapple shove rules make this lots of fun! BUMP!
Deflect Energy - good for two levels and then becomes obsolete. NERF! Players will have to homebrew this feature as at level 13 the new monks deflect energy is way better.
Astral barrage - if you plan to build an astral monk using the new two weapon fighting rules, astral barrage is now not that good at all. 3 attacks with magic weapons is always going to be better than 3 attacks with your astral arms. This is an expensive feature so it pairs well with heightened metabolism so you can get your focus points back quicker to use it again. The damage goes from 3d10 to 3d12. However with FOB you can now get 6 unarmed strikes per round at this level, and with the new grapple/shove rules that could be lots of fun. BUMP!
That's a good point about using the Astral Arms for grapple or shove. Wasn't RAW prior to the update. Unless they change Astral Self in a later book. But until then, grapple and shove from 10 feet.
While Deflect Energy becomes obsolete once you gain Deflect Energy at 13th level, the Empowered Arms still gives you the extra damage once on each of your turns. Until a revision, probably in a few years, I wonder what would be a satisfactory homebrew for this level?
I agree that Astral Barrage won't hold up, if you use the Nick mastery. But that does mean a MC or Feat that you still might be better used to get DEX and WIS as high as possible. But at 17th level, unless you used other ASI's for feats this shouldn't be an issue. If MC you don't get the capstone. With a feat you can still get your DEX/WIS to 24/25 (20 normally, +1 with Epic Boon at 19th)
Ascendent dragon monk
Breath of dragon - gets a much needed damage bump from 2d4 to 2d6 to start.
Since the breath weapon replaces an attack on the attack action, if you have the nick weapon mastery (from a feat or multiclass) am i right in thinking you could now potentially do three of these in one round starting at level 5 with each breath doing 2d8? If so that's great. Even if it only gets you two breath weapon attacks and one weapon attack on the attack action starting at level 5 its still really good. BUMP!
Wings unfurled - the dash only version of the new step of the wind no longer costs a focus point so technically this feature is now free pb times per day. Plus the new step of the wind at level 10 lets your team mate effectively ride you as a mount while you fly for one round. BUMP!
Aspect of the Wyrm - getting resistances pairs really well with deflect energy at level 13 ensuring you reduce these damage types to zero and getting to use your reaction to deal damage. NIce. BUMP!
Ascendant Aspect - damage bump from 4d10 to 4d12 per breath weapon attack. Again, if you could use nick mastery to do three of these breath weapon attacks in a round for a total 12d12 damage (at a cost of 3 focus points) and still do 3 flurry of blows attacks you are very solid. And you could easily do it for a second round. BUMP!
Explosive Fury - damage bump from 3d10 to 3d12. MINOR BUMP.
I don't think you can get multiple Breath of the Dragon attacks. The feature says you can replace one of the attacks with the breath weapon. Unless WotC clarified it in SAC?
Wings Unfurled, which I don't care for, is at least not as annoying with no Ki/Focus expenditure with the 2024 rules.
Not sure why you stated Explosive Fury's damage is bumped. It's not reliant on MA die. It's a flat 3d10, which sucks. Hope that changes. And Ascendant Aspect may not be bumped as much as you think. See my Breath of the Dragon response.
Drunken Master
Drunken technique - this get an extra FOB at level 10. With nick weapon mastery you get 6 attacks at level 10 and free disengage with FOB. This is great survivability into tier 3 and 4. Very nice. BUMP!
Redirect Attack - still fun but you are probably using the new Deflect Attack most of the time. This still has situational value though. NERF!
Intoxicated frenzy - this should go up to 6 flurry of blows from 5 due to the new extra fob at level 10. With nick weapon mastery you could technically get up to 9 attacks on a turn. Requiring each FOB hit a different creature makes this more of a problem. The only way you can use this feature now would be in a situation where you can hit 6 different creatures on your turn. That's almost never. NERF!
Agree with pretty much everything you said.
Kensei Monk-
Kensei Weapons - if you get weapon mastery through a feat or multiclass this becomes very good. I assume most dm’s will no longer allow Tasha’s Dedicated Weapon. BUMP!
Agile Parry - Your unarmed strikes do more damage so it hurts slightly less to use if you are using a d10 weapon. If you are using nick weapon mastery, then this really does well starting at level 5 as you can still get three attacks on the attack action and still get your +2 AC bonus. Monks unarmed strikes now do 1d10 starting at level 11 so even with a 1d10 weapon you don't have to wait until level 17 for your unarmed strike damage to match your weapon damage. BUMP!
Deft Strike - minor damage bump but i assume most dm’s wont allow ki fueled attack anymore which is the only thing that ever made this feature useful. Because of that it gets a NERF!
I'm not sure I'm following your Deft Strike comment. DS allows you to spend a ki point and do extra damage. What was stopping you from making a BA unarmed strike to begin with here (requiring Ki Fueled Attack)? I assume the attack was part of the Attack action so the BA unarmed strike was triggered. Unless you are referring to an OA? But you can't use a BA then anyway? I'm confused, but it's late so maybe I'm just tired.
Long Death Monk
Touch of death - this and deflect attack and heightened metabolism should give you ALOT of confidence getting into melee. BUMP!
Touch of Long Death - Slight damage bump. Heightened metabolism can give you enough focus points to be able to use this again quicker. BUMP!
Long Death certainly becomes a bit tankier. Or at least, more survivable. Again, Touch of the Long Death, like Explosive Fury, isn't tied to MA die so no bump to damage.
Sun Soul Monk -
Radiant Sun Bolt - nice damage increase from a bigger martial arts die. Quoted directly from the feature “this special attack can be used for any of the attacks you make as part of the Attack action” so i do think if you had nick weapon mastery and two weapon fighting you could get a third attack with it. Since this is modeled after FOB does that mean you would get a third one at 10th level on your bonus action? Probably not but ask your dm. Overall though its a BUMP!
Searing Arc Strike - this still requires using the attack action to be able to use (like the old FOB did.) FOB no longer has this prerequisite so hopefully your dm lets you use this as a bonus action along with any type of action. Bigger martial arts die equals more damage. BUMP! (but still a bad feature)
Searing Sunburst - damage here is not tied to martial arts die although technically you can now use this and FOB on the same turn. BUMP! (but still a bad feature)
Sun Shield - i got excited because i thought it paired well with deflect attack but nope, this uses your reaction. You will always use deflect attack over sun shield so an already bad feature becomes even more useless. EXTRA BIG NERF!
Sun Soul wasn't a good subclass to begin with and now is worse off in almost every way. Really hope they eventually will rework this subclass like they did Four Elements in the 2024 PHB.
Regarding Ascendent dragon monk - Our dm has always let us use the breath weapon in place of both attacks (which i like) to the point that I actually thought thats what the feature said but now that i read it again, it does say it can only replace one attack. Looks like i got excited over nothing. I will have to edit that. Still works with nick mastery though. One breath weapon and two attacks isn't bad starting at level 5.
Regarding kensei - spending 1ki to use deft strike would enable ki fueled attack to use a bonus attack with a monk weapon. If you get a good magic weapon that could be a strong option. It was particularly good for an archery build as you would get three bow attacks with sharpshooter and focused aim. Without ki fueled attack thats no longer an option.
Grappling is going to be such a huge part of Monks kit in post 2024 DnD... Especially with the now useful Grappler Feat (full movement, free grapple on a hit 1/turn)
So if you can do that at 10ft. too well that will be bonkers... could you do this with the new Warrior of the Elements too?
Edit: Do we know if Unarmed Fighting Style can be used with Dex with a monk, or does it overide it to be strength only?
Grappling is going to be such a huge part of Monks kit in post 2024 DnD... Especially with the now useful Grappler Feat (full movement, free grapple on a hit 1/turn)
So if you can do that at 10ft. too well that will be bonkers... could you do this with the new Warrior of the Elements too?
Edit: Do we know if Unarmed Fighting Style can be used with Dex with a monk, or does it overide it to be strength only?
If it’s the same as the old version then DEX works. It always has. Strength is the default for melee attacks. Dex on monk’s Martial Arts is the specific that beats general rule. They would have to specifically say you cannot use Dex for it not to.
Grappling changes the battle strategy and field. Protection for your casters in the party. Preventing them from getting hit and chance of breaking concentration. Moving the enemies to where you want, say a Druid’s thorns and drop them off. I’m pumped and ready to implement this strategy.
Grappling is going to be such a huge part of Monks kit in post 2024 DnD... Especially with the now useful Grappler Feat (full movement, free grapple on a hit 1/turn)
I mean, it won't be because grappling is nerfed in general and Monks have nothing for it that gives them any benefit over literally anyone else, but also Grappler does not automatically grapple but simply allows a grapple attempt, meaning the target most likely succeeds because they probably have proficiency in either Strength or Dexterity saves.
It’s probably 50/50, or let’s be pessimistic and say 40/60 that the grapple attempt succeeds.
Monks can make the attempt on their first attack every single round, and it costs nothing and they sacrifice nothing. If it lands, every following attack is with advantage.
After that, if the 2014 rules still apply, the enemy must waste its action if it wants to try to escape.
Again, you can make a grapple attempt every turn for free. Some will succeed.
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Here is a summary of how the new rules affect monks not in the new phb. This is based on crawford's interview and the UA playtest. I am not rating if the feature is bad or good but rather did it get better or worse based on the rule changes. If it's better it gets a BUMP. If it’s worse, it gets a NERF. A feature could get a bump but still be bad (sun soul monk….ahem…) enjoy!
Astral self monk
Astral arms can now officially grapple and shove and deal more damage. Holding up to two enemies out of melee range is a great control feature. (Hopefully your dm was letting you do this anyways.) Either way the new grapple shove rules make this lots of fun! BUMP!
Deflect Energy - good for two levels and then becomes obsolete. NERF! Players will have to homebrew this feature as at level 13 the new monks deflect energy is way better.
Astral barrage - if you plan to build an astral monk using the new two weapon fighting rules, astral barrage is now not that good at all. 3 attacks with magic weapons is always going to be better than 3 attacks with your astral arms. This is an expensive feature so it pairs well with heightened metabolism so you can get your focus points back quicker to use it again. The damage goes from 3d10 to 3d12. However with FOB you can now get 6 unarmed strikes per round at this level, and with the new grapple/shove rules that could be lots of fun. BUMP!
Ascendent dragon monk
Breath of dragon - gets a much needed damage bump from 2d4 to 2d6 to start.
Since the breath weapon replaces one attack on the attack action, if you have the nick weapon mastery (from a feat or multiclass) you get you two weapon attacks and one breath weapon attack on the attack action starting at level 5. Not bad. BUMP!
Wings unfurled - the dash only version of the new step of the wind no longer costs a focus point so technically this feature is now free pb times per day. Plus the new step of the wind at level 10 lets your team mate effectively ride you as a mount while you fly for one round. BUMP!
Aspect of the Wyrm - getting resistances pairs really well with deflect energy at level 13 ensuring you reduce these damage types to zero and getting to use your reaction to deal damage. NIce. BUMP!
Ascendant Aspect - damage bump from 4d10 to 4d12 per breath weapon attack. Again, if you could use nick mastery to do one breath weapon and two weapon attacks and still do 3 flurry of blows attacks you are very solid. BUMP!
Explosive Fury - no change
Drunken Master
Drunken technique - this get an extra FOB at level 10. With nick weapon mastery you get 6 attacks at level 10 and free disengage with FOB. This is great survivability into tier 3 and 4. Very nice. BUMP!
Redirect Attack - still fun but you are probably using the new Deflect Attack most of the time. This still has situational value though. NERF!
Intoxicated frenzy - this should go up to 6 flurry of blows from 5 due to the new extra fob at level 10. With nick weapon mastery you could technically get up to 9 attacks on a turn. Requiring each FOB hit a different creature makes this more of a problem. The only way you can use this feature now would be in a situation where you can hit 6 different creatures on your turn. That's almost never. NERF!
Kensei Monk-
Kensei Weapons - if you get weapon mastery through a feat or multiclass this becomes very good. I assume most dm’s will no longer allow Tasha’s Dedicated Weapon. BUMP!
Agile Parry - Your unarmed strikes do more damage so it hurts slightly less to use if you are using a d10 weapon. If you are using nick weapon mastery, then this really does well starting at level 5 as you can still get three attacks on the attack action and still get your +2 AC bonus. Monks unarmed strikes now do 1d10 starting at level 11 so even with a 1d10 weapon you don't have to wait until level 17 for your unarmed strike damage to match your weapon damage. BUMP!
Deft Strike - minor damage bump but i assume most dm’s wont allow ki fueled attack anymore which is the only thing that ever made this feature useful. Because of that it gets a NERF!
Long Death Monk
Touch of death - this and deflect attack and heightened metabolism should give you ALOT of confidence getting into melee. BUMP!
Touch of Long Death - Slight damage bump. Heightened metabolism can give you enough focus points to be able to use this again quicker. BUMP!
Sun Soul Monk -
Radiant Sun Bolt - nice damage increase from a bigger martial arts die. Quoted directly from the feature “this special attack can be used for any of the attacks you make as part of the Attack action” so i do think if you had nick weapon mastery and two weapon fighting you could get a third attack with it. Since this is modeled after FOB does that mean you would get a third one at 10th level on your bonus action? Probably not but ask your dm. Overall though its a BUMP!
Searing Arc Strike - this still requires using the attack action to be able to use (like the old FOB did.) FOB no longer has this prerequisite so hopefully your dm lets you use this as a bonus action along with any type of action. Bigger martial arts die equals more damage. BUMP! (but still a bad feature)
Searing Sunburst - damage here is not tied to martial arts die although technically you can now use this and FOB on the same turn. BUMP! (but still a bad feature)
Sun Shield - i got excited because i thought it paired well with deflect attack but nope, this uses your reaction. You will always use deflect attack over sun shield so an already bad feature becomes even more useless. EXTRA BIG NERF!
Overall the new base class features will give every subclass not in the new phb a bump. However i think the new rules benefit Ascendant Dragon the most and also Astral Monk (grappling/shoving) very nicely. Two Weapon fighting for any monk now looks too good to ignore. I could see most monks dipping one level in fighter or taking the Weapon Master feat at level 4 for +1 dex and nick weapon mastery. One thing I noticed here: there is still ZERO synergy with any subclass using Patient Defense for the Dodge action.
That's a good point about using the Astral Arms for grapple or shove. Wasn't RAW prior to the update. Unless they change Astral Self in a later book. But until then, grapple and shove from 10 feet.
While Deflect Energy becomes obsolete once you gain Deflect Energy at 13th level, the Empowered Arms still gives you the extra damage once on each of your turns. Until a revision, probably in a few years, I wonder what would be a satisfactory homebrew for this level?
I agree that Astral Barrage won't hold up, if you use the Nick mastery. But that does mean a MC or Feat that you still might be better used to get DEX and WIS as high as possible. But at 17th level, unless you used other ASI's for feats this shouldn't be an issue. If MC you don't get the capstone. With a feat you can still get your DEX/WIS to 24/25 (20 normally, +1 with Epic Boon at 19th)
I don't think you can get multiple Breath of the Dragon attacks. The feature says you can replace one of the attacks with the breath weapon. Unless WotC clarified it in SAC?
Wings Unfurled, which I don't care for, is at least not as annoying with no Ki/Focus expenditure with the 2024 rules.
Not sure why you stated Explosive Fury's damage is bumped. It's not reliant on MA die. It's a flat 3d10, which sucks. Hope that changes. And Ascendant Aspect may not be bumped as much as you think. See my Breath of the Dragon response.
Agree with pretty much everything you said.
I'm not sure I'm following your Deft Strike comment. DS allows you to spend a ki point and do extra damage. What was stopping you from making a BA unarmed strike to begin with here (requiring Ki Fueled Attack)? I assume the attack was part of the Attack action so the BA unarmed strike was triggered. Unless you are referring to an OA? But you can't use a BA then anyway? I'm confused, but it's late so maybe I'm just tired.
Long Death certainly becomes a bit tankier. Or at least, more survivable. Again, Touch of the Long Death, like Explosive Fury, isn't tied to MA die so no bump to damage.
Sun Soul wasn't a good subclass to begin with and now is worse off in almost every way. Really hope they eventually will rework this subclass like they did Four Elements in the 2024 PHB.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Regarding Ascendent dragon monk - Our dm has always let us use the breath weapon in place of both attacks (which i like) to the point that I actually thought thats what the feature said but now that i read it again, it does say it can only replace one attack. Looks like i got excited over nothing. I will have to edit that. Still works with nick mastery though. One breath weapon and two attacks isn't bad starting at level 5.
Regarding kensei - spending 1ki to use deft strike would enable ki fueled attack to use a bonus attack with a monk weapon. If you get a good magic weapon that could be a strong option. It was particularly good for an archery build as you would get three bow attacks with sharpshooter and focused aim. Without ki fueled attack thats no longer an option.
Grappling is going to be such a huge part of Monks kit in post 2024 DnD... Especially with the now useful Grappler Feat (full movement, free grapple on a hit 1/turn)
So if you can do that at 10ft. too well that will be bonkers... could you do this with the new Warrior of the Elements too?
Edit: Do we know if Unarmed Fighting Style can be used with Dex with a monk, or does it overide it to be strength only?
If it’s the same as the old version then DEX works. It always has. Strength is the default for melee attacks. Dex on monk’s Martial Arts is the specific that beats general rule. They would have to specifically say you cannot use Dex for it not to.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Most things are not a sure thing in DnD, else it wouldn’t really be a game… But an attempt a turn without sacrificing an attack is huge!
Can you see how powerful full movement grappling with monks movement will be in terms of control?
But even without any commitment to a feat, grappling will always be a tool in a monk’s toolkit now and one that should be considered in most fights
Grappling changes the battle strategy and field. Protection for your casters in the party. Preventing them from getting hit and chance of breaking concentration. Moving the enemies to where you want, say a Druid’s thorns and drop them off. I’m pumped and ready to implement this strategy.
It’s probably 50/50, or let’s be pessimistic and say 40/60 that the grapple attempt succeeds.
Monks can make the attempt on their first attack every single round, and it costs nothing and they sacrifice nothing. If it lands, every following attack is with advantage.
After that, if the 2014 rules still apply, the enemy must waste its action if it wants to try to escape.
Again, you can make a grapple attempt every turn for free. Some will succeed.