Deflect Blows feels like it's making attacks on Monks near useless. Reduced by 1d10+Dex means roughly half of attacks are nullified, and then reducing them even further by an amount equal to your level...it won't be often that you'll actually be able to do much damage to the Monk.
I am guessing that they still only get one reaction, so they may only block one attack per turn.
where were bud? you missed a few videos :P also watching the video now
aww! :3
I was off for the 4th of July holiday! I missed popping in to chat, too, but I tried very hard to not be on my computer all week. I'm back to finish out the classes, though!
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It's largely the same as UA8, not surprising since that was so well-received. Here are the changes since the playtest that I noticed:
Discipline (formerly Ki) now renamed to Focus
Stunning Strike now halves the target's speed and your next attack against them gets advantage on a successful save, rather than flat bonus damage. I find this more useful as it means you can focus on pumping Dex first instead of Wis. (Both nerfs - 1/round and start of your next turn rather than the end - are intact from UA8.)
Empowered Strikes lowered from 6th to 5th
Mercy Flurry of Healing now has a usage limit per LR
where were bud? you missed a few videos :P also watching the video now
aww! :3
I was off for the 4th of July holiday! I missed popping in to chat, too, but I tried very hard to not be on my computer all week. I'm back to finish out the classes, though!
thats fair i hope you had a great time off! tho glad you are back
It's largely the same as UA8, not surprising since that was so well-received. Here are the changes since the playtest that I noticed:
Discipline (formerly Ki) now renamed to Focus
Stunning Strike now halves the target's speed and your next attack against them gets advantage on a successful save, rather than flat bonus damage. I find this more useful as it means you can focus on pumping Dex first instead of Wis. (Both nerfs - 1/round and start of your next turn rather than the end - are intact from UA8.)
Empowered Strikes lowered from 6th to 5th
Mercy Flurry of Healing now has a usage limit per LR
This stunning strike change is so much better than the playtest. I did notice the removal of diamond body though. No more proficiency in all saves.
You appear to have missed this line:
"While most of the Monk’s features saw some improvements or have been fully replaced, those that remain unchanged or changed very marginally may not appear in this article."
Monk is now a fantastic class. It's not just good, it's fun.
Insane options at lower levels, with good scaling. The ability to use the core themes of your kit at all times, with more powerful options with your resource pool. Way of the Four Elements reworked to not be a steaming pile.
I could honestly see a lot of people telling new players now to play Monk before Fighter now because of how much the character can do but at the same time how self centered those features are while at the same time being fun.
It still seems to have a problem that it shares with the barbarian (and to a lesser degree the ranger): from level 10 to 18, there is almost no scaling on offense. It's better than it was in 2014, but it's still almost all defense after the extra flurry of blows at level 10.
It still seems to have a problem that it shares with the barbarian (and to a lesser degree the ranger): from level 10 to 18, there is almost no scaling on offense. It's better than it was in 2014, but it's still almost all defense after the extra flurry of blows at level 10.
That's the same scaling as the Fighter over that same stretch though, no? And actually they get their next attack a level earlier, on top of the damage die itself going up two notches, so they're even better off. They even effectively got Studied Attack earlier via the SS change.
My guess is that in both cases, the base class doesn't get big jumps because (a) the subclasses and ASIs are picking up around that time too, and (b) things like magic items and party buffs are also increasingly coming online, so they have to be careful about how much they give the class baseline.
Also Focus should still be going up every level last I knew, so there is that scaling for FoB, which stacks with the quick refresh even when you aren’t getting several Short Rests in.
That's the same scaling as the Fighter over that same stretch though, no?
Fighter gets a second action surge at 17, and the level 15 features on fighter subclasses are generally offensively flavored. Also, going from 2 attacks to 3 is generally more significant than going from 4 attacks to 5. This is not to say that it's entirely a nonissue with fighters, just that it's less of one. I think I may create a different thread for this, though.
This looks really fun. And I love JC going through the whole talk about elements monk, talking about Mr. fantastic and one piece, and managing to not need to say something like, and it’s legally distinct from The Avatar.
I’ve just been contemplating the difficulty of killing a level 20 Monk.
Assuming DEX 24 CON 14 WIS 24:
HP 133.5 (on average)
AC = 10+7+7=24 (without magic items)
Deflect attacks reduces damage from hits by =20+7+d10 = 32.5 HP on average/round.
Dodge as a bonus action (for 1 focus point)
+13 to DEX and WIS saves, with proficiency in all. Evasion (half damage from a failed DEX save; no damage on a success).
Superior defence: resistance to all damage (except Force) for one minute (3 focus points).
The HP seem pretty poor (cf Barbarian same level with CON 24 would have on average 275.5 HP), but if the Monk was hit on 10 rounds of combat over course of an adventuring day, they’ve effectively got an extra 325 HP. Plus, if using patient defence, you’re having to beat AC 24 with disadvantage. For DEX saves, with Patient Defence, they’re rolling +13 with advantage.
Fighter gets a second action surge at 17, and the level 15 features on fighter subclasses are generally offensively flavored. Also, going from 2 attacks to 3 is generally more significant than going from 4 attacks to 5. This is not to say that it's entirely a nonissue with fighters, just that it's less of one. I think I may create a different thread for this, though.
4 to 5 might be less of an increase but it's still an increase. And the Monk gets damage increases from its subclasses in the 11-17 bracket too.
The second AS is nice but it's still just two on a SR. Solid for burst but not so much for sustained DPR, especially across more than one fight. I don't think they need another damage increase on top of all that.
I’ve just been contemplating the difficulty of killing a level 20 Monk.
Assuming DEX 24 CON 14 WIS 24:
HP 133.5 (on average)
AC = 10+7+7=24 (without magic items)
Deflect attacks reduces damage from hits by =20+7+d10 = 32.5 HP on average/round.
Dodge as a bonus action (for 1 focus point)
+13 to DEX and WIS saves, with proficiency in all. Evasion (half damage from a failed DEX save; no damage on a success).
Superior defence: resistance to all damage (except Force) for one minute (3 focus points).
The HP seem pretty poor (cf Barbarian same level with CON 24 would have on average 275.5 HP), but if the Monk was hit on 10 rounds of combat over course of an adventuring day, they’ve effectively got an extra 325 HP. Plus, if using patient defence, you’re having to beat AC 24 with disadvantage. For DEX saves, with Patient Defence, they’re rolling +13 with advantage.
I would say you don't need to waste damage and focus on using PD instead of flurry against most enemies. Most monk subclasses, by the time they hit high levels, will get defense built into their flurry:
- Mercy: Poison the target no-save, they will have disadvantage to hit you just like if you were dodging if you land just one hit. - Shadow: Greater Invisibility or the see-thru darkness gives them constant disadvantage to hit you. - Open Hand: Addle+Topple+Fleet Step to play keep-away. - Elements: Push + Stride out to play keep-away.
Being kind of indestructible at high levels is a feature of several classes, and it's indubitably a power increase... but I'm not sure it's the right way to increase power. I'd be concerned about any challenging combat turning into a gigantic slog.
Monks really came out on top this edition. The Stunning Strike changes are particularly welcomed. It sucked as a player when your primary class feature didn't go off, and also kind of sucked watching the Monk attempt the swingy ability four times per turn. Huge improvement for everyone here.
That capstone is looking really absurdly good next to the pathetic scraps that the poor Ranger was given.
The primary class feature was FoB, not Stunning Strike. And yes, trying to nova both of them at once burns through Ki quickly, kinda like when a Paladin smites on every hit. I don't mind the buff, but frankly most of the complaints I saw about it read like the people didn't understand resource management or tactical decision making.
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I don't have competent words for this one cuz as a Monk main, i'm SO winning. What do you think about the 2024 Monk?
If reading's more your thing, the article is also live! 2024 Monk vs 2014 Monk: What's New
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where were bud? you missed a few videos :P also watching the video now
I am guessing that they still only get one reaction, so they may only block one attack per turn.
She/Her Player and Dungeon Master
aww! :3
I was off for the 4th of July holiday! I missed popping in to chat, too, but I tried very hard to not be on my computer all week. I'm back to finish out the classes, though!
Your Friendly Neighborhood Community Manager (she/her)
You can call me LT. :)
CM Hat On | CM Hat Off
Generally active from 9am - 6pm CDT [GMT-5].
Thank you for your patience if you message me outside of those hours!
Useful Links: Site Rules & Guidelines | D&D Educator Resources | Change Your Nickname | Submit a Support Ticket

I believe several folks took well-deserved vacations for the holiday week.
thats fair i hope you had a great time off! tho glad you are back
yea it was alot of the UA changes but this time i agreed with them (unlike those that shall not be named)
i do think them being able to deflect spells will be super super dope and give a huge anime feel
This stunning strike change is so much better than the playtest. I did notice the removal of diamond body though. No more proficiency in all saves.
You appear to have missed this line:
"While most of the Monk’s features saw some improvements or have been fully replaced, those that remain unchanged or changed very marginally may not appear in this article."
Monk is now a fantastic class. It's not just good, it's fun.
Insane options at lower levels, with good scaling. The ability to use the core themes of your kit at all times, with more powerful options with your resource pool. Way of the Four Elements reworked to not be a steaming pile.
I could honestly see a lot of people telling new players now to play Monk before Fighter now because of how much the character can do but at the same time how self centered those features are while at the same time being fun.
It still seems to have a problem that it shares with the barbarian (and to a lesser degree the ranger): from level 10 to 18, there is almost no scaling on offense. It's better than it was in 2014, but it's still almost all defense after the extra flurry of blows at level 10.
That's the same scaling as the Fighter over that same stretch though, no? And actually they get their next attack a level earlier, on top of the damage die itself going up two notches, so they're even better off. They even effectively got Studied Attack earlier via the SS change.
My guess is that in both cases, the base class doesn't get big jumps because (a) the subclasses and ASIs are picking up around that time too, and (b) things like magic items and party buffs are also increasingly coming online, so they have to be careful about how much they give the class baseline.
Also Focus should still be going up every level last I knew, so there is that scaling for FoB, which stacks with the quick refresh even when you aren’t getting several Short Rests in.
Fighter gets a second action surge at 17, and the level 15 features on fighter subclasses are generally offensively flavored. Also, going from 2 attacks to 3 is generally more significant than going from 4 attacks to 5. This is not to say that it's entirely a nonissue with fighters, just that it's less of one. I think I may create a different thread for this, though.
This looks really fun.
And I love JC going through the whole talk about elements monk, talking about Mr. fantastic and one piece, and managing to not need to say something like, and it’s legally distinct from The Avatar.
I’ve just been contemplating the difficulty of killing a level 20 Monk.
Assuming DEX 24 CON 14 WIS 24:
HP 133.5 (on average)
AC = 10+7+7=24 (without magic items)
Deflect attacks reduces damage from hits by =20+7+d10 = 32.5 HP on average/round.
Dodge as a bonus action (for 1 focus point)
+13 to DEX and WIS saves, with proficiency in all.
Evasion (half damage from a failed DEX save; no damage on a success).
Superior defence: resistance to all damage (except Force) for one minute (3 focus points).
The HP seem pretty poor (cf Barbarian same level with CON 24 would have on average 275.5 HP), but if the Monk was hit on 10 rounds of combat over course of an adventuring day, they’ve effectively got an extra 325 HP. Plus, if using patient defence, you’re having to beat AC 24 with disadvantage. For DEX saves, with Patient Defence, they’re rolling +13 with advantage.
4 to 5 might be less of an increase but it's still an increase. And the Monk gets damage increases from its subclasses in the 11-17 bracket too.
The second AS is nice but it's still just two on a SR. Solid for burst but not so much for sustained DPR, especially across more than one fight. I don't think they need another damage increase on top of all that.
I would say you don't need to waste damage and focus on using PD instead of flurry against most enemies. Most monk subclasses, by the time they hit high levels, will get defense built into their flurry:
- Mercy: Poison the target no-save, they will have disadvantage to hit you just like if you were dodging if you land just one hit.
- Shadow: Greater Invisibility or the see-thru darkness gives them constant disadvantage to hit you.
- Open Hand: Addle+Topple+Fleet Step to play keep-away.
- Elements: Push + Stride out to play keep-away.
Being kind of indestructible at high levels is a feature of several classes, and it's indubitably a power increase... but I'm not sure it's the right way to increase power. I'd be concerned about any challenging combat turning into a gigantic slog.
Monks really came out on top this edition. The Stunning Strike changes are particularly welcomed. It sucked as a player when your primary class feature didn't go off, and also kind of sucked watching the Monk attempt the swingy ability four times per turn. Huge improvement for everyone here.
That capstone is looking really absurdly good next to the pathetic scraps that the poor Ranger was given.
The primary class feature was FoB, not Stunning Strike. And yes, trying to nova both of them at once burns through Ki quickly, kinda like when a Paladin smites on every hit. I don't mind the buff, but frankly most of the complaints I saw about it read like the people didn't understand resource management or tactical decision making.