So we now have two One D&D UA's out and starting to see a glimmer of what might be for the Monk in 2024. I thought it might be nice to have a thread to cover what the UA's have that benefits the Monk in one place. I figure I can update this thread as more UA's come out.
Character Origins UA:
Unarmed Strikes give three options: Damage, Grapple, or Shove on a hit.
UNARMED STRIKE:
An Unarmed Strike is a melee attack that involves you using your body to damage, grapple, or shove a target within your Reach. Your bonus to hit with an Unarmed Strike equals your Strength modifier plus your Proficiency Bonus. On a hit, your Unarmed Strike causes one of the following effects of your choice:
Damage. The target takes Bludgeoning Damage equal to 1 + your Strength modifier.
Grapple. The target is Grappled, and the grapple’s escape DC 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 the target.
Shove. You either push the target 5 feet away or knock the target Prone. This shove is possible only if the target is no more than one Size larger than you.
Tavern Brawler Feat: Reroll a 1 on unarmed strike. shove 5ft. Once per turn.
TAVERN BRAWLER
1st-Level Feat
Prerequisite: None
Repeatable: No
Accustomed to brawling, you gain the following benefits:
Enhanced Unarmed Strike. When you hit with your Unarmed Strike* and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.
Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
Shove. When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.
Furniture as Weapons. You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture
Expert Classes UA:
Monks are part of the Warrior group (Which includes Fighters and Barbarians)
The Warrior group has fighting styles and access to the fighting styles Feats. So I assume Monks will have Fighting Styles from level 1 or 2.
The Grappler Feat allows you to do two of the three effects when you hit with an Unarmed Strike: Damage and Grapple. And move grappled target at normal speed.
GRAPPLER
4th-Level Feat
Prerequisite: Strength or Dexterity 13+
Repeatable: No
You’re an accomplished wrestler, granting you the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Attack Advantage. You have Advantage on Attack Rolls against a creature Grappled by you.
Fast Wrestler. You aren’t Slowed when you move a creature Grappled by you, provided the creature is your Size or smaller.
Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn
Speculation: Monk BA unarmed strike moved into Attack Action similar to new Light Weapon Property. Hopefully can keep Dex modifier to damage without the TWF fighting style.
Cleric UA
Ardling Species: Animal form Climber gives bonus to damage on one attack per turn equal to your PB. Flyer gives advantage on jump action. Racer gives bonus to speed when taking the Dash Action. Swimmer gives resistance to cold damage.
Animal Ancestry. You are descended from a Celestial animal. Choose one of the ancestry types below, then choose one of the example animals listed for that ancestry (or a similar animal); you gain the benefits of that ancestry, and your head resembles the head of the chosen animal:
Climber (Bear, Cat, Lizard, Squirrel). You have hooked claws, sharp nails, or a serpentine tail. As a result, you have a Climb Speed equal to your Speed, and once per turn when you deal damage with your Unarmed Strike to a target, you can increase the damage to that target by an amount equal to your Proficiency Bonus.
Flyer (Bat, Eagle, Owl, Raven). You have vestigial wings. As a result, when you fall at least 10 feet, you can use your Reaction to safely glide downward, taking no damage from the fall. In addition, when you take the Jump Action, you can flap your wings to gain Advantage on that Action’s Ability Check.
Racer (Deer, Dog, Horse, Triceratops). When you take the Dash Action, your Speed increases for that Action. The increase equals ten times your Proficiency Bonus.
Swimmer (Crocodile, Dolphin, Frog, Shark). You can hold your breath for up to an hour at a time, and you have a Swim Speed equal to your Speed. In addition, you have Resistance to Cold Damage
Dragonborn Species: You can replace one of your attacks from the Attack action to use your breath weapon. Situational option for your Extra Attack
Breath Weapon. When you take the Attack Action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot cone or a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity Saving Throw against a DC equal to 8 + your Constitution modifier + your Proficiency Bonus.
On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach the following character levels: 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest
Goliath Species: You choose a Giant Ancestry that give bonuses that a Monk might benefit from, like extra damage, teleportation, damage mitigation, knocking prone (especially if you can do this with your 1st attack to have advantage on the rest of your attacks). As well as Large Form and Powerful Build (thanks Stegodorkus) can help with certain builds. Especially grapple builds with the changes to unarmed strikes.
Giant Ancestry. You are descended from Giants. Choose one of the following benefits —a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest :
Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically Teleport up to 30 feet to an unoccupied space you can see.
Fire’s Burn (Fire Giant). When you hit a target with an Attack Roll and deal damage to it, you can also deal 1d10 Fire Damage to that target .
Frost’s Chill (Frost Giant). When you hit a target with an Attack Rol l and deal damage to it, you can also deal 1d6 Cold Damage to that target and reduce its Speed by 10 feet until the start of your next turn.
Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an Attack Roll and deal damage to it, you can knock that target Prone .
Stone’s Endurance (Stone Giant). When you take damage, you can use your Reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
Storm’s Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can use your Reaction to deal 1d8 Thunder Damage to that creature.
Large Form. Starting at 5th level, you gain the ability to supernaturally grow. As a Bonus Action, you change your Size to Large, provided you’re in a big enough space. This transformation lasts for 10 minutes or until you end it as a Bonus Action. During that duration, you have Advantage on Strength Checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.
Powerful Build. You have Advantage on any Saving Throw you make to end the Grappled condition on yourself. You also count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift
Druid/Paladin UA:
I haven't had a chance to go through it thoroughly yet, but one thing I caught from the Paladin
Paladin: Abjure Foes give the new Dazed condition and Frightened on a failed save. But on a successful save it still gives the Dazed condition. Speculation: Will this mean that Stunning Strike may give the Dazed condition no matter what, but Stunned Condition on a failed save? Also, I think it will be reduced to only useable once per turn much like the Paladin smites.
9TH LEVEL: ABJURE FOES (from Paladin UA)
As a Magic action, you can expend one use of your Channel Divinity to overwhelm foes with divine awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must make a Wisdom saving throw. On a failed save, the target has the Dazed and Frightened conditions for 1 minute or until it takes any damage. On a successful save, the target has the Dazed condition for 1 minute or until it takes any damage.
Unarmed Strikes was changed from an auto Grapple/Shove with an escape DC for grapple (cleric UA) to a STR or DEX saving throw to be grappled/shoved with an escape DC for the grapple.
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 plus 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
Speculation: Dazed condition and Slowed condition might be used to address power level of Stunning Strike or add scaling to the ability (Thanks Kaboom979)
Not sure if I am missing anything from the Cleric/Species UA. Much of it wasn't particularly beneficial for the Monk other than the Species options, I think. Let me know if I missed something.
From the 11/30/22video: Warrior group will get new weapon options within the warrior classes themselves where you will be "dishin' out the damage" according to JC. We shall see when the Warrior UA comes out.
Barbarian, Fighter, Sorcerer, Warlock, Wizard UA:
Once again we have to wait for the Monk UA. Not sure why they decided to leave them out. Maybe 50 pages was enough and they didn't want to go further. Or maybe they are doing something different with the Monk that needs it's own space. Or maybe it's not much of a change (like the Rogue) from 2014 so fit in better with Revised classes from previous UAs.
Unarmed Strikes:
Looks like it stays the same as the Paladin/Druid version
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.
And here's the Grappled Condition:
GRAPPLED [CONDITION]
While Grappled, you experience the following effects:
Speed 0. Your Speed is 0 and can’t change.
Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.
Movable. The grappler can drag or carry you when it Moves, but every foot of movement costs it 1 extra foot, unless you are Tiny or two or more sizes smaller than the grappler.
Escape. While Grappled, you can use your action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple’s escape DC, ending the condition on yourself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between you and the grappler exceeds the grapple’s range
Now for the Weapon Mastery features on weapons:
I am assuming monk weapons remain Simple Melee and Shortswords (returned to Martial list) and the Light Property has been changed back to require a bonus action.
Monk weapons have the following Mastery Properties: Flex, Nick, Sap, Slow, Vex
Here's what those mean:
FLEX (Prerequisite: Versatile Property) Weapons: Quarterstaff and Spear
When you hit with a melee attack using this weapon, you deal its Versatile damage even if you’re wielding it with one hand
NICK (Prerequisite: Light Property) Weapons: Dagger, Light Hammer, Sickle
When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per turn.
SAP (Prerequisite: No Other Properties) Weapon: Mace
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
SLOW (Prerequisite: None) Weapons: Club and Javelin
If you hit a creature with this weapon and deal damage to the creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 10 feet.
VEX (Prerequisite: Ammunition, Finesse, or Light Property) Weapons: Handaxe and Shortsword
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn
Flex pretty much is useless since you can't use a shield anyway and you would attack with two hands anyway then unarmed strike (BA or FoB) with fist, foot, or any other body part. So doesn't benefit the monk much.
Nick could be useful depending on how they write the Monk. Getting the extra attack of the Light property is part of the Attack action so does that mean you can still use your BA for an Unarmed Strike or FoB? So possibly you could (at 5th level) attack with a shortsword (light) twice (extra attack) then make an additional attack as part of that Attack action with a dagger (you can equip it as part of the attack if you are not already wielding it) because of Nick Mastery property. Then use your BA for an Unarmed Strike or Flurry of Blows.
Sap and Slow seem beneficial for debuff options.
Vex seems very nice option to get advantage on another attack.
Not sure if there is much else in this UA so if I missed something please let me know and I will add it.
Is there anything that I missed? Implications of the UA's to date. Any speculations you might have on what is to come when they release the Warrior group UA?
The foremost implication of the playtest UA is that all subclasses are going to be coerced to give benefits at the same levels no matter how the underlying class has to be modified to shoehorn in the change. While we don't know that Warriors will have the same points as Experts, it's a reasonably inference for now. That suggests that Monk subclass benefits will move from 3/6/11/17 to 3/6/10/14 like all of the Expert classes; this may imply that Purity of Body is moved from Monk 10 to Monk 11 and Diamond Soul is moved to Monk 15 while Timeless Body is moved to Monk 17 in order to make room.
It's also reasonable to expect certain Monk features to have their wording changed to be less ambiguous - e.g. Purity of Body may be changed to provide immunity to poison damage and the poisoned condition (as well as whatever they change about immunity to diseases) - even if this comes at the cost of flavor, like what happened to the Ranger. In a big way you should expect Ranger-style changes because just as Rangers are not now and never have been "Experts" in the way that WOTC is now claiming they are, Monks do not now and never have fit their description of "Warriors"; it's very unclear how WOTC will modify the Monk to attempt to shoehorn it into the Warrior group in a way they think makes sense. However, it's worth noting that Bards had almost all reliance on Charisma removed from them (they have to take spells that use their modifier in order for Charisma to come up, and they need not do any such thing), so you should not expect Wisdom-based features the playerbase wants (like adding your Wisdom bonus to your level to determine your Ki pool). Just wait and see on stuff like that.
I would be willing to bet that monk martial arts will allow the bonus action unarmed strike to be made as part of the Attack action, to mirror the TWF changes.
I would be willing to bet that monk martial arts will allow the bonus action unarmed strike to be made as part of the Attack action, to mirror the TWF changes.
The changes apply to the Light weapon property so who can say. Let’s hope. And hope they don’t need the TWF fighting style to get their modifier to it.
I think one other thing to note from the Grappler feat is that it allows you to move a grappled target without taking a penalty to your speed. Paired with the changes to unarmed strikes, this gives monks a much stronger ability to ferry enemies around the battlefield
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Grappler and Tavern Brawler are pretty much mandatory for monks now. And given that monks are in a warrior group and have no use for two-handed weapons, shields or archery, it would make sense if instead of fighting style, they get one of these feats for free.
Speedster loosing the get-out-of-AoO from Mobile (assuming Mobile isn't kept in the new system somehow). Mobile wasn't the *best* feat for a monk, but it did encourage setting up a hit-and-run skirmisher style that minimized the risk of running into mobs and flurrying your way out.
If we expect Perfect Self to stay, (like all Capstones so far), we can also expect it to follow Superior Inspiration's exemple (2 back instead of one, no need to be out of uses). Obviously still not great but a minor buff?
What do you think will be the first subclass they show? My money's on Way of the Open Hand.
I also think Open Hand will be the first subclass, but I wouldn't put it past them to do Shadow. Four Elements needs too much for them to tackle in a UA, I think.
Plus, since the new Unarmed Strike rules would have an effect on Open Hand Technique's abilities, like the shove, I think they need to address this for backwards compatibility and playtest. I doubt there would be anything in the UA that would adversely affect Shadow.
What do you think will be the first subclass they show? My money's on Way of the Open Hand.
I also think Open Hand will be the first subclass, but I wouldn't put it past them to do Shadow. Four Elements needs too much for them to tackle in a UA, I think.
Plus, since the new Unarmed Strike rules would have an effect on Open Hand Technique's abilities, like the shove, I think they need to address this for backwards compatibility and playtest. I doubt there would be anything in the UA that would adversely affect Shadow.
They will get to Four Elements, if it will still be in the new PHB, but maybe a later UA?
What do you think will be the first subclass they show? My money's on Way of the Open Hand.
I also think Open Hand will be the first subclass, but I wouldn't put it past them to do Shadow. Four Elements needs too much for them to tackle in a UA, I think.
Plus, since the new Unarmed Strike rules would have an effect on Open Hand Technique's abilities, like the shove, I think they need to address this for backwards compatibility and playtest. I doubt there would be anything in the UA that would adversely affect Shadow.
They will get to Four Elements, if it will still be in the new PHB, but maybe a later UA?
We should see all 48 subclasses eventually in UA, just not in the first “group” UA’s.
I would be willing to bet that monk martial arts will allow the bonus action unarmed strike to be made as part of the Attack action, to mirror the TWF changes.
The changes apply to the Light weapon property so who can say. Let’s hope. And hope they don’t need the TWF fighting style to get their modifier to it.
I’m going to say it’s moved to be part of the attack action to prevent two shortsword and a bonus action kick style of play that the new light weapon feature would promote. You could have 3 attacks at lvl 1 and 4 once you get flurry of blows.
I'd love to see the bonus unarmed or flurry (with ki point) attached to the attack action, as it is with the rogue. The rule should stipulate that the bonus UA or FoB can only occur once per turn in order to prevent a fighter dip giving six attacks with AS.
If monk is going to be in the warrior group, it should get the same ASIs and the third attack that fighters get. Dice for UA should be d6, d8, d10, 2d6 (to simulate the fast attack without adding another attack action).
I'd love to see the bonus unarmed or flurry (with ki point) attached to the attack action, as it is with the rogue. The rule should stipulate that the bonus UA or FoB can only occur once per turn in order to prevent a fighter dip giving six attacks with AS.
If monk is going to be in the warrior group, it should get the same ASIs and the third attack that fighters get. Dice for UA should be d6, d8, d10, 2d6 (to simulate the fast attack without adding another attack action).
We will have to see what they do. Although part of the warrior group I don’t think they will give a third attack. Barbarians are part of that group and I don’t think they will get the ASI’s or third attack either. And I think that it’s best to leave that to the fighter.
Just speculation at this point, but I feel like the introduction of the Dazed and Slowed conditions could foreshadow how WotC might rebalance Stunning Strike so it is not so powerful at early level (like give them Dazing Strike early on and then maybe upgrade it to Stunning Strike at higher levels)
Both the Goliath's Large Form and Powerful Build provide advantages for Monks too. They're shaping up to be a really good species choice for the class.
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So we now have two One D&D UA's out and starting to see a glimmer of what might be for the Monk in 2024. I thought it might be nice to have a thread to cover what the UA's have that benefits the Monk in one place. I figure I can update this thread as more UA's come out.
Character Origins UA:
UNARMED STRIKE:
An Unarmed Strike is a melee attack that involves you using your body to damage, grapple, or shove a target within your Reach. Your bonus to hit with an Unarmed Strike equals your Strength modifier plus your Proficiency Bonus. On a hit, your Unarmed Strike causes one of the following effects of your choice:
Damage. The target takes Bludgeoning Damage equal to 1 + your Strength modifier.
Grapple. The target is Grappled, and the grapple’s escape DC 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 the target.
Shove. You either push the target 5 feet away or knock the target Prone. This shove is possible only if the target is no more than one Size larger than you.
TAVERN BRAWLER
1st-Level Feat
Prerequisite: None
Repeatable: No
Accustomed to brawling, you gain the following benefits:
Enhanced Unarmed Strike. When you hit with your Unarmed Strike* and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.
Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
Shove. When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.
Furniture as Weapons. You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture
Expert Classes UA:
GRAPPLER
4th-Level Feat
Prerequisite: Strength or Dexterity 13+
Repeatable: No
You’re an accomplished wrestler, granting you the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Attack Advantage. You have Advantage on Attack Rolls against a creature Grappled by you.
Fast Wrestler. You aren’t Slowed when you move a creature Grappled by you, provided the creature is your Size or smaller.
Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn
Cleric UA
Animal Ancestry. You are descended from a Celestial animal. Choose one of the ancestry types below, then choose one of the example animals listed for that ancestry (or a similar animal); you gain the benefits of that ancestry, and your head resembles the head of the chosen animal:
Climber (Bear, Cat, Lizard, Squirrel). You have hooked claws, sharp nails, or a serpentine tail. As a result, you have a Climb Speed equal to your Speed, and once per turn when you deal damage with your Unarmed Strike to a target, you can increase the damage to that target by an amount equal to your Proficiency Bonus.
Flyer (Bat, Eagle, Owl, Raven). You have vestigial wings. As a result, when you fall at least 10 feet, you can use your Reaction to safely glide downward, taking no damage from the fall. In addition, when you take the Jump Action, you can flap your wings to gain Advantage on that Action’s Ability Check.
Racer (Deer, Dog, Horse, Triceratops). When you take the Dash Action, your Speed increases for that Action. The increase equals ten times your Proficiency Bonus.
Swimmer (Crocodile, Dolphin, Frog, Shark). You can hold your breath for up to an hour at a time, and you have a Swim Speed equal to your Speed. In addition, you have Resistance to Cold Damage
Breath Weapon. When you take the Attack Action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot cone or a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity Saving Throw against a DC equal to 8 + your Constitution modifier + your Proficiency Bonus.
On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach the following character levels: 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest
Goliath Species: You choose a Giant Ancestry that give bonuses that a Monk might benefit from, like extra damage, teleportation, damage mitigation, knocking prone (especially if you can do this with your 1st attack to have advantage on the rest of your attacks). As well as Large Form and Powerful Build (thanks Stegodorkus) can help with certain builds. Especially grapple builds with the changes to unarmed strikes.
Giant Ancestry. You are descended from Giants. Choose one of the following benefits —a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest :
Large Form. Starting at 5th level, you gain the ability to supernaturally grow. As a Bonus Action, you change your Size to Large, provided you’re in a big enough space. This transformation lasts for 10 minutes or until you end it as a Bonus Action. During that duration, you have Advantage on Strength Checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.
Powerful Build. You have Advantage on any Saving Throw you make to end the Grappled condition on yourself. You also count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift
Druid/Paladin UA:
I haven't had a chance to go through it thoroughly yet, but one thing I caught from the Paladin
9TH LEVEL: ABJURE FOES (from Paladin UA)
As a Magic action, you can expend one use of your Channel Divinity to overwhelm foes with divine awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must make a Wisdom saving throw. On a failed save, the target has the Dazed and Frightened conditions for 1 minute or until it takes any damage. On a successful save, the target has the Dazed condition for 1 minute or until it takes any damage.
Unarmed Strikes was changed from an auto Grapple/Shove with an escape DC for grapple (cleric UA) to a STR or DEX saving throw to be grappled/shoved with an escape DC for the grapple.
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 plus 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
Speculation: Dazed condition and Slowed condition might be used to address power level of Stunning Strike or add scaling to the ability (Thanks Kaboom979)
Not sure if I am missing anything from the Cleric/Species UA. Much of it wasn't particularly beneficial for the Monk other than the Species options, I think. Let me know if I missed something.
Barbarian, Fighter, Sorcerer, Warlock, Wizard UA:
Once again we have to wait for the Monk UA. Not sure why they decided to leave them out. Maybe 50 pages was enough and they didn't want to go further. Or maybe they are doing something different with the Monk that needs it's own space. Or maybe it's not much of a change (like the Rogue) from 2014 so fit in better with Revised classes from previous UAs.
Unarmed Strikes:
Looks like it stays the same as the Paladin/Druid version
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.
And here's the Grappled Condition:
GRAPPLED [CONDITION]
While Grappled, you experience the following effects:
Speed 0. Your Speed is 0 and can’t change.
Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.
Movable. The grappler can drag or carry you when it Moves, but every foot of movement costs it 1 extra foot, unless you are Tiny or two or more sizes smaller than the grappler.
Escape. While Grappled, you can use your action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple’s escape DC, ending the condition on yourself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between you and the grappler exceeds the grapple’s range
Now for the Weapon Mastery features on weapons:
I am assuming monk weapons remain Simple Melee and Shortswords (returned to Martial list) and the Light Property has been changed back to require a bonus action.
Monk weapons have the following Mastery Properties: Flex, Nick, Sap, Slow, Vex
Here's what those mean:
FLEX (Prerequisite: Versatile Property) Weapons: Quarterstaff and Spear
When you hit with a melee attack using this weapon, you deal its Versatile damage even if you’re wielding it with one hand
NICK (Prerequisite: Light Property) Weapons: Dagger, Light Hammer, Sickle
When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per turn.
SAP (Prerequisite: No Other Properties) Weapon: Mace
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
SLOW (Prerequisite: None) Weapons: Club and Javelin
If you hit a creature with this weapon and deal damage to the creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 10 feet.
VEX (Prerequisite: Ammunition, Finesse, or Light Property) Weapons: Handaxe and Shortsword
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn
Flex pretty much is useless since you can't use a shield anyway and you would attack with two hands anyway then unarmed strike (BA or FoB) with fist, foot, or any other body part. So doesn't benefit the monk much.
Nick could be useful depending on how they write the Monk. Getting the extra attack of the Light property is part of the Attack action so does that mean you can still use your BA for an Unarmed Strike or FoB? So possibly you could (at 5th level) attack with a shortsword (light) twice (extra attack) then make an additional attack as part of that Attack action with a dagger (you can equip it as part of the attack if you are not already wielding it) because of Nick Mastery property. Then use your BA for an Unarmed Strike or Flurry of Blows.
Sap and Slow seem beneficial for debuff options.
Vex seems very nice option to get advantage on another attack.
Not sure if there is much else in this UA so if I missed something please let me know and I will add it.
Is there anything that I missed? Implications of the UA's to date. Any speculations you might have on what is to come when they release the Warrior group UA?
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
The foremost implication of the playtest UA is that all subclasses are going to be coerced to give benefits at the same levels no matter how the underlying class has to be modified to shoehorn in the change. While we don't know that Warriors will have the same points as Experts, it's a reasonably inference for now. That suggests that Monk subclass benefits will move from 3/6/11/17 to 3/6/10/14 like all of the Expert classes; this may imply that Purity of Body is moved from Monk 10 to Monk 11 and Diamond Soul is moved to Monk 15 while Timeless Body is moved to Monk 17 in order to make room.
It's also reasonable to expect certain Monk features to have their wording changed to be less ambiguous - e.g. Purity of Body may be changed to provide immunity to poison damage and the poisoned condition (as well as whatever they change about immunity to diseases) - even if this comes at the cost of flavor, like what happened to the Ranger. In a big way you should expect Ranger-style changes because just as Rangers are not now and never have been "Experts" in the way that WOTC is now claiming they are, Monks do not now and never have fit their description of "Warriors"; it's very unclear how WOTC will modify the Monk to attempt to shoehorn it into the Warrior group in a way they think makes sense. However, it's worth noting that Bards had almost all reliance on Charisma removed from them (they have to take spells that use their modifier in order for Charisma to come up, and they need not do any such thing), so you should not expect Wisdom-based features the playerbase wants (like adding your Wisdom bonus to your level to determine your Ki pool). Just wait and see on stuff like that.
I would be willing to bet that monk martial arts will allow the bonus action unarmed strike to be made as part of the Attack action, to mirror the TWF changes.
Don't forget the tavern brawler feat. Reroll 1 on unarmed damage die and shove 5ft. away while damaging.
The changes apply to the Light weapon property so who can say. Let’s hope. And hope they don’t need the TWF fighting style to get their modifier to it.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I think one other thing to note from the Grappler feat is that it allows you to move a grappled target without taking a penalty to your speed. Paired with the changes to unarmed strikes, this gives monks a much stronger ability to ferry enemies around the battlefield
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Grappler and Tavern Brawler are pretty much mandatory for monks now. And given that monks are in a warrior group and have no use for two-handed weapons, shields or archery, it would make sense if instead of fighting style, they get one of these feats for free.
Speedster loosing the get-out-of-AoO from Mobile (assuming Mobile isn't kept in the new system somehow). Mobile wasn't the *best* feat for a monk, but it did encourage setting up a hit-and-run skirmisher style that minimized the risk of running into mobs and flurrying your way out.
If we expect Perfect Self to stay, (like all Capstones so far), we can also expect it to follow Superior Inspiration's exemple (2 back instead of one, no need to be out of uses). Obviously still not great but a minor buff?
What do you think will be the first subclass they show? My money's on Way of the Open Hand.
I also think Open Hand will be the first subclass, but I wouldn't put it past them to do Shadow. Four Elements needs too much for them to tackle in a UA, I think.
Plus, since the new Unarmed Strike rules would have an effect on Open Hand Technique's abilities, like the shove, I think they need to address this for backwards compatibility and playtest. I doubt there would be anything in the UA that would adversely affect Shadow.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
So far they've gone with the subclasses that were included in the basic rules, so I'd assume Open Hand too
They will get to Four Elements, if it will still be in the new PHB, but maybe a later UA?
We should see all 48 subclasses eventually in UA, just not in the first “group” UA’s.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I’m going to say it’s moved to be part of the attack action to prevent two shortsword and a bonus action kick style of play that the new light weapon feature would promote. You could have 3 attacks at lvl 1 and 4 once you get flurry of blows.
I'd love to see the bonus unarmed or flurry (with ki point) attached to the attack action, as it is with the rogue. The rule should stipulate that the bonus UA or FoB can only occur once per turn in order to prevent a fighter dip giving six attacks with AS.
If monk is going to be in the warrior group, it should get the same ASIs and the third attack that fighters get. Dice for UA should be d6, d8, d10, 2d6 (to simulate the fast attack without adding another attack action).
We will have to see what they do. Although part of the warrior group I don’t think they will give a third attack. Barbarians are part of that group and I don’t think they will get the ASI’s or third attack either. And I think that it’s best to leave that to the fighter.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Updated the OP, after the Cleric/Species UA. Not a whole lot that could benefit the monk, but some stuff.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Just speculation at this point, but I feel like the introduction of the Dazed and Slowed conditions could foreshadow how WotC might rebalance Stunning Strike so it is not so powerful at early level (like give them Dazing Strike early on and then maybe upgrade it to Stunning Strike at higher levels)
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Thanks for keeping this running list!
Both the Goliath's Large Form and Powerful Build provide advantages for Monks too. They're shaping up to be a really good species choice for the class.