In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action, unless you take a Bonus Action on your turn to command it to take a different action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you have the Incapacitated condition, the beast can take any action of its choice, not just Dodge.
This means you can have the beast take the Attack action twice per round, once using your BA and once using one of your attacks.
When you command your Primal Companion beast to take the Attack action, the beast can make two attacks.
This means each of those 2 attack actions are allow the beast to make 2 attacks = total of 4 attacks. (Plus the ranger still has 1 attack they can use themselves).
In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action, unless you take a Bonus Action on your turn to command it to take a different action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you have the Incapacitated condition, the beast can take any action of its choice, not just Dodge.
This means you can have the beast take the Attack action twice per round, once using your BA and once using one of your attacks.
When you command your Primal Companion beast to take the Attack action, the beast can make two attacks.
This means each of those 2 attack actions are allow the beast to make 2 attacks = total of 4 attacks. (Plus the ranger still has 1 attack they can use themselves).
Plus each attack will hit for more on average. I think it is clear, WotC has no idea how to handle the Monk still and don't realize what is causing them to be so underpowered.
No more martial weapons at all, monks can never use a katana. Even if you get proficiency somehow none of your class features will work with them.
The only Martial Weapon Monks had in the PHB was shortswords. Dedicated Weapon came later (TCoE). I do wish they included it in the UA, but this is the first pass. Rogues got Steady Aim added in this revision (also from TCoE so there is hope it will be added in the monk revision)
Edit: At least I can use that Greatclub now and use Dexterity. (never mind, forgot the two handed restriction). And ranged simple weapons are included as well instead of Monk weapons only melee. So you can stunning strike with a shortbow, dart, light crossbow, or sling.
Stunning Strike is limited in uses per round and last a shorter length of time.
The limited use was already expected by some, myself included, since it was a powerful feature but also a Ki burning trap in some cases. They did the same to Hex/Hunter's Mark, and Paladin smites, if I remember correctly. I haven't really looked at the Paladin revision to see if its the same. I'm fine with the once per turn, but don't care for the shortened duration. But it still gives the rest of the party a chance to benefit from the Stunned opponent. It's a nerf, but I'm not sure it is that bad.
Martial arts die does NOT apply to weapons any more, so at level 11 your unarmed strikes do more damage than a weapon.
I was sad to see this as well, but it does benefit those who want to play exclusively unarmed theme. And magic weapons do exist, which when you have them, makes unarmed strikes less desirable (the upgraded damage die helps though). Now it adversely affects monks who want to be weapon themed, but feel weapon masteries helps those builds more than the upgraded die, depending on the weapon and mastery.
Deflect missiles on average does less damage than it did before
I don't like that they changed it to a saving throw instead of an attack roll when throwing it back. But now you have the full 60 foot range, so no penalty for long range (anything over 20 feet). I'm not sure how the specified B, P, S damage ranged attack will differ. 2014 only said ranged weapon attack, so most likely B, P, S damage anyway.
No longer immune to poison damage / poisoned condition
This does hurt but at least removing it is a bonus action. Same for Charmed/Frightened condition (instead of action of Stillness of Mind). I do wish there wasn't reliant on your BA so you can end C/F no matter if you have control of your actions or not.
Way of the Elements - Complete redesign Bad: - you have to spend 1 ki to give your unarmed strikes the Push weapon mastery - you're faux-fireball action is limited to significantly less damage which scales terribly. - Sorcerous Burst deals 50% more damage and applies a devastating condition... - you don't get a damage resistance until level 17 (druids are getting the same much earlier)
So-So: - you get faux-Ashardalon's stride (but not till level 17) - you don't get extra elemental damage to your hits until level 17 (note that Paladins get the equiavlent at level 11)
The spending 1 ki for push weapon mastery I assume you're referring to Elemental Attunement. You don't mention that for 10 minutes (with 1 Ki but no action economy required) you can change your damage type to Acid, Cold, Fire, Lightning and have 15 foot reach (10 feet greater reach, I assume is added to your default 5 foot reach the way it is worded). It's basically a buffed Fangs of the Fire Snake that includes the pull/push of Water Whip/Fist of Unbroken Air. And it's 10 minutes, which is good for at least one combat, if not two depending on the scenario. And you can change the damage type with each attack if you wanted to.
I do agree that Environmental Burst is lackluster, especially for 2 Discipline Points with no way of scaling it. But you can get an unarmed strike as a bonus action afterward. But would require you move into melee after the Burst. Probably better off using FoB.
The fly speed is nice for 10 minutes. Kind of late, but better than nothing. I might prefer that Elemental Attunement gave the extra damage (of Elemental Epitome) at this level instead of the fly/swim speed.
Overall, although 4E has lost some versatility, in my opinion Fangs of the Fire Snake, Water Whip, Fist of Unbroken Air were the best ED's and you kind of get that all wrapped into one with Elemental Attunement at level 3. I like the changes, for the most part.
Shadow
Nerfs: Pass without Trace is gone. Cloak of Shadows is no longer useable outside of combat & has been moved to 17th level
Buffs: can spend ki to use shadowstep in bright light Cloak of Shadows is now decent in combat
I think Shadow Monk changes greatly outweigh the negatives. Getting to move your darkness at no cost of action economy, and you can see in it, just about makes up for the loss of Silence and Pass without trace. Maybe not quite, but this is such a big quality of life improvement for Shadow Monk. And 60' darkvision (or +60 if you already have it) is nice as well.
Not sure what you mean Cloak of Shadows isn't useable outside of combat. You still have invisible condition (although for 1 minute. Maybe that's what you mean?) You can walk through walls, don't have to be in combat for that. It does suck that it's 17th level, but you can FoB for 1 minute without any Discipline point cost (although at this point, points aren't much of an issue)
Darkness is already moveable because you can cast in on an object and then move that object, so it was a kind of pointless buff. While you can see though the darkness your party members cannot limiting its usefulness. While now your Darkness isn't completely useless anymore it is just boosted to a "fine", Silence is niche but awesome when you need it and a spell not available to many classes so was something special, Pass without Trace was the star though, such a good spell. Darkvision is also just "fine" most characters will have it already so nothing to write home about.
Yes Cloak of Shadows now costs ki and only lasts for 1 minute, so you cannot e.g. sneak around an entire enemy camp sticking to the shadows and using Shadow step to silently teleport from shadow to shadow all the while remaining invisible and leaving no traces with Pass without Trace which I would think is THE fantasy for a shadow monk.
I feel so disappointing with the base class changes, I mean, they pushed again the survivability of the monk on running out of melee, why not use the reaction for deflecting a melee attack like you do with the missiles, or expending your reaction to increase your AC, or anything or the sort. Is always about running, but that is to assume you have a place to run, not all maps are Barovia, or SKT maps, plus is still expensive as you expend not only your Ki/disciple pts but also your bonus, while other class have an "automatic" or less expensive defense like AC or more HP, or disengage with bonus or uncanny dodge with reaction.
I like they nerfed stunning strike, because the monk was a one trick pony, but what did the monk received instead? More damage? that is not an increase but a catch up.
The trinity of D8 HP/ Low AC / Ki points for attack OR defense is broken because at low levels you don't have enough to survive. So I think they need to fix one of the 3 anyway.
My issue with this UA, is that is so big, and I only want to give feedback on the monk.
- No more martial weapons at all, monks can never use a katana. Even if you get proficiency somehow none of your class features will work with them.
That (martial weapons) is really something that belongs in the Kensei subclass, IMO.
- Martial arts die does NOT apply to weapons any more, so at level 11 your unarmed strikes do more damage than a weapon.
So, exactly what you should expect: as your martial arts progress, it makes less and less sense to use a weapon since your limbs are themselves weapons. It fits the genre that the class embodies: your limbs are your weapons, and you only use actual weapons until your skill exceeds them (or if you need Reach/Range). In this case "when your skill exceeds them" means "when your martial arts die exceeds that specific weapon's damage dice."
I mean, yeah, it sucks that you can't turn a whip into an uber weapon, as if it is a rope-dart or something. But, that didn't exactly make sense in the first place. And, again, maybe we'll see this in the Kensei subclass, where "weapon focused martial arts" belongs. We could quibble about single-kill shuriken being genre appropriate, but even in-genre that's a silly schtick.
- No longer immune to poison damage / poisoned condition
Immune, no. Able to end the poisoned condition with a Bonus Action, yes.
So, exactly what you should expect: as your martial arts progress, it makes less and less sense to use a weapon since your limbs are themselves weapons. It fits the genre that the class embodies: your limbs are your weapons, and you only use actual weapons until your skill exceeds them (or if you need Reach/Range). In this case "when your skill exceeds them" means "when your martial arts die exceeds that specific weapon's damage dice."
Except you never get weapon masteries for your limbs, so your limbs are never as good of a weapon as the base weapons rangers get at level 2.
I rather like the "Warrior of the Elements" subclass. It says it replaces "Way of the Four Elements", but I think it also mainly makes the Ascendant Dragon a little redundant as well. Not completely, but enough so that I don't feel like Ascendant Dragon is so completely compelling.
Plus, as I've wanted for a long time, "Elemental Attunement" is now a cantrip (Elementalism).
Add in a 1/3-caster subclass for the Monk, and I find the new monk to be (on balance) nice.
You also left out of your "Buffs" list that now, at 6th level, you're no longer merely doing "magical for the purpose of overcoming resistance to " with your unarmed strikes ... you're doing force damage. This both accomplishes the same goal of overcoming resistance to your unarmed damage, and exceeds it.
Please explain. What about my calculation for Beast Master Ranger was not RAW?
You are commanding the beast to use its action. It doesn't have more than one action, so you can't command it more than once per turn.
This could be more clearly stated, however.
That is not clear from the wording to me at all, and is not how I've seen other people interpret these rules when they were released in Tasha's.
"You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action" Why does it say "also"? It should be "instead" if the intention was for the ranger to use one or the other and not both at the same time.
That is not clear from the wording to me at all, and is not how I've seen other people interpret these rules when they were released in Tasha's.
"You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action" Why does it say "also"? It should be "instead" if the intention was for the ranger to use one or the other and not both at the same time.
You are commanding the creature. It's still using its action. It's terribly written, though.
So, exactly what you should expect: as your martial arts progress, it makes less and less sense to use a weapon since your limbs are themselves weapons. It fits the genre that the class embodies: your limbs are your weapons, and you only use actual weapons until your skill exceeds them (or if you need Reach/Range). In this case "when your skill exceeds them" means "when your martial arts die exceeds that specific weapon's damage dice."
Except you never get weapon masteries for your limbs, so your limbs are never as good of a weapon as the base weapons rangers get at level 2.
Which weapons that a Ranger gets at 2nd level will eventually allow the Ranger to attack up to 4 times in a turn, doing 1d8 damage, using your Dex, getting your damage bonus to all of the attacks, at 5th level (not including anything reaction based), and do all force damage with those weapons at 6th level, using that same weapon to do 1d10 damage with Dex at 11th level, and 1d12 damage with Dex at 17th level?
As good directly at 2nd-4th level? Maybe not, but I'm not convinced that that's true. "Never as good" is plainly false.
So, exactly what you should expect: as your martial arts progress, it makes less and less sense to use a weapon since your limbs are themselves weapons. It fits the genre that the class embodies: your limbs are your weapons, and you only use actual weapons until your skill exceeds them (or if you need Reach/Range). In this case "when your skill exceeds them" means "when your martial arts die exceeds that specific weapon's damage dice."
Except you never get weapon masteries for your limbs, so your limbs are never as good of a weapon as the base weapons rangers get at level 2.
Which weapons that a Ranger gets at 2nd level will eventually allow the Ranger to attack up to 4 times in a turn, doing 1d8 damage, using your Dex, getting your damage bonus to all of the attacks, at 5th level (not including anything reaction based), and do all force damage with those weapons at 6th level, using that same weapon to do 1d10 damage with Dex at 11th level, and 1d12 damage with Dex at 17th level?
As good directly at 2nd-4th level? Maybe not, but I'm not convinced that that's true. "Never as good" is plainly false.
allow the Ranger to attack up to 4 times in a turn - a Beastmaster Companion 1d6 damage with Dex at 1st level - a pair of Scimitars 1d8 damage with Dex at 5th level - a Longbow 1d10 damage with Dex at 11th level - a Heavy Crossbow 1d12 damage with Dex at 17th level - a Musket Oh wait... all of those weapons are options for Ranger at level 1, they don't need to wait until 17th level.
However all of those (except the Beastmaster companion) also get a weapon mastery associated with them, and the Ranger can stack on Hunter's Mark, advantage from being invisible, advantage from Ensnaring Strike, tons of extra attacks from Conjure Animals etc....
You're no longer merely doing "magical for the purpose of overcoming resistance to " with your unarmed strikes ... you're doing force damage.
I think that is actually a nerf. There are a handful of creatures resistant to and a couple that are immune to force damage, and an Uncommon magic item that gives resistance to force damage. There is no creatures immune to magical bludgeoning damage and only Barbarians have resistance to magical bludgeoning damage.
So, exactly what you should expect: as your martial arts progress, it makes less and less sense to use a weapon since your limbs are themselves weapons. It fits the genre that the class embodies: your limbs are your weapons, and you only use actual weapons until your skill exceeds them (or if you need Reach/Range). In this case "when your skill exceeds them" means "when your martial arts die exceeds that specific weapon's damage dice."
Except you never get weapon masteries for your limbs, so your limbs are never as good of a weapon as the base weapons rangers get at level 2.
Which weapons that a Ranger gets at 2nd level will eventually allow the Ranger to attack up to 4 times in a turn, doing 1d8 damage, using your Dex, getting your damage bonus to all of the attacks, at 5th level (not including anything reaction based), and do all force damage with those weapons at 6th level, using that same weapon to do 1d10 damage with Dex at 11th level, and 1d12 damage with Dex at 17th level?
As good directly at 2nd-4th level? Maybe not, but I'm not convinced that that's true. "Never as good" is plainly false.
allow the Ranger to attack up to 4 times in a turn - a Beastmaster Companion
Not a weapon. Doesn't do force damage. Damage die doesn't go up with level. Your assertion was specifically about weapons and weapon mastery compared to unarmed strikes. If you have to change goal posts to get there, you're basically admitting that your statement was wrong.
Also, arguably, the Beast Master companion gets only 2 attacks via the companion (but that's an argument someone else is having with you)
1d6 damage with Dex at 1st level - a pair of Scimitars
at 1st you'll get one attack with it. At 2nd-4th level, you'll only get 2 attacks with it (1 + Nick). At 5th level, 3 attacks (2 + Nick). And the same weapon wont ever do force damage, but a lesser damage that a target might be resistant or immune to. (note that Nick says you move the extra Light weapon attack to your Attack action, INSTEAD of having it in your Bonus Action -- you don't get both)
The Monk will have up to 3 attacks from 1-4th level, and 4 at 5th level. And the monk wont ever have to upgrade their weapon to do force damage: they'll get it automatically at 6th. So, right off the bat, the Monk is doing better and will continue to do better with the exact same "weapon". The Ranger will have to upgrade their weapon to do get things like a better damage type. The only advantage the ranger has here is the ability to add attack/damage bonuses, which is somewhat mitigated by the higher frequency of attacks for the Monk.
1d8 damage with Dex at 5th level - a Longbow
One attack at 1st-4th level. Two at 5th level or higher. Monk is doing two or three attacks at 1st-4th level, and up to three or four 1d8 attacks at 5th level. 1st-4th level: 1d8 + 1xDex for the longbow, vs 3d6 + 3xDex for the monk. 5th level: 2d8 + 2xDex vs 4d8 + 4xDex
Even without Flurry of Blows: 1st-4th level: 1d8 + 1xDex for the longbow, 2d6 + 2xDex for the monk. 5th level: 2d8 + 2xDex for the longbow, 3d6 + 3xDex for the monk
The only thing the Longbow really has is range, which I already said was a reason the Monk might still use a weapon. And the Monk could get a longbow, if they want to put the extra effort in (1 level dip or a Feat).
1d10 damage with Dex at 11th level - a Heavy Crossbow
Which you will only ever get one attack per round. Depending on the Dex mod, the monk can exceed that damage at 1st level. (3d6 + 3xDex for the monk vs 1d10 + 1xDex for the H Crossbow -- removing flurry of blows doesn't improve your case)
1d12 damage with Dex at 17th level - a Musket
Same as with the Heavy Crossbow: the Monk exceeds that potential at 1st level. And gets even better at 5th level, and better still as their damage die continues to go up.
The only thing the Longbow, Crossbows, and Musket get in damage potential, over the Monk, is that they can get that damage at Range. Which I already said is one factor in why you'd keep using a weapon instead of unarmed strikes. And while they DO get the weapon mastery features: again, Range is where I said a Monk would want to keep using a weapon, and a Monk can get "slow" via a Shortbow. The only one they can't get (without a dip or feat) is Push.
Oh wait... all of those weapons are options for Ranger at level 1, they don't need to wait until 17th level.
And in every case, the Monk did better at 1st level than the Ranger, on a weapons vs unarmed strikes alone comparison. The increasing damage dice (the 17th level reference) just make the case even more lopsided in favor of the Monk.
However all of those (except the Beastmaster companion) also get a weapon mastery associated with them, and the Ranger can stack on Hunter's Mark, advantage from being invisible, advantage from Ensnaring Strike, tons of extra attacks from Conjure Animals etc....
As with Beastmaster Companion: those spells aren't about Weapon Mastery vs Unarmed Strikes. You're changing goal posts, because you know your original assertion isn't valid.
So the only thing you've got is: maybe Push with a Heavy crossbow, and only if the Monk doesn't want it. Because the Monk _can_ get it, fairly easily.
FYI monks only ever get 2 attacks with weapons as well, so 2 attacks with a weapon + 2 attacks with a beast companion (who's attacks do automatically become force damage) is equivalent to 2 attacks with a weapon (that doesn't get MA or force damage) + 2 unarmed strikes. Only the ranger does more damage with those attacks b/c they get better weapons. If you're comparing unarmed attacks to weapons with Weapon Mastery we need to calculate how much extra damage each of the weapon masteries does for us. Also there are tons of feats that improve on weapons and a big zippo for unarmed attacks.
Option 1: Vex - increases an average to hit from 0.6 to 0.77, and 0.7 to 0.8, so build time:
level 5 Ranger Feat: Dual Wielder, Fighting Style: Two-Weapon Fighting Weapon: Rapiers 0.77*3*(1d8+3) = 17.3 DPR expending 0 resources. or 24.3 if we are expending resources level 5 Ranger Feat: XbowXpert, Fighting Style: Archery Weapon: Hand Crossbow 0.8*3*(1d6+3) = 15.6 DPR expending 0 resources, or 22.6 if we are expending resources level 5 Monk Feat: DEX ASI, Fighting Style: NA, Weapon: Fists 0.65*3*(1d8+4) = 16.6 DPR. or 22.1 if we are expending resources
Option 2: Nick - gives a free BA for Hunter's Mark or commanding a beast
level 5 Ranger Feat: ASI (Dex) Fighting Style: Two-Weapon Fighting, Weapon: Scimitar 0.65*3*(1d6+4)+0.6*(1d8+5) = 20.3 DPR expending 0 resources, or 27.3 if we are expending resources
General Conclusion: Ranger > Monk And Ranger isn't even a DPR focused class!
PS A dual wielding Hunter Ranger can use Horde Breaker to get 4 attacks per round many of which are at Adv thanks to Vex, to out-DPR the monk without expending any resources at all.
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How does the beast companion attack 4 times ?
Through this combination:
This means you can have the beast take the Attack action twice per round, once using your BA and once using one of your attacks.
This means each of those 2 attack actions are allow the beast to make 2 attacks = total of 4 attacks. (Plus the ranger still has 1 attack they can use themselves).
Plus each attack will hit for more on average. I think it is clear, WotC has no idea how to handle the Monk still and don't realize what is causing them to be so underpowered.
The only Martial Weapon Monks had in the PHB was shortswords. Dedicated Weapon came later (TCoE). I do wish they included it in the UA, but this is the first pass. Rogues got Steady Aim added in this revision (also from TCoE so there is hope it will be added in the monk revision)
Edit:
At least I can use that Greatclub now and use Dexterity.(never mind, forgot the two handed restriction). And ranged simple weapons are included as well instead of Monk weapons only melee. So you can stunning strike with a shortbow, dart, light crossbow, or sling.The limited use was already expected by some, myself included, since it was a powerful feature but also a Ki burning trap in some cases. They did the same to Hex/Hunter's Mark, and Paladin smites, if I remember correctly. I haven't really looked at the Paladin revision to see if its the same. I'm fine with the once per turn, but don't care for the shortened duration. But it still gives the rest of the party a chance to benefit from the Stunned opponent. It's a nerf, but I'm not sure it is that bad.
I was sad to see this as well, but it does benefit those who want to play exclusively unarmed theme. And magic weapons do exist, which when you have them, makes unarmed strikes less desirable (the upgraded damage die helps though). Now it adversely affects monks who want to be weapon themed, but feel weapon masteries helps those builds more than the upgraded die, depending on the weapon and mastery.
I don't like that they changed it to a saving throw instead of an attack roll when throwing it back. But now you have the full 60 foot range, so no penalty for long range (anything over 20 feet). I'm not sure how the specified B, P, S damage ranged attack will differ. 2014 only said ranged weapon attack, so most likely B, P, S damage anyway.
This does hurt but at least removing it is a bonus action. Same for Charmed/Frightened condition (instead of action of Stillness of Mind). I do wish there wasn't reliant on your BA so you can end C/F no matter if you have control of your actions or not.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
The spending 1 ki for push weapon mastery I assume you're referring to Elemental Attunement. You don't mention that for 10 minutes (with 1 Ki but no action economy required) you can change your damage type to Acid, Cold, Fire, Lightning and have 15 foot reach (10 feet greater reach, I assume is added to your default 5 foot reach the way it is worded). It's basically a buffed Fangs of the Fire Snake that includes the pull/push of Water Whip/Fist of Unbroken Air. And it's 10 minutes, which is good for at least one combat, if not two depending on the scenario. And you can change the damage type with each attack if you wanted to.
I do agree that Environmental Burst is lackluster, especially for 2 Discipline Points with no way of scaling it. But you can get an unarmed strike as a bonus action afterward. But would require you move into melee after the Burst. Probably better off using FoB.
The fly speed is nice for 10 minutes. Kind of late, but better than nothing. I might prefer that Elemental Attunement gave the extra damage (of Elemental Epitome) at this level instead of the fly/swim speed.
Overall, although 4E has lost some versatility, in my opinion Fangs of the Fire Snake, Water Whip, Fist of Unbroken Air were the best ED's and you kind of get that all wrapped into one with Elemental Attunement at level 3. I like the changes, for the most part.
I think Shadow Monk changes greatly outweigh the negatives. Getting to move your darkness at no cost of action economy, and you can see in it, just about makes up for the loss of Silence and Pass without trace. Maybe not quite, but this is such a big quality of life improvement for Shadow Monk. And 60' darkvision (or +60 if you already have it) is nice as well.
Not sure what you mean Cloak of Shadows isn't useable outside of combat. You still have invisible condition (although for 1 minute. Maybe that's what you mean?) You can walk through walls, don't have to be in combat for that. It does suck that it's 17th level, but you can FoB for 1 minute without any Discipline point cost (although at this point, points aren't much of an issue)
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Darkness is already moveable because you can cast in on an object and then move that object, so it was a kind of pointless buff. While you can see though the darkness your party members cannot limiting its usefulness. While now your Darkness isn't completely useless anymore it is just boosted to a "fine", Silence is niche but awesome when you need it and a spell not available to many classes so was something special, Pass without Trace was the star though, such a good spell. Darkvision is also just "fine" most characters will have it already so nothing to write home about.
Yes Cloak of Shadows now costs ki and only lasts for 1 minute, so you cannot e.g. sneak around an entire enemy camp sticking to the shadows and using Shadow step to silently teleport from shadow to shadow all the while remaining invisible and leaving no traces with Pass without Trace which I would think is THE fantasy for a shadow monk.
I feel so disappointing with the base class changes, I mean, they pushed again the survivability of the monk on running out of melee, why not use the reaction for deflecting a melee attack like you do with the missiles, or expending your reaction to increase your AC, or anything or the sort. Is always about running, but that is to assume you have a place to run, not all maps are Barovia, or SKT maps, plus is still expensive as you expend not only your Ki/disciple pts but also your bonus, while other class have an "automatic" or less expensive defense like AC or more HP, or disengage with bonus or uncanny dodge with reaction.
I like they nerfed stunning strike, because the monk was a one trick pony, but what did the monk received instead? More damage? that is not an increase but a catch up.
The trinity of D8 HP/ Low AC / Ki points for attack OR defense is broken because at low levels you don't have enough to survive. So I think they need to fix one of the 3 anyway.
My issue with this UA, is that is so big, and I only want to give feedback on the monk.
Please explain. What about my calculation for Beast Master Ranger was not RAW?
You are commanding the beast to use its action. It doesn't have more than one action, so you can't command it more than once per turn.
This could be more clearly stated, however.
That (martial weapons) is really something that belongs in the Kensei subclass, IMO.
So, exactly what you should expect: as your martial arts progress, it makes less and less sense to use a weapon since your limbs are themselves weapons. It fits the genre that the class embodies: your limbs are your weapons, and you only use actual weapons until your skill exceeds them (or if you need Reach/Range). In this case "when your skill exceeds them" means "when your martial arts die exceeds that specific weapon's damage dice."
I mean, yeah, it sucks that you can't turn a whip into an uber weapon, as if it is a rope-dart or something. But, that didn't exactly make sense in the first place. And, again, maybe we'll see this in the Kensei subclass, where "weapon focused martial arts" belongs. We could quibble about single-kill shuriken being genre appropriate, but even in-genre that's a silly schtick.
Immune, no. Able to end the poisoned condition with a Bonus Action, yes.
Except you never get weapon masteries for your limbs, so your limbs are never as good of a weapon as the base weapons rangers get at level 2.
I rather like the "Warrior of the Elements" subclass. It says it replaces "Way of the Four Elements", but I think it also mainly makes the Ascendant Dragon a little redundant as well. Not completely, but enough so that I don't feel like Ascendant Dragon is so completely compelling.
Plus, as I've wanted for a long time, "Elemental Attunement" is now a cantrip (Elementalism).
Add in a 1/3-caster subclass for the Monk, and I find the new monk to be (on balance) nice.
You also left out of your "Buffs" list that now, at 6th level, you're no longer merely doing "magical for the purpose of overcoming resistance to " with your unarmed strikes ... you're doing force damage. This both accomplishes the same goal of overcoming resistance to your unarmed damage, and exceeds it.
That is not clear from the wording to me at all, and is not how I've seen other people interpret these rules when they were released in Tasha's.
"You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action"
Why does it say "also"? It should be "instead" if the intention was for the ranger to use one or the other and not both at the same time.
You are commanding the creature. It's still using its action. It's terribly written, though.
Which weapons that a Ranger gets at 2nd level will eventually allow the Ranger to attack up to 4 times in a turn, doing 1d8 damage, using your Dex, getting your damage bonus to all of the attacks, at 5th level (not including anything reaction based), and do all force damage with those weapons at 6th level, using that same weapon to do 1d10 damage with Dex at 11th level, and 1d12 damage with Dex at 17th level?
As good directly at 2nd-4th level? Maybe not, but I'm not convinced that that's true. "Never as good" is plainly false.
allow the Ranger to attack up to 4 times in a turn - a Beastmaster Companion
1d6 damage with Dex at 1st level - a pair of Scimitars
1d8 damage with Dex at 5th level - a Longbow
1d10 damage with Dex at 11th level - a Heavy Crossbow
1d12 damage with Dex at 17th level - a Musket
Oh wait... all of those weapons are options for Ranger at level 1, they don't need to wait until 17th level.
However all of those (except the Beastmaster companion) also get a weapon mastery associated with them, and the Ranger can stack on Hunter's Mark, advantage from being invisible, advantage from Ensnaring Strike, tons of extra attacks from Conjure Animals etc....
I think that is actually a nerf. There are a handful of creatures resistant to and a couple that are immune to force damage, and an Uncommon magic item that gives resistance to force damage. There is no creatures immune to magical bludgeoning damage and only Barbarians have resistance to magical bludgeoning damage.
Not a weapon. Doesn't do force damage. Damage die doesn't go up with level. Your assertion was specifically about weapons and weapon mastery compared to unarmed strikes. If you have to change goal posts to get there, you're basically admitting that your statement was wrong.
Also, arguably, the Beast Master companion gets only 2 attacks via the companion (but that's an argument someone else is having with you)
at 1st you'll get one attack with it. At 2nd-4th level, you'll only get 2 attacks with it (1 + Nick). At 5th level, 3 attacks (2 + Nick). And the same weapon wont ever do force damage, but a lesser damage that a target might be resistant or immune to. (note that Nick says you move the extra Light weapon attack to your Attack action, INSTEAD of having it in your Bonus Action -- you don't get both)
The Monk will have up to 3 attacks from 1-4th level, and 4 at 5th level. And the monk wont ever have to upgrade their weapon to do force damage: they'll get it automatically at 6th. So, right off the bat, the Monk is doing better and will continue to do better with the exact same "weapon". The Ranger will have to upgrade their weapon to do get things like a better damage type. The only advantage the ranger has here is the ability to add attack/damage bonuses, which is somewhat mitigated by the higher frequency of attacks for the Monk.
One attack at 1st-4th level. Two at 5th level or higher.
Monk is doing two or three attacks at 1st-4th level, and up to three or four 1d8 attacks at 5th level.
1st-4th level: 1d8 + 1xDex for the longbow, vs 3d6 + 3xDex for the monk.
5th level: 2d8 + 2xDex vs 4d8 + 4xDex
Even without Flurry of Blows:
1st-4th level: 1d8 + 1xDex for the longbow, 2d6 + 2xDex for the monk.
5th level: 2d8 + 2xDex for the longbow, 3d6 + 3xDex for the monk
The only thing the Longbow really has is range, which I already said was a reason the Monk might still use a weapon. And the Monk could get a longbow, if they want to put the extra effort in (1 level dip or a Feat).
Which you will only ever get one attack per round. Depending on the Dex mod, the monk can exceed that damage at 1st level.
(3d6 + 3xDex for the monk vs 1d10 + 1xDex for the H Crossbow -- removing flurry of blows doesn't improve your case)
Same as with the Heavy Crossbow: the Monk exceeds that potential at 1st level. And gets even better at 5th level, and better still as their damage die continues to go up.
The only thing the Longbow, Crossbows, and Musket get in damage potential, over the Monk, is that they can get that damage at Range. Which I already said is one factor in why you'd keep using a weapon instead of unarmed strikes. And while they DO get the weapon mastery features: again, Range is where I said a Monk would want to keep using a weapon, and a Monk can get "slow" via a Shortbow. The only one they can't get (without a dip or feat) is Push.
And in every case, the Monk did better at 1st level than the Ranger, on a weapons vs unarmed strikes alone comparison. The increasing damage dice (the 17th level reference) just make the case even more lopsided in favor of the Monk.
As with Beastmaster Companion: those spells aren't about Weapon Mastery vs Unarmed Strikes. You're changing goal posts, because you know your original assertion isn't valid.
So the only thing you've got is: maybe Push with a Heavy crossbow, and only if the Monk doesn't want it. Because the Monk _can_ get it, fairly easily.
FYI monks only ever get 2 attacks with weapons as well, so 2 attacks with a weapon + 2 attacks with a beast companion (who's attacks do automatically become force damage) is equivalent to 2 attacks with a weapon (that doesn't get MA or force damage) + 2 unarmed strikes. Only the ranger does more damage with those attacks b/c they get better weapons. If you're comparing unarmed attacks to weapons with Weapon Mastery we need to calculate how much extra damage each of the weapon masteries does for us. Also there are tons of feats that improve on weapons and a big zippo for unarmed attacks.
Option 1: Vex - increases an average to hit from 0.6 to 0.77, and 0.7 to 0.8, so build time:
level 5 Ranger Feat: Dual Wielder, Fighting Style: Two-Weapon Fighting Weapon: Rapiers
0.77*3*(1d8+3) = 17.3 DPR expending 0 resources. or 24.3 if we are expending resources
level 5 Ranger Feat: XbowXpert, Fighting Style: Archery Weapon: Hand Crossbow
0.8*3*(1d6+3) = 15.6 DPR expending 0 resources, or 22.6 if we are expending resources
level 5 Monk Feat: DEX ASI, Fighting Style: NA, Weapon: Fists
0.65*3*(1d8+4) = 16.6 DPR. or 22.1 if we are expending resources
Option 2: Nick - gives a free BA for Hunter's Mark or commanding a beast
level 5 Ranger Feat: ASI (Dex) Fighting Style: Two-Weapon Fighting, Weapon: Scimitar
0.65*3*(1d6+4)+0.6*(1d8+5) = 20.3 DPR expending 0 resources, or 27.3 if we are expending resources
General Conclusion: Ranger > Monk
And Ranger isn't even a DPR focused class!
PS A dual wielding Hunter Ranger can use Horde Breaker to get 4 attacks per round many of which are at Adv thanks to Vex, to out-DPR the monk without expending any resources at all.