I have no problem with magical mystical monks, I dislike spellcasting mechanics and flavor for monk play.
The reason Monks need spellcasting mechanics isn't because of a need to cast spells. The reason Monks ned spellcasting mechanics is because spellcasters use a different resource to cast their spells than they use for their unique class abilities. To paraphrase a comment about the 2014 Way of the Four Elements subclass I heard once, "Why do I have to choose between doing Monk things and doing Spellcaster things? Isn't the whole point supposed to be that I do both at the same time?" If Monks need to spend Ki/Discipline to do their basic Monk class features but also need to spend Ki to do their mystical spellcasting features, you end up with a Monk that doesn't have enough resources to effectively specialize in either.
the answer imo is not to add long rest limited features, its to better balance the monks resources. And type of resources. Many of the common monk features don't even need to use Ki, the numbers are balanced so if they used them all the time they would still be sub par. (dodge creates a weaker shield fighter, FOB Max damage output is lower than fighter/barbarians avg damage, step of wind is like cunning action but with a cost and reduction in dps, and they are all mutually exclusive via BA)
they did this with the other martials in UA without adding spell casting, and minimized monk's ability to do so effectively.
they created the resource of weapon mastery, which is limited in options by class (how many you get) and how many available per round by attacks you get (weapon swap can switch once every two turns) (unfortunately monk has the worst weapon use from any possible martial subclass in the game now, being limited to simple 1h weapons)
they created cunning strike which uses sneak attack dice as a resource to alter the battle.
they increased second wind uses, and gave it short rest returns, long rest returns and gave it three uses now, boost ability checks, recover hp, and extra movement
even barbarian can now leverage rage uses to increase skill checks, And rage lasts longer.
so they are perfectly capable of creating new mechanics that use new or different types of resources, or adjust resource use without dipping into spellcasting. Which is very off theme and mechanics for monk. All those features for other martials make those classes better while also staying on theme and reducing rest dependency.
Make monk less rest dependent, not more LR dependent, And give them more unique features that fit the class fantasy/design. Stealing spell casters design and feature structure just makes another caster. A monks main concept is not a guy muttering incantations. The theme of monk is they train their bodies and their minds, and tap the true inner potential. They don't cast spells, they become magical creatures through enlightenment/training. They didn't use to master weapons, they mastered themselves, which made the weapons as good as their overall training. (MA dice = weapon dice)
Also want to note with rogue that they lowered when reliable talent was available seemingly as a way to make sure the rogue stood out with all these characters getting skills. Personally I want the ability to run up walls and walk on water to come in as early as level 4, 5 or maybe even 6. I think being able to reach places others cant is a big part of exploration benefits of a monk. I also think tongue of sun and moon should re-appear and be much lower level as well to give monks SOMETHING for social. Right now the monk features do nothing outside of combat and that is a bit of an issue.
I have no problem with magical mystical monks, I dislike spellcasting mechanics and flavor for monk play.
The reason Monks need spellcasting mechanics isn't because of a need to cast spells. The reason Monks ned spellcasting mechanics is because spellcasters use a different resource to cast their spells than they use for their unique class abilities. To paraphrase a comment about the 2014 Way of the Four Elements subclass I heard once, "Why do I have to choose between doing Monk things and doing Spellcaster things? Isn't the whole point supposed to be that I do both at the same time?" If Monks need to spend Ki/Discipline to do their basic Monk class features but also need to spend Ki to do their mystical spellcasting features, you end up with a Monk that doesn't have enough resources to effectively specialize in either.
the answer imo is not to add long rest limited features, its to better balance the monks resources. And type of resources. Many of the common monk features don't even need to use Ki, the numbers are balanced so if they used them all the time they would still be sub par. (dodge creates a weaker shield fighter, FOB Max damage output is lower than fighter/barbarians avg damage, step of wind is like cunning action but with a cost and reduction in dps, and they are all mutually exclusive via BA)
they did this with the other martials in UA without adding spell casting, and minimized monk's ability to do so effectively.
they created the resource of weapon mastery, which is limited in options by class (how many you get) and how many available per round by attacks you get (weapon swap can switch once every two turns) (unfortunately monk has the worst weapon use from any possible martial subclass in the game now, being limited to simple 1h weapons)
they created cunning strike which uses sneak attack dice as a resource to alter the battle.
they increased second wind uses, and gave it short rest returns, long rest returns and gave it three uses now, boost ability checks, recover hp, and extra movement
even barbarian can now leverage rage uses to increase skill checks, And rage lasts longer.
so they are perfectly capable of creating new mechanics that use new or different types of resources, or adjust resource use without dipping into spellcasting. Which is very off theme and mechanics for monk. All those features for other martials make those classes better while also staying on theme and reducing rest dependency.
Make monk less rest dependent, not more LR dependent, And give them more unique features that fit the class fantasy/design. Stealing spell casters design and feature structure just makes another caster. A monks main concept is not a guy muttering incantations. The theme of monk is they train their bodies and their minds, and tap the true inner potential. They don't cast spells, they become magical creatures through enlightenment/training. They didn't use to master weapons, they mastered themselves, which made the weapons as good as their overall training. (MA dice = weapon dice)
Also want to note with rogue that they lowered when reliable talent was available seemingly as a way to make sure the rogue stood out with all these characters getting skills. Personally I want the ability to run up walls and walk on water to come in as early as level 4, 5 or maybe even 6. I think being able to reach places others cant is a big part of exploration benefits of a monk. I also think tongue of sun and moon should re-appear and be much lower level as well to give monks SOMETHING for social. Right now the monk features do nothing outside of combat and that is a bit of an issue.
I, too, think that the monk lacks utility outside of combat, without saying that it is not very useful in combat either. Now the fighter has tactical mind feature that is not wasted if it fails. Hope they do something about this fact in the next playtest.
This 1/2 caster Monk is far too spell heavy. Open Hand, Drunken, and Kensei don’t feel like they belong in this class. The other monks fit fine.
I would suggest that, unlike the other Wizard subclasses, the martially leaning Wizard subclass (Bladesinger) doesn't get more spells. Their benefits are decidedly "martial" in nature. The idea that a half-caster Monk might have some subclasses that emphasize spells, and others that emphasize things like Martial Strikes (variant of Sneak Attack + Cunning Strikes), would be easily justified by using Bladesinger as a precedent.
Arcane caster? yes. Just as described in the PHB about what Arcane magic is.
Unique spell list? yes. All of the Arcane caster classes have their own unique spell lists (now that 1DD play test has done away with the unified spell lists and gone back to the pre-1DD spell lists).
Wisdom based? yes. Just like most of the Arcane caster classes (Bard, Sorcerer, Warlock) aren't Intelligence based. Only two of them are Int based (Artificer and Wizard).
I have no problem with magical mystical monks, I dislike spellcasting mechanics and flavor for monk play.
The reason Monks need spellcasting mechanics isn't because of a need to cast spells. The reason Monks ned spellcasting mechanics is because spellcasters use a different resource to cast their spells than they use for their unique class abilities. To paraphrase a comment about the 2014 Way of the Four Elements subclass I heard once, "Why do I have to choose between doing Monk things and doing Spellcaster things? Isn't the whole point supposed to be that I do both at the same time?" If Monks need to spend Ki/Discipline to do their basic Monk class features but also need to spend Ki to do their mystical spellcasting features, you end up with a Monk that doesn't have enough resources to effectively specialize in either.
the answer imo is not to add long rest limited features, its to better balance the monks resources. And type of resources. Many of the common monk features don't even need to use Ki, the numbers are balanced so if they used them all the time they would still be sub par. (dodge creates a weaker shield fighter, FOB Max damage output is lower than fighter/barbarians avg damage, step of wind is like cunning action but with a cost and reduction in dps, and they are all mutually exclusive via BA)
they did this with the other martials in UA without adding spell casting, and minimized monk's ability to do so effectively.
they created the resource of weapon mastery, which is limited in options by class (how many you get) and how many available per round by attacks you get (weapon swap can switch once every two turns) (unfortunately monk has the worst weapon use from any possible martial subclass in the game now, being limited to simple 1h weapons)
they created cunning strike which uses sneak attack dice as a resource to alter the battle.
they increased second wind uses, and gave it short rest returns, long rest returns and gave it three uses now, boost ability checks, recover hp, and extra movement
even barbarian can now leverage rage uses to increase skill checks, And rage lasts longer.
so they are perfectly capable of creating new mechanics that use new or different types of resources, or adjust resource use without dipping into spellcasting. Which is very off theme and mechanics for monk. All those features for other martials make those classes better while also staying on theme and reducing rest dependency.
Make monk less rest dependent, not more LR dependent, And give them more unique features that fit the class fantasy/design. Stealing spell casters design and feature structure just makes another caster. A monks main concept is not a guy muttering incantations. The theme of monk is they train their bodies and their minds, and tap the true inner potential. They don't cast spells, they become magical creatures through enlightenment/training. They didn't use to master weapons, they mastered themselves, which made the weapons as good as their overall training. (MA dice = weapon dice)
Also want to note with rogue that they lowered when reliable talent was available seemingly as a way to make sure the rogue stood out with all these characters getting skills. Personally I want the ability to run up walls and walk on water to come in as early as level 4, 5 or maybe even 6. I think being able to reach places others cant is a big part of exploration benefits of a monk. I also think tongue of sun and moon should re-appear and be much lower level as well to give monks SOMETHING for social. Right now the monk features do nothing outside of combat and that is a bit of an issue.
Im ok with that as long as they bring meaningful combat and are better at it .warriors shouldn't beat experts in skills but also warriors shouldn't be losing easy to experts in damage in a just world.
I, too, think that the monk lacks utility outside of combat, without saying that it is not very useful in combat either. Now the fighter has tactical mind feature that is not wasted if it fails. Hope they do something about this fact in the next playtest.
That's another thing that Baldur's Gate 3 does really well; Monks get a load of unique dialogue options, enabling them to avoid having to make checks, or enabling them to make easier checks which can be useful since Monks aren't typically that good at persuasion.
Strictly speaking that's something your DM can just do (adjust the DC or grant advantage etc.) when a player makes a good argument in keeping with their character, but it would be nice to have something explicit; it would be nice if we could use Wisdom as the ability score for some checks, either limited by a Ki/Discipline cost, limited uses per day or whatever. It should be something we can do reasonably often as the "zen" outlook, or at least being disciplined mentally, fits into the theme.
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I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I've incorporated a few of the suggested changes (like removing most of the custom spells, other than Paralyzing Strike, and instead modifying existing spells via class features), but I'm not 100% sure the "Class Features" column of the table is completely up to date. But here's the current state of my idea.
Monk as Half-Caster
This is a very different take on the Monk class.Historically (in the game) Monks have often had one or more abilities that are directly magical (the ability to cast a specific spell without being a spell caster) or were spell-like abilities.In attempts to make the class more flexible with how often they might use these abilities, a point system was added to the class.What if, instead, we made the Monk a half-caster, like the Paladin and Ranger?This would make their special abilities actually magical instead of being “magic-like”.It would also fill in a missing third “half caster, half martial” class alongside the Paladin and Ranger.
This class replaces the Monk’s abilities that are comparable to existing spells with those spells, as well as adding in a few spells that match past abilities or other abilities that match the sources of inspiration.This includes emphasizing the “Mind over Body” trope by including many mind/psionic based spells.A few new spells have been added to fill in a few gaps, and Ki/Discipline Points have been replaced entirely by Spell Slots.The spell progression (cantrips known, spells prepared, spell slots) are based on the Warlock from playlets document 5.
I chose to keep the Monk as a Wisdom based caster for a few reasons.It keeps the Monk from having too much attribute synergy with the Wizard and Artificer (or Bard and Sorcerer, if I had chosen Charisma). This sets them apart from the other arcane casters, in the same way that the Paladin doesn’t have much attribute synergy with the Cleric.Further, the concept of the Monk can lend itself fairly well to the idea of a spiritualist (monastic priest, etc.) or naturalist (ascetic hermit or wandering naturalist), and sticking to Wisdom allows for attribute synergy for those who might want to Multiclass to the Cleric or Druid in order to address those tropes.(I had thought about making subclasses for them, but had sticking points wrt to the Cleric version; so I’m instead leaning toward handling those tropes via Multiclassing; but I might still add one that focuses on general mysticism with an emphasis on Metamagic options)
The increasing martial-arts unarmed damage die mechanic has been replaced by “Martial Strikes”.The “Martial Strikes” mechanic is heavily influenced by the 1DD Rogue “Cunning Strikes” ability.While a few of the “Cunning Strikes” were carried over, mainly the “Martial Strikes” are used to replace “Weapon Mastery.”Martial Strikes also provides a way to address the need for escalating unarmed damage as the Monk goes up in level, and can provide as much as twice the benefit of the play test document 6 method.Getting to that amount of damage means not using any of the special options available via Martial Strikes, allowing the player to balance “special actions” vs “extra damage” based on their goals.
A few Fighting Style feats have been added (re-introducing the cantrip oriented ones for the Paladin and Ranger, as well as adding a 3rd of that group for arcane cantrips — but these are not limited to specific classes, giving any Fighting Style class an option to be a caster, but less so than even a 1/3 caster.A modification discussed in various places about the Defense Fighting Style is included, making it more widely available as well as more generally useful.Last, a new Fighting Style is included for those who want their character to be trained in Shield Bashing.
Updates to the three play test 6 document Monk subclass are included, shifting their abilities to either be spell slot based, or “Martial Strike” based.A new subclass, the “Warrior of Weapons” has been included to cover the versions of the Monk that focus on weapon proficiency.(the general class also now gets their choice of 2 Martial weapons to use as Monk weapons)
Level
Proficiency Bonus
Class Features
Martial Strikes
Cantrips
Spells Prepared
Spell Slots
1
+2
Monastic Discipline, Martial Arts, Spellcasting
-
2
2
2
2
+2
Fighting Style, Martial Discipline
-
2
3
2
3
+2
Monk Subclass
-
2
4
3
4
+2
Ability Score Improvement, Deflect Missiles
-
3
5
3
5
+3
Extra Attack, Martial Strikes
1d6
3
6
4/2
6
+3
Subclass Feature, Empowered Mystic Defense
1d6
3
6
4/2
7
+3
Evasion, Heightened Metabolism
1d6
3
7
4/3
8
+3
Ability Score Improvement
1d6
3
7
4/3
9
+4
Physical Excellence
1d6
4
9
4/3/2
10
+4
Self-Restoration, Mystic Excellence
2d6
4
9
4/3/2
11
+4
Subclass Feature
2d6
4
10
4/3/3
12
+4
Ability Score Improvement, Mystical Healing
2d6
4
10
4/3/3
13
+5
Deflect Energy
2d6
4
11
4/3/3/1
14
+5
Disciplined Survivor
2d6
4
11
4/3/3/1
15
+5
Martial Excellence, Mystic Perfection
3d6
4
12
4/3/3/2
16
+5
Ability Score Improvement
3d6
4
12
4/3/3/2
17
+6
Subclass Feature
3d6
4
14
4/3/3/3/1
18
+6
Superior Defense
3d6
4
14
4/3/3/3/1
19
+6
Ability Score Improvement
3d6
4
15
4/3/3/3/2
20
+6
Defy Death
3d6
4
15
4/3/3/3/2
Proficiencies: Saving Throws: Dexterity, Wisdom Skills (Choose 1): History, Insight, Intimidation, Religion Weapons: Simple Weapons Tools: Choose one type of Artisan’s Tools or Musical Instrument.
Armor Training: None
Multiclassing and the Monk:
Ability Score Minimum.You must have at least a 13 in Dexterity and Wisdom in order to take a level in this class, or in another class if you are already a Monk.
Spell Slots.Add half of your Monk levels (rounded up) to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules.
2nd Level: Alter Self, Barkskin, Detect Thoughts, Enhance Ability, Invisibility, Kinetic Jaunt, Levitate, Mind Spike, Pass without Trace, See Invisibility, Tasha’s Mind Whip, Spider Climb
3rd Level: Counterspell, Dispel Magic, Fly, Haste, Hypnotic Pattern, Intellect Fortress, Nondetection, Protection from Energy, Sending, Tongues, Water Breathing, Water Walk
5th Level: Commune with Nature, Destructive Wave, Far Step, Greater Restoration, Passwall, Steel Wind Strike, Synaptic Static, Telekinesis
Designer’s Note on Spell List Choices: some of these spells replace special abilities that used to be comparable Monk class features from previous editions or versions.“Long Strider” and “Zephyr Strike” replace “Unarmored Movement”, “Absorb Elements” uses class feature enhancements to replace “Deflect Missiles” and “Deflect Energy”, “Feather Fall” replaces “Slow Fall”, “Paralyzing Strike” and access to “Staggering Smite” replace “Stunning Strike”, “Spider Climb” and “Water Walk” replace “Acrobatic Movement”.“Freedom of Movement”, “True Seeing”, “Etherealness”, and “Astral Projection” are call backs to Monk features from past editions (“True Seeing”, “Etherealness”, and “Astral Projection” are handled comparably to the 2014 Warlock’s “Mystic Arcanum”).
Monk Class Features
1st Level:
Mystic Discipline: You have learned methods of self mastery that allow you to channel arcane and psychic energies through your body.You able to use these energies for both unarmed combat and spell casting.
Saving Throw Difficulty: The Saving Throw DC for your Monk spells, Unarmed Strike Grapple or Shove, Martial Strikes, and other Monk abilities all use the same calculation:8 + your Proficiency Bonus + your Wisdom modifier.
Martial Arts:
You may use your Wisdom modifier, instead of your Strength modifier, for your attack and damage rolls with Unarmed Strikes, for your saves vs Unarmed Strikes, and to calculate the Save DC’s for your Unarmed Strikes.
Your Unarmed Strikes damage is 1d6 + your Wisdom modifier.
Your Unarmed Strikes count as Simple Melee Weapons for the purpose of any ability, spell, etc.This includes spells that require a weapon where the weapon has some specific value.For example, True Strike and Smite spells explicitly work with your Unarmed Strikes.
You may use a Bonus Action to make an Unarmed Strike.
You are proficient with the Acrobatics and Athletics skills.
Monk Weapons:
Your Monk Weapons include all Simple Weapons.
In addition, you may choose 2 martial weapons (1 melee, 1 melee or ranged).You are proficient with these weapons, and they are added to your Monk Weapons.
Spellcasting:
You are an Arcane spell caster.You prepare spells from the Monk Spell list.Your spell casting attribute is Wisdom.
You always have Absorb Elements, Blade Ward, Mage Armor, and Shillelagh prepared, and they do not count against your number of prepared spells/cantrips.
You may use a Monk Weapon as an Arcane focus.
When you cast the “Thunderwave” spell, you can cast it with an area of “10-foot sphere” instead of “15-foot cube”.
You can cast the “Shillelagh” cantrip on your own Unarmed Strikes.
You can use “Lightning Lure” to push directly away from you instead of pull.The target takes thunder damage (the same amount as determined by the cantrip’s usual damage) if they strike an object or are unable to move into the square you’re trying to push them into.
Default Prepared Spells:
Cantrips (2): Mind Sliver, Sword Burst
Spells (2x 1st): Long Strider, Zephyr Strike
2nd Level:
Fighting Style
You may choose: Defense, Arcane Warrior, Divine Warrior, or Druidic Warrior
Default: Defense
Martial Discipline
Martial Reflexes: You are Proficient with Initiative rolls.
Patient Defense:You can use a Bonus Action to take the Dodge Action.
Step of the Wind: You can use a Bonus Action to Disengage OR Dash actions.
Default Prepared Spells: (not including previous levels)
Spells (1x 1st): Wrathful Smite
3rd Level:
Monk Subclass
Designer’s Note: because the Mystical Focus feature adds several spells outside of the number of spells prepared calculation, and most traditional Monk subclasses do not add spells known, Monk subclasses for this version of the Monk should avoid adding many, if any, spells (definitely no more than 4 total spells, preferably no more than one per Subclass level).They should focus on Martial abilities.
Mystic Riposte:
You are able to use the “Absorb Elements” spell against Bludgeoning, Piercing, and Slashing damage from a melee attack.When you use the spell against these damage types, your follow up melee attack is immediate (during your Reaction instead of with your next melee attack).The damage type can be any type your Unarmed Strikes can do, the type of the incoming attack, or the type of a weapon you are currently wielding.
Default Prepared Spells: (not including previous levels)
Spells (1 x1st): Thunderwave
4th Level:
Ability Score Improvement
Deflect Missiles:
When you use “Absorb Elements” against damage from a ranged source, your follow-up attack is immediate (during your Reaction instead of with your next melee attack).You can select any target within 60 feet of you, who must make a Dexterity saving throw against the damage you would inflict.If they succeed, they take half damage.If they fail, they take full damage.The damage type is the same as the triggering attack.
Slow Fall:
You always have the “Feather Fall” spell prepared, and it doesn’t count against your number of spells prepared.
Default Prepared Spells: (not including previous levels)
Cantrip (1): Lightning Lure
Spells (1x 1st): Sleep
5th Level:
Extra Attack:
When you take the Attack action, you may attack twice.Further, when you take the Attack action, you may sacrifice one of your two attacks to instead cast a Cantrip that you have prepared.The Cantrip must have a casting time of Action.
Martial Strikes:
You know how to make precision attacks that deal extra damage.Each attack that you make with an Unarmed Strike, as part of the Attack action or as part of a Bonus Action, can deal extra damage (see the Martial Strikes Dice column of the Monk’s table).The damage type is the same as the Unarmed Strike they are enhancing.
Further, with each attack, you may sacrifice some of or all of these dice to achieve special effects (but only one special effect per attack):
Aim (cost: special). You forgo one entire attack in order to focus that energy into the next attack roll you make, before the end of your next turn.That attack roll has Advantage.
Disarm (Cost: 1d6). (the same as the Rogue 5th level “Cunning Strikes” sub-ability).
Distract (Cost: 1d6). (the same as the Sap weapon mastery)
Feint (Cost: 1d6): You have advantage on your next attack roll against this same target, as long as you make that attack before the end of your next turn, and it is the same type of attack as this one.
Trip (Cost: 1d6). (the same as the Topple weapon mastery)
Paralyzing Strike:
You always have the “Paralyzing Strike” spell prepared, and it doesn’t count against your number of spells prepared.
Default Prepared Spells: (not including previous levels)
Spells (1 x 2nd): Mind Spike
6th Level:
Subclass Feature
Empowered Strikes: You always have the spell “Magic Weapon” prepared, and it does not count against your number of spells prepared.It is not a “concentration” spell for you.Further, you may cast it once without expending a spell slot.Once you cast the spell this way, you may not do so again until you complete a Short Rest or Long Rest (but you may also cast it via spell slots if you have them available).A reminder that you can cast this spell upon your Unarmed Strikes.
7th level:
Evasion (same as play test document 6)
Heightened Metabolism (same as play test document 6)
Default Prepared Spells: (not including previous levels)
Spells (1 x 2nd): Kinetic Jaunt
8th Level:
Ability Score Improvement
9th Level:
Physical Excellence:
You may use double your proficiency bonus when you make skill checks with Athletics or Acrobatics, an Initiative roll, and for saving throws against a Grapple, Push, Shove, or Trip (and other Saving Throws against having the Prone condition applied to you, or being moved horizontally against your will without implied teleportation).
Acrobatic Movement:
You always have the “Spider Climb” and “Water Walk” spells prepared, and they don’t count against your number of spells prepared.Further, you may cast each of these spells once without expending a spell slot.Once you cast each spell this way, you may not do so again until you complete a Short Rest or Long Rest (but you may always cast them via spell slots if you have them).
Default Prepared Spells: (not including previous levels)
Spells (2 x 3rd): Counterspell, Haste
10th Level:
Self-Restoration (same as play test document 6)
Martial Excellence:
You learn more techniques to use with your Martial Strikes:
Bound Fighting (Cost: 2d6).If you are not wielding any weapon nor shield, and not wearing armor, you can make this attack while Restrained without suffering Disadvantage to the attack roll.For the rest of the turn, Instead of having zero speed, you are at half speed.
Flurry of Blows (Cost: 2d6): Once per turn, immediately after making an Unarmed Strike (or attack with a Chosen Weapon), you may make another attack as part of the same Attack action or Bonus Action.The target of this attack must be within your reach, and either adjacent to the original target or be the original target themselves.This attack must be of the same type as the main attack (such as both being an Unarmed Strike, or from the same Chosen Weapon), and does not benefit from Martial Strikes.
Prone Fighting (Cost 1d6).If you are not wielding any weapon nor shield, and not wearing armor, this attack suffers no disadvantages from the Prone condition, nor is your movement for the rest of this turn affected by the Prone condition.You may also, at your choosing, end the Prone condition immediately after this attack at no cost.
Default Prepared Spells: (not including previous levels)
Cantrip (1): Guidance
11th Level:
Subclass Feature
Default Prepared Spells: (not including previous levels)
Spells (1 x3rd): Protection from Energy
12th Level:
Ability Score Improvement
Mystic Freedom:
You always have the spell “Freedom of Movement” prepared, and it doesn’t count against your number of spells prepared.You can cast the this spell without using a spell slot.Once you cast the spell this way, you may not do so again until you complete a Short Rest or Long Rest.
13th Level:
Deflect Energy:
You may use the “Absorb Elements” spell against all damage types.
Default Prepared Spells: (not including previous levels)
Spells (1 x4th): Staggering Smite
14th Level:
Disciplined Survivor (same as play test document 6, except re-rolling a save costs a spell slot)
Mystic Senses:
You always have the spell “True Seeing” prepared, and it doesn’t count against your number of spells prepared.You can cast the this spell without using a spell slot.Once you cast the spell this way, you may not do so again until you complete a Short Rest or Long Rest.
15th Level:
Mystic Excellence:
Your Cantrips and 1st level spells cannot be interrupted by Counterspell, nor ended via Dispel Magic.
For your other spells, you have Advantage when making a saving throw against having your spells counterspelled and/or maintaining concentration on a spell.Further, a caster has disadvantage when trying to end one of your spells with Dispel Magic.
Default Prepared Spells: (not including previous levels)
Spells (1x 4th): R’s Psychic Lance
16th Level:
Ability Score Improvement
Mystic Form:
You always have the spell “Etherealness” prepared, and it doesn’t count against your number of spells prepared.You can cast the this spell without using a spell slot.Once you cast the spell this way, you may not do so again until you complete a Short Rest or Long Rest.
17th Level:
Subclass Feature
Default Prepared Spells: (not including previous levels)
Superior Defense (same as play test document 6, except it costs a 3rd level or higher spell slot)
Mystic Projection:
You always have the spell “Astral Projection” prepared, and it doesn’t count against your number of spells prepared.You can cast the this spell without using a spell slot.Once you cast the spell this way, you may not do so again until you complete a Short Rest or Long Rest.
19th Level:
Ability Score Improvement
Default Prepared Spells: (not including previous levels)
Far Step
20th Level:
Defy Death (same as play test document 6, except it costs a 4th level or higher spell slot)
Monk subclass: Warrior of Elements (modified from play test 6)
3rd Level:
Elemental Magic: When you reach certain levels in the Monk class, you gain knowledge of certain spells.You always have these spells prepared, and they do not count against your number of spells known.Further, you may cast each of the leveled spells once without expending a spell slot.Once you cast each spell this way, you may not do so again until you complete a Short Rest or Long Rest (but you may always cast them via spell slots if you have them).
3rd class level: Burning Hands, Chromatic Orb, Elementalism, Shocking Grasp
5th class level: Dragon’s Breath, Gust of Wind
9th class level: Elemental Weapon, Meld into Stone
13th class level: Control Water, Fire Shield
17th class level: Banishing Smite, Conjure Elemental
Elemental Attunement:
Elemental Strikes: You may effectively apply the “Transmute Spell” metamagic option to these spells (without cost):
With Shillelagh, you can change the damage type at the start of each turn.With the other spells, you change their damage type with each casting.
Elemental Move:
When you hit with an Unarmed Strike that does a damage type from your Elemental Strikes (the same as “Transmute spell”: acid, cold, fire, lightning, poison, thunder), you may force the target to make a Strength saving throw.If they fail their saving throw, the elemental energy of your attack allows you to move them up to 10 feet horizontally in any direction.
Reach: (same as play test 6 document)
When you cast the Elementalism Cantrip, you can cast it as an Action or a Bonus Action, your choice.
6th Level: This feature costs spell slots.It does 2d6 damage per spell slot level expended.You can also choose which creatures within the area will or won’t be targeted by the effect.
11th Level:
Stride of the Elements: (no change from play test 6 document)
Improved Elemental Move: When you use the Elemental Move feature, instead of moving the target after an Elemental Strike, you may move yourself up to 10 feet, without provoking an attack of opportunity.
17th Level: (Similar to the Play Test 6 document of this feature, except that the “Empowered Strikes” sub-feature should be removed.The Elemental Strikes feature above and the Martial Strikes feature make it redundant.The “Damage Resistance” and “Destructive Stride” sub-features are activated by casting the Elementalism Cantrip, and these benefits last up to 10 minutes or until you have the Incapacitated condition.“Destructive Stride” deals 2d6 damage.)
Monk: Warrior of Shadow (modified from play test 6)
3rd Level:
Stealth Magic: When you reach certain levels in the Monk class, you gain knowledge of certain spells.You always have these spells prepared, and they do not count against your number of spells known.Further, you may cast each of the leveled spells once without expending a spell slot.Once you cast each spell this way, you may not do so again until you complete a Short Rest or Long Rest (but you may always cast them via spell slots if you have them).
3rd class level: False Life, Message, Minor Illusion, Unseen Servant
5th class level: Darkness, Misty Step
9th class level: Blink, Gaseous Form
13th class level: Dimension Door, Greater Invisibility
17th class level: Mislead, Modify Memory
Shadow Arts:
You gain Darkvision with a range of 60 feet.If you already have Darkvision, increase the range by 60 feet.
You gain proficiency with the Stealth skill.
6th Level:
Shadow Step:
If you cast the “Misty Step” spell in while in Darkness or Dim Light, and your destination is also in Darkness or Dim Light, the spell has 60 feet range, you have Advantage on the next melee attack you make before the end of your next turn.
11th Level:
Improved Shadow Step:
Your Shadow Step no longer requires that both the starting and ending points of the Misty Step spell be in Darkness or Dim Light, as long as it is one or the other.As part of the Bonus Action to cast this spell, you may immediately make one Unarmed Strike after the spell moves you.
Attack from the Shadows: You learn the following Martial Strike ability:
Stealth Attack (Cost: 1d6): if you have the Hide or Invisibility condition, this attack does not cause that condition to end after you complete the attack, if you end the turn behind Three-Quarters Cover or Total Cover.
17th Level:
Cloak of Shadows
When you are under the benefit of Greater Invisibility, and in Dim Light or Darkness, you gain the following benefits:
Partially Incorporeal: (as per the sub-feature of Cloak of Shadows in play test document 6)
Shadow Flurry: It does not cost you any Martial Strikes dice to use the “Flurry of Blows” Martial Strike against targets within your Reach.
Monk Subclass: Warrior of the Hand (modified from play test 6)
3rd Level:
Wholeness of Body: You always have these spells and cantrip prepared, and they do not count against your number of spells/cantrip prepared.Further, you may cast each of the leveled spells once without expending a spell slot.Once you cast each spell this way, you may not do so again until you complete a Short Rest or Long Rest (but you may always cast them via spell slots if you have them).
Spare the Dying, Cure Wounds, Augury
Designer’s Note: since Martial Strikes is a 5th level class feature, I swapped the effective benefits of the 3rd and 6th level subclass benefits for Warrior of the Hand.And, Push is basically covered by Pushing Strike.
6th Level:
Open Hand Technique: You learn the following Martial Strike options:
Addle (Cost 1d6).The target must succeed on a Constitution saving throw, or it can’t take Reactions until the end of your next turn.
Focus (Cost: special).You forgo one entire attack in order to focus that energy into the next thing you do that requires someone else to make a saving throw, before the end of your next turn.That saving throw has Disadvantage.
Push (Cost: 1d6). (the same as the Push weapon mastery) (Designer’s note: while this is covered by the Pushing Strike spell, this Martial Strike allows the Open Hand monk to do it without using a spell slot)
Slow (Cost: 1d6). (the same as the Slow weapon mastery)
11th Level:
Fleet Step:
When you use Step of the Wind, you may use a Bonus Action to take BOTH a Disengage action and a Dash action.
OpenHand Excellence:You learn the following Martial Strike options:
Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or it has the Dazed condition until the end of its next turn.
Knock Out (Cost: special): On your first attack of a turn, whether as part of a Bonus Action or Attack action, if the attack hits and you invoke this Martial Strike, you must give up all your Martial Strikes Dice for the turn, and any other attacks for that action.The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage.The Unconscious target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Obscure (Cost: special): (the same as the Rogue’s 14th level “Devious Strikes” sub-feature of the same name).The cost for this Martial Strike is all of your Martial Strike Dice for this specific attack.
17th Level:
Quivering Palm:
This feature costs a 3rd level or higher spell slot.The damage type is Force, or any type allowed by your Monastic Discipline.Otherwise, this feature is identical to the version in Play Test Document 6.
Monk Subclass: Warrior of Weapons (replaces the Way of the Kensei subclass)
3rd Level
You gain proficiency with all Martial Weapons, and Shields.
Chosen Weapons:
You pick one melee weapon and one ranged weapon with which you are proficient.These weapons are your Chosen Weapons.You may pick another Chosen Weapon each time you gain a subclass feature (a 3rd weapon at 6th level, a 4th weapon at 11th level, and a 5th weapon at 17th level), as long as you are already proficient with that weapon.
Each time you gain a level in the Monk class, you may change one of your Chosen Weapons to a different weapon that you are proficient with.
Your Chosen Weapons are added to your Monk's Weapons.
If any of your Chosen Weapons have the Thrown property, the weapon will return to your hand immediately after the attack is fully resolved (whether it hits or misses).
Empowered Blade: The energy type substitutions provided by the “Empowered Strikes” cantrip also surge through to your Chosen Weapons (but not to all of your Monk weapons), allowing you to choose whether or not to use one of those damage types instead of the weapon’s own damage type(s), and granting you a Bonus Action attack.If your Chosen Weapon is magical, you may choose to use the weapon’s own magical bonus to attack and damage rolls, or the bonus to attack and damage rolls provided by the Cantrip, but not both.
6th Level
Disciplined Weapon: Your Martial Strikes and Martial Strikes Dice also work with your Chosen Weapons.
War Magic: when you take the Attack action, you may substitute one of your attacks to cast a cantrip that you have prepared.
11th Level
Disciplined Aim: Once per turn, if you miss with an attack roll using a Monk Weapon, you may re-roll the attack roll.
17th Level
You learn the following Martial Strike:
Defensive Stance (Cost: 2d6).After you make this attack, you assume a defensive posture with one of your Chosen Weapons (you must make this attack with a Chosen Weapon when you use this Martial Strike).You roll both d6s, but do not add them together.Until the start of your next turn, or until you use this Martial Strike again, whichever comes first, you gain a bonus to your AC equal to the higher number on the two d6s.
Casting Time: Bonus Action, which you take immediately after hitting with an Unarmed Strike.
Range: Touch
Component: S
Duration: 1 turn.
The target of your attack must succeed at a Constitution saving throw or be Paralyzed until the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increase the duration by 1 turn per spell slot level above 2nd level, up to 4 turns with a 5th level spell slot.At the end of each of the target’s turns, the target may make another Constitution saving throw to end the effect early.
You learn 2 cantrips from the Arcane/Wizard spell list.
Choose Intelligence, Wisdom, or Charisma as your spell casting attribute for these cantrips.
You may use an Arcane Focus for casting these cantrips, or any spell focus you already have the ability to use.
Fighting Style: Defense
Change: Prerequisite: None
Change: The AC bonus applies without regard to whether or not armor is worn.
Repeatable: No
(if you're concerned that "everyone will take this (version of the Defense fighting style), keep in mind that a) it still costs a Feat or a Fighting Style feature, and b) most characters could still get the same AC benefit by taking a +2 Dex ASI as their Feat, which would also benefit every other aspect of their Dexterity; this Fighting Style is less beneficial than the Dex increase unless you have a specific reason you can't use a Dexterity increase to benefit your AC -- this Feat will most likely only be taken by characters who are already at 20 Dex, can't otherwise make use of more Dex bonus to their AC (such as Heavy Armor or being a Tortle), and/or just happen to be getting a Fighting Style and don't want one of the other Fighting Styles; the niche nature of who can't take the old version of this Feat, but who would want to take this Feat over the Dex ASI, keeps this from being an "everyone will take this" Feat)
I come to the conclusion Spellcasting monk doesn’t work for me thematically. You’ve trained you body and mind so well you can cast feather fall on your party. It just doesn’t make sense. Monk would need too many custom spells to fit the Monk theme as a spellcaster. Your half caster just feels like a punching Wizard. Reading this doesn’t make me imagine someone who trained martial arts.
even in these forums most people would like monk to be mechanically improved . reddit gives you an even bigger view that alot of monk players want to be better and stronger . the 'monk is fine and dont improve "club is small but loud. here is hoping they listen to the the rest of us who want improvements.
even in these forums most people would like monk to be mechanically improved . reddit gives you an even bigger view that alot of monk players want to be better and stronger . the 'monk is fine and dont improve "club is small but loud. here is hoping they listen to the the rest of us who want improvements.
not everyone who "would like monk to be mechanically improved" were thinking "monk with a ranged counterspell." the idea could use some refinement before it's worth digging trenches and planning re-education hill forts to defend.
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unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: providefeedback!
even in these forums most people would like monk to be mechanically improved . reddit gives you an even bigger view that alot of monk players want to be better and stronger . the 'monk is fine and dont improve "club is small but loud. here is hoping they listen to the the rest of us who want improvements.
Reddit has a bit of a hivemind, but generally yes - the vast majority of players I talk to agree that Monks are thematically interesting, but mechanically very poorly designed. The constant defense of mechanically weak features in this thread because they are thematic is baffling to me, because D&D is a game where I can describe a die roll as representing anything. Instead I want features to represent mechanics that I can use to theme my actions. And those mechanics need to be unique to the class and perform well in comparison to options in other classes. Why is my character the Monk class instead of the Rogue, or the Fighter or Cleric or Paladin? All of those classes do the same general things the Monk does just as well or better. That's because WOTC focused on designing mechanics for the game first in those classes. Mike Mearls described the goal for the Fighter as "The Fighter is the best at fighting. Other classes can also fight, but the Fighter should be the best at fighting, in any situation." He goes on to describe other design goals for the Fighter,
That's because class theme is a player choice. The mechanics only exist to help express the player's themes. And more than any other class, the Monk is overly focused on representing what WOTC belives the class theme should be through their mechanics. And I feel that's partially due to them realizing far too late that the Monk is Asian-coded in a way that only allows players to represent the Monk as a stereotypical Asian martial artist. This should not be a WOTC decision. The players should be able to see a generic Monk statblock and represent any type of spiritually inclined martial artist with it. The most important description of Monks in D&D 5e comes in the section about Training and Asceticism: "Monks... seek personal perfection through contemplation and rigorous training." The problem then arises that Monks aren't capable of achieving that perfection in any way. They lag behind other martial classes offensively and defensively. They don't wield the mystic power of spellcasters. They lack expertise in their skillsets. Their focus on the spiritual does not bring them any closer to the deities and ancients which they venerate.
It's time for Monks to begin perfecting themselves mechanically.
even in these forums most people would like monk to be mechanically improved . reddit gives you an even bigger view that alot of monk players want to be better and stronger . the 'monk is fine and dont improve "club is small but loud. here is hoping they listen to the the rest of us who want improvements.
not everyone who "would like monk to be mechanically improved" were thinking "monk with a ranged counterspell." the idea could use some refinement before it's worth digging trenches and planning re-education hill forts to defend.
And absolutely it could use some refinement. Constructive criticism is definitely welcomed.
The counter spell is there due to an idea of psychicly disrupting a caster mid-spell. Keeping in mind that the psionic “mind over matter” aspect of the source material is part of the class idea — this idea might be best summarized as the martial artist trope of the half-psionicist / half-martial. It’s not intended to just be the martial monk whose specials are spells. Which also plays into Wisdom as the spell attribute: self mastery to bring out the “hidden potential of the mind.”
I can easily agree to dropping Counterspell from the main class. Maybe that belongs in the “Warrior of Mysticism” (the subclass with a lean into meta magic). But I would also like to keep the number of spells per spell level close to the same. What would you replace it with?
Just saying a standard AoO for all melee combatants from spell casting that would then act as a counter spell like effect would be good for the game.
oh, for sure. a spellcaster making precise somatic telegraphs within eye-poking range is just asking for a spanner in the gears.
more specific to this particular class mash-up, counterspell (and many other spell effects!) become more plausible as powers/spells to me if their range were touch.
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unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: providefeedback!
I, too, think that the monk lacks utility outside of combat, without saying that it is not very useful in combat either. Now the fighter has tactical mind feature that is not wasted if it fails. Hope they do something about this fact in the next playtest.
That's another thing that Baldur's Gate 3 does really well; Monks get a load of unique dialogue options, enabling them to avoid having to make checks, or enabling them to make easier checks which can be useful since Monks aren't typically that good at persuasion.
Strictly speaking that's something your DM can just do (adjust the DC or grant advantage etc.) when a player makes a good argument in keeping with their character, but it would be nice to have something explicit; it would be nice if we could use Wisdom as the ability score for some checks, either limited by a Ki/Discipline cost, limited uses per day or whatever. It should be something we can do reasonably often as the "zen" outlook, or at least being disciplined mentally, fits into the theme.
This is absolutely what I do when I DM, if a player (as their character) makes a good argument or especially incorporates the character's backstory into it then the DC is way lower. I know people complain so much about Fighters having low skill checks to can't participate in RP / Out of Combat scenes, but if the party is trying to convince a group of guards not to arrest them, and the Bard makes a poop joke, but the Fighter talks about how they too were once guards and that this group really isn't worth the paperwork and they'll take responsibility for them etc.... then that Bard is getting a DC 30 and the Fighter is getting a DC 8 for their Persuasion checks.
I, too, think that the monk lacks utility outside of combat, without saying that it is not very useful in combat either. Now the fighter has tactical mind feature that is not wasted if it fails. Hope they do something about this fact in the next playtest.
That's another thing that Baldur's Gate 3 does really well; Monks get a load of unique dialogue options, enabling them to avoid having to make checks, or enabling them to make easier checks which can be useful since Monks aren't typically that good at persuasion.
Strictly speaking that's something your DM can just do (adjust the DC or grant advantage etc.) when a player makes a good argument in keeping with their character, but it would be nice to have something explicit; it would be nice if we could use Wisdom as the ability score for some checks, either limited by a Ki/Discipline cost, limited uses per day or whatever. It should be something we can do reasonably often as the "zen" outlook, or at least being disciplined mentally, fits into the theme.
This is absolutely what I do when I DM, if a player (as their character) makes a good argument or especially incorporates the character's backstory into it then the DC is way lower. I know people complain so much about Fighters having low skill checks to can't participate in RP / Out of Combat scenes, but if the party is trying to convince a group of guards not to arrest them, and the Bard makes a poop joke, but the Fighter talks about how they too were once guards and that this group really isn't worth the paperwork and they'll take responsibility for them etc.... then that Bard is getting a DC 30 and the Fighter is getting a DC 8 for their Persuasion checks.
I mostly agree but I also just let the player explain the intent as I don't expect my player to be as charming as their bard. So if they drop a poop joke I'll ask what they are going for and if say something like I'm trying to reduce the tension in the scene so there is less chance of a fight. I assume the character said something a bit different than the poop joke. And give them a normal DC.
even in these forums most people would like monk to be mechanically improved . reddit gives you an even bigger view that alot of monk players want to be better and stronger . the 'monk is fine and dont improve "club is small but loud. here is hoping they listen to the the rest of us who want improvements.
not everyone who "would like monk to be mechanically improved" were thinking "monk with a ranged counterspell." the idea could use some refinement before it's worth digging trenches and planning re-education hill forts to defend.
sorry we are having different discussions I wasn't talking about the half caster alteration, though I think its a great idea for a subclass.
Id be happy with adding the ma die back to monk weapons, give a fighting style or at least level one access to warrior feats, profiency in at least one martial weapon.one more atk or another feature that would equate to proper scaling at eleven and less ki restraints and that would be gravy
I've incorporated a few of the suggested changes (like removing most of the custom spells, other than Paralyzing Strike, and instead modifying existing spells via class features), but I'm not 100% sure the "Class Features" column of the table is completely up to date. But here's the current state of my idea.
Monk as Half-Caster
This is a very different take on the Monk class.Historically (in the game) Monks have often had one or more abilities that are directly magical (the ability to cast a specific spell without being a spell caster) or were spell-like abilities.In attempts to make the class more flexible with how often they might use these abilities, a point system was added to the class.What if, instead, we made the Monk a half-caster, like the Paladin and Ranger?This would make their special abilities actually magical instead of being “magic-like”.It would also fill in a missing third “half caster, half martial” class alongside the Paladin and Ranger.
This class replaces the Monk’s abilities that are comparable to existing spells with those spells, as well as adding in a few spells that match past abilities or other abilities that match the sources of inspiration.This includes emphasizing the “Mind over Body” trope by including many mind/psionic based spells.A few new spells have been added to fill in a few gaps, and Ki/Discipline Points have been replaced entirely by Spell Slots.The spell progression (cantrips known, spells prepared, spell slots) are based on the Warlock from playlets document 5.
I chose to keep the Monk as a Wisdom based caster for a few reasons.It keeps the Monk from having too much attribute synergy with the Wizard and Artificer (or Bard and Sorcerer, if I had chosen Charisma). This sets them apart from the other arcane casters, in the same way that the Paladin doesn’t have much attribute synergy with the Cleric.Further, the concept of the Monk can lend itself fairly well to the idea of a spiritualist (monastic priest, etc.) or naturalist (ascetic hermit or wandering naturalist), and sticking to Wisdom allows for attribute synergy for those who might want to Multiclass to the Cleric or Druid in order to address those tropes.(I had thought about making subclasses for them, but had sticking points wrt to the Cleric version; so I’m instead leaning toward handling those tropes via Multiclassing; but I might still add one that focuses on general mysticism with an emphasis on Metamagic options)
The increasing martial-arts unarmed damage die mechanic has been replaced by “Martial Strikes”.The “Martial Strikes” mechanic is heavily influenced by the 1DD Rogue “Cunning Strikes” ability.While a few of the “Cunning Strikes” were carried over, mainly the “Martial Strikes” are used to replace “Weapon Mastery.”Martial Strikes also provides a way to address the need for escalating unarmed damage as the Monk goes up in level, and can provide as much as twice the benefit of the play test document 6 method.Getting to that amount of damage means not using any of the special options available via Martial Strikes, allowing the player to balance “special actions” vs “extra damage” based on their goals.
A few Fighting Style feats have been added (re-introducing the cantrip oriented ones for the Paladin and Ranger, as well as adding a 3rd of that group for arcane cantrips — but these are not limited to specific classes, giving any Fighting Style class an option to be a caster, but less so than even a 1/3 caster.A modification discussed in various places about the Defense Fighting Style is included, making it more widely available as well as more generally useful.Last, a new Fighting Style is included for those who want their character to be trained in Shield Bashing.
Updates to the three play test 6 document Monk subclass are included, shifting their abilities to either be spell slot based, or “Martial Strike” based.A new subclass, the “Warrior of Weapons” has been included to cover the versions of the Monk that focus on weapon proficiency.(the general class also now gets their choice of 2 Martial weapons to use as Monk weapons)
Level
Proficiency Bonus
Class Features
Martial Strikes
Cantrips
Spells Prepared
Spell Slots
1
+2
Monastic Discipline, Martial Arts, Spellcasting
-
2
2
2
2
+2
Fighting Style, Martial Discipline
-
2
3
2
3
+2
Monk Subclass
-
2
4
3
4
+2
Ability Score Improvement, Deflect Missiles
-
3
5
3
5
+3
Extra Attack, Martial Strikes
1d6
3
6
4/2
6
+3
Subclass Feature, Empowered Mystic Defense
1d6
3
6
4/2
7
+3
Evasion, Heightened Metabolism
1d6
3
7
4/3
8
+3
Ability Score Improvement
1d6
3
7
4/3
9
+4
Physical Excellence
1d6
4
9
4/3/2
10
+4
Self-Restoration, Mystic Excellence
2d6
4
9
4/3/2
11
+4
Subclass Feature
2d6
4
10
4/3/3
12
+4
Ability Score Improvement, Mystical Healing
2d6
4
10
4/3/3
13
+5
Deflect Energy
2d6
4
11
4/3/3/1
14
+5
Disciplined Survivor
2d6
4
11
4/3/3/1
15
+5
Martial Excellence, Mystic Perfection
3d6
4
12
4/3/3/2
16
+5
Ability Score Improvement
3d6
4
12
4/3/3/2
17
+6
Subclass Feature
3d6
4
14
4/3/3/3/1
18
+6
Superior Defense
3d6
4
14
4/3/3/3/1
19
+6
Ability Score Improvement
3d6
4
15
4/3/3/3/2
20
+6
Defy Death
3d6
4
15
4/3/3/3/2
Proficiencies: Saving Throws: Dexterity, Wisdom Skills (Choose 1): History, Insight, Intimidation, Religion Weapons: Simple Weapons Tools: Choose one type of Artisan’s Tools or Musical Instrument.
Armor Training: None
Multiclassing and the Monk:
Ability Score Minimum.You must have at least a 13 in Dexterity and Wisdom in order to take a level in this class, or in another class if you are already a Monk.
Spell Slots.Add half of your Monk levels (rounded up) to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules.
2nd Level: Alter Self, Barkskin, Detect Thoughts, Enhance Ability, Invisibility, Kinetic Jaunt, Levitate, Mind Spike, Pass without Trace, See Invisibility, Tasha’s Mind Whip, Spider Climb
3rd Level: Counterspell, Dispel Magic, Fly, Haste, Hypnotic Pattern, Intellect Fortress, Nondetection, Protection from Energy, Sending, Tongues, Water Breathing, Water Walk
5th Level: Commune with Nature, Destructive Wave, Far Step, Greater Restoration, Passwall, Steel Wind Strike, Synaptic Static, Telekinesis
Designer’s Note on Spell List Choices: some of these spells replace special abilities that used to be comparable Monk class features from previous editions or versions.“Long Strider” and “Zephyr Strike” replace “Unarmored Movement”, “Absorb Elements” uses class feature enhancements to replace “Deflect Missiles” and “Deflect Energy”, “Feather Fall” replaces “Slow Fall”, “Paralyzing Strike” and access to “Staggering Smite” replace “Stunning Strike”, “Spider Climb” and “Water Walk” replace “Acrobatic Movement”.“Freedom of Movement”, “True Seeing”, “Etherealness”, and “Astral Projection” are call backs to Monk features from past editions (“True Seeing”, “Etherealness”, and “Astral Projection” are handled comparably to the 2014 Warlock’s “Mystic Arcanum”).
Monk Class Features
1st Level:
Mystic Discipline: You have learned methods of self mastery that allow you to channel arcane and psychic energies through your body.You able to use these energies for both unarmed combat and spell casting.
Saving Throw Difficulty: The Saving Throw DC for your Monk spells, Unarmed Strike Grapple or Shove, Martial Strikes, and other Monk abilities all use the same calculation:8 + your Proficiency Bonus + your Wisdom modifier.
Martial Arts:
You may use your Wisdom modifier, instead of your Strength modifier, for your attack and damage rolls with Unarmed Strikes, for your saves vs Unarmed Strikes, and to calculate the Save DC’s for your Unarmed Strikes.
Your Unarmed Strikes damage is 1d6 + your Wisdom modifier.
Your Unarmed Strikes count as Simple Melee Weapons for the purpose of any ability, spell, etc.This includes spells that require a weapon where the weapon has some specific value.For example, True Strike and Smite spells explicitly work with your Unarmed Strikes.
You may use a Bonus Action to make an Unarmed Strike.
You are proficient with the Acrobatics and Athletics skills.
Monk Weapons:
Your Monk Weapons include all Simple Weapons.
In addition, you may choose 2 martial weapons (1 melee, 1 melee or ranged).You are proficient with these weapons, and they are added to your Monk Weapons.
Spellcasting:
You are an Arcane spell caster.You prepare spells from the Monk Spell list.Your spell casting attribute is Wisdom.
You always have Absorb Elements, Blade Ward, Mage Armor, and Shillelagh prepared, and they do not count against your number of prepared spells/cantrips.
You may use a Monk Weapon as an Arcane focus.
When you cast the “Thunderwave” spell, you can cast it with an area of “10-foot sphere” instead of “15-foot cube”.
You can cast the “Shillelagh” cantrip on your own Unarmed Strikes.
You can use “Lightning Lure” to push directly away from you instead of pull.The target takes thunder damage (the same amount as determined by the cantrip’s usual damage) if they strike an object or are unable to move into the square you’re trying to push them into.
Default Prepared Spells:
Cantrips (2): Mind Sliver, Sword Burst
Spells (2x 1st): Long Strider, Zephyr Strike
2nd Level:
Fighting Style
You may choose: Defense, Arcane Warrior, Divine Warrior, or Druidic Warrior
Default: Defense
Martial Discipline
Martial Reflexes: You are Proficient with Initiative rolls.
Patient Defense:You can use a Bonus Action to take the Dodge Action.
Step of the Wind: You can use a Bonus Action to Disengage OR Dash actions.
Default Prepared Spells: (not including previous levels)
Spells (1x 1st): Wrathful Smite
3rd Level:
Monk Subclass
Designer’s Note: because the Mystical Focus feature adds several spells outside of the number of spells prepared calculation, and most traditional Monk subclasses do not add spells known, Monk subclasses for this version of the Monk should avoid adding many, if any, spells (definitely no more than 4 total spells, preferably no more than one per Subclass level).They should focus on Martial abilities.
Mystic Riposte:
You are able to use the “Absorb Elements” spell against Bludgeoning, Piercing, and Slashing damage from a melee attack.When you use the spell against these damage types, your follow up melee attack is immediate (during your Reaction instead of with your next melee attack).The damage type can be any type your Unarmed Strikes can do, the type of the incoming attack, or the type of a weapon you are currently wielding.
Default Prepared Spells: (not including previous levels)
Spells (1 x1st): Thunderwave
4th Level:
Ability Score Improvement
Deflect Missiles:
When you use “Absorb Elements” against damage from a ranged source, your follow-up attack is immediate (during your Reaction instead of with your next melee attack).You can select any target within 60 feet of you, who must make a Dexterity saving throw against the damage you would inflict.If they succeed, they take half damage.If they fail, they take full damage.The damage type is the same as the triggering attack.
Slow Fall:
You always have the “Feather Fall” spell prepared, and it doesn’t count against your number of spells prepared.
Default Prepared Spells: (not including previous levels)
Cantrip (1): Lightning Lure
Spells (1x 1st): Sleep
5th Level:
Extra Attack:
When you take the Attack action, you may attack twice.Further, when you take the Attack action, you may sacrifice one of your two attacks to instead cast a Cantrip that you have prepared.The Cantrip must have a casting time of Action.
Martial Strikes:
You know how to make precision attacks that deal extra damage.Each attack that you make with an Unarmed Strike, as part of the Attack action or as part of a Bonus Action, can deal extra damage (see the Martial Strikes Dice column of the Monk’s table).The damage type is the same as the Unarmed Strike they are enhancing.
Further, with each attack, you may sacrifice some of or all of these dice to achieve special effects (but only one special effect per attack):
Aim (cost: special). You forgo one entire attack in order to focus that energy into the next attack roll you make, before the end of your next turn.That attack roll has Advantage.
Disarm (Cost: 1d6). (the same as the Rogue 5th level “Cunning Strikes” sub-ability).
Distract (Cost: 1d6). (the same as the Sap weapon mastery)
Feint (Cost: 1d6): You have advantage on your next attack roll against this same target, as long as you make that attack before the end of your next turn, and it is the same type of attack as this one.
Trip (Cost: 1d6). (the same as the Topple weapon mastery)
Paralyzing Strike:
You always have the “Paralyzing Strike” spell prepared, and it doesn’t count against your number of spells prepared.
Default Prepared Spells: (not including previous levels)
Spells (1 x 2nd): Mind Spike
6th Level:
Subclass Feature
Empowered Strikes: You always have the spell “Magic Weapon” prepared, and it does not count against your number of spells prepared.It is not a “concentration” spell for you.Further, you may cast it once without expending a spell slot.Once you cast the spell this way, you may not do so again until you complete a Short Rest or Long Rest (but you may also cast it via spell slots if you have them available).A reminder that you can cast this spell upon your Unarmed Strikes.
7th level:
Evasion (same as play test document 6)
Heightened Metabolism (same as play test document 6)
Default Prepared Spells: (not including previous levels)
Spells (1 x 2nd): Kinetic Jaunt
8th Level:
Ability Score Improvement
9th Level:
Physical Excellence:
You may use double your proficiency bonus when you make skill checks with Athletics or Acrobatics, an Initiative roll, and for saving throws against a Grapple, Push, Shove, or Trip (and other Saving Throws against having the Prone condition applied to you, or being moved horizontally against your will without implied teleportation).
Acrobatic Movement:
You always have the “Spider Climb” and “Water Walk” spells prepared, and they don’t count against your number of spells prepared.Further, you may cast each of these spells once without expending a spell slot.Once you cast each spell this way, you may not do so again until you complete a Short Rest or Long Rest (but you may always cast them via spell slots if you have them).
Default Prepared Spells: (not including previous levels)
Spells (2 x 3rd): Counterspell, Haste
10th Level:
Self-Restoration (same as play test document 6)
Martial Excellence:
You learn more techniques to use with your Martial Strikes:
Bound Fighting (Cost: 2d6).If you are not wielding any weapon nor shield, and not wearing armor, you can make this attack while Restrained without suffering Disadvantage to the attack roll.For the rest of the turn, Instead of having zero speed, you are at half speed.
Flurry of Blows (Cost: 2d6): Once per turn, immediately after making an Unarmed Strike (or attack with a Chosen Weapon), you may make another attack as part of the same Attack action or Bonus Action.The target of this attack must be within your reach, and either adjacent to the original target or be the original target themselves.This attack must be of the same type as the main attack (such as both being an Unarmed Strike, or from the same Chosen Weapon), and does not benefit from Martial Strikes.
Prone Fighting (Cost 1d6).If you are not wielding any weapon nor shield, and not wearing armor, this attack suffers no disadvantages from the Prone condition, nor is your movement for the rest of this turn affected by the Prone condition.You may also, at your choosing, end the Prone condition immediately after this attack at no cost.
Default Prepared Spells: (not including previous levels)
Cantrip (1): Guidance
11th Level:
Subclass Feature
Default Prepared Spells: (not including previous levels)
Spells (1 x3rd): Protection from Energy
12th Level:
Ability Score Improvement
Mystic Freedom:
You always have the spell “Freedom of Movement” prepared, and it doesn’t count against your number of spells prepared.You can cast the this spell without using a spell slot.Once you cast the spell this way, you may not do so again until you complete a Short Rest or Long Rest.
13th Level:
Deflect Energy:
You may use the “Absorb Elements” spell against all damage types.
Default Prepared Spells: (not including previous levels)
Spells (1 x4th): Staggering Smite
14th Level:
Disciplined Survivor (same as play test document 6, except re-rolling a save costs a spell slot)
Mystic Senses:
You always have the spell “True Seeing” prepared, and it doesn’t count against your number of spells prepared.You can cast the this spell without using a spell slot.Once you cast the spell this way, you may not do so again until you complete a Short Rest or Long Rest.
15th Level:
Mystic Excellence:
Your Cantrips and 1st level spells cannot be interrupted by Counterspell, nor ended via Dispel Magic.
For your other spells, you have Advantage when making a saving throw against having your spells counterspelled and/or maintaining concentration on a spell.Further, a caster has disadvantage when trying to end one of your spells with Dispel Magic.
Default Prepared Spells: (not including previous levels)
Spells (1x 4th): R’s Psychic Lance
16th Level:
Ability Score Improvement
Mystic Form:
You always have the spell “Etherealness” prepared, and it doesn’t count against your number of spells prepared.You can cast the this spell without using a spell slot.Once you cast the spell this way, you may not do so again until you complete a Short Rest or Long Rest.
17th Level:
Subclass Feature
Default Prepared Spells: (not including previous levels)
Superior Defense (same as play test document 6, except it costs a 3rd level or higher spell slot)
Mystic Projection:
You always have the spell “Astral Projection” prepared, and it doesn’t count against your number of spells prepared.You can cast the this spell without using a spell slot.Once you cast the spell this way, you may not do so again until you complete a Short Rest or Long Rest.
19th Level:
Ability Score Improvement
Default Prepared Spells: (not including previous levels)
Far Step
20th Level:
Defy Death (same as play test document 6, except it costs a 4th level or higher spell slot)
Monk subclass: Warrior of Elements (modified from play test 6)
3rd Level:
Elemental Magic: When you reach certain levels in the Monk class, you gain knowledge of certain spells.You always have these spells prepared, and they do not count against your number of spells known.Further, you may cast each of the leveled spells once without expending a spell slot.Once you cast each spell this way, you may not do so again until you complete a Short Rest or Long Rest (but you may always cast them via spell slots if you have them).
3rd class level: Burning Hands, Chromatic Orb, Elementalism, Shocking Grasp
5th class level: Dragon’s Breath, Gust of Wind
9th class level: Elemental Weapon, Meld into Stone
13th class level: Control Water, Fire Shield
17th class level: Banishing Smite, Conjure Elemental
Elemental Attunement:
Elemental Strikes: You may effectively apply the “Transmute Spell” metamagic option to these spells (without cost):
With Shillelagh, you can change the damage type at the start of each turn.With the other spells, you change their damage type with each casting.
Elemental Move:
When you hit with an Unarmed Strike that does a damage type from your Elemental Strikes (the same as “Transmute spell”: acid, cold, fire, lightning, poison, thunder), you may force the target to make a Strength saving throw.If they fail their saving throw, the elemental energy of your attack allows you to move them up to 10 feet horizontally in any direction.
Reach: (same as play test 6 document)
When you cast the Elementalism Cantrip, you can cast it as an Action or a Bonus Action, your choice.
6th Level: This feature costs spell slots.It does 2d6 damage per spell slot level expended.You can also choose which creatures within the area will or won’t be targeted by the effect.
11th Level:
Stride of the Elements: (no change from play test 6 document)
Improved Elemental Move: When you use the Elemental Move feature, instead of moving the target after an Elemental Strike, you may move yourself up to 10 feet, without provoking an attack of opportunity.
17th Level: (Similar to the Play Test 6 document of this feature, except that the “Empowered Strikes” sub-feature should be removed.The Elemental Strikes feature above and the Martial Strikes feature make it redundant.The “Damage Resistance” and “Destructive Stride” sub-features are activated by casting the Elementalism Cantrip, and these benefits last up to 10 minutes or until you have the Incapacitated condition.“Destructive Stride” deals 2d6 damage.)
Monk: Warrior of Shadow (modified from play test 6)
3rd Level:
Stealth Magic: When you reach certain levels in the Monk class, you gain knowledge of certain spells.You always have these spells prepared, and they do not count against your number of spells known.Further, you may cast each of the leveled spells once without expending a spell slot.Once you cast each spell this way, you may not do so again until you complete a Short Rest or Long Rest (but you may always cast them via spell slots if you have them).
3rd class level: False Life, Message, Minor Illusion, Unseen Servant
5th class level: Darkness, Misty Step
9th class level: Blink, Gaseous Form
13th class level: Dimension Door, Greater Invisibility
17th class level: Mislead, Modify Memory
Shadow Arts:
You gain Darkvision with a range of 60 feet.If you already have Darkvision, increase the range by 60 feet.
You gain proficiency with the Stealth skill.
6th Level:
Shadow Step:
If you cast the “Misty Step” spell in while in Darkness or Dim Light, and your destination is also in Darkness or Dim Light, the spell has 60 feet range, you have Advantage on the next melee attack you make before the end of your next turn.
11th Level:
Improved Shadow Step:
Your Shadow Step no longer requires that both the starting and ending points of the Misty Step spell be in Darkness or Dim Light, as long as it is one or the other.As part of the Bonus Action to cast this spell, you may immediately make one Unarmed Strike after the spell moves you.
Attack from the Shadows: You learn the following Martial Strike ability:
Stealth Attack (Cost: 1d6): if you have the Hide or Invisibility condition, this attack does not cause that condition to end after you complete the attack, if you end the turn behind Three-Quarters Cover or Total Cover.
17th Level:
Cloak of Shadows
When you are under the benefit of Greater Invisibility, and in Dim Light or Darkness, you gain the following benefits:
Partially Incorporeal: (as per the sub-feature of Cloak of Shadows in play test document 6)
Shadow Flurry: It does not cost you any Martial Strikes dice to use the “Flurry of Blows” Martial Strike against targets within your Reach.
Monk Subclass: Warrior of the Hand (modified from play test 6)
3rd Level:
Wholeness of Body: You always have these spells and cantrip prepared, and they do not count against your number of spells/cantrip prepared.Further, you may cast each of the leveled spells once without expending a spell slot.Once you cast each spell this way, you may not do so again until you complete a Short Rest or Long Rest (but you may always cast them via spell slots if you have them).
Spare the Dying, Cure Wounds, Augury
Designer’s Note: since Martial Strikes is a 5th level class feature, I swapped the effective benefits of the 3rd and 6th level subclass benefits for Warrior of the Hand.And, Push is basically covered by Pushing Strike.
6th Level:
Open Hand Technique: You learn the following Martial Strike options:
Addle (Cost 1d6).The target must succeed on a Constitution saving throw, or it can’t take Reactions until the end of your next turn.
Focus (Cost: special).You forgo one entire attack in order to focus that energy into the next thing you do that requires someone else to make a saving throw, before the end of your next turn.That saving throw has Disadvantage.
Push (Cost: 1d6). (the same as the Push weapon mastery) (Designer’s note: while this is covered by the Pushing Strike spell, this Martial Strike allows the Open Hand monk to do it without using a spell slot)
Slow (Cost: 1d6). (the same as the Slow weapon mastery)
11th Level:
Fleet Step:
When you use Step of the Wind, you may use a Bonus Action to take BOTH a Disengage action and a Dash action.
OpenHand Excellence:You learn the following Martial Strike options:
Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or it has the Dazed condition until the end of its next turn.
Knock Out (Cost: special): On your first attack of a turn, whether as part of a Bonus Action or Attack action, if the attack hits and you invoke this Martial Strike, you must give up all your Martial Strikes Dice for the turn, and any other attacks for that action.The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage.The Unconscious target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Obscure (Cost: special): (the same as the Rogue’s 14th level “Devious Strikes” sub-feature of the same name).The cost for this Martial Strike is all of your Martial Strike Dice for this specific attack.
17th Level:
Quivering Palm:
This feature costs a 3rd level or higher spell slot.The damage type is Force, or any type allowed by your Monastic Discipline.Otherwise, this feature is identical to the version in Play Test Document 6.
Monk Subclass: Warrior of Weapons (replaces the Way of the Kensei subclass)
3rd Level
You gain proficiency with all Martial Weapons, and Shields.
Chosen Weapons:
You pick one melee weapon and one ranged weapon with which you are proficient.These weapons are your Chosen Weapons.You may pick another Chosen Weapon each time you gain a subclass feature (a 3rd weapon at 6th level, a 4th weapon at 11th level, and a 5th weapon at 17th level), as long as you are already proficient with that weapon.
Each time you gain a level in the Monk class, you may change one of your Chosen Weapons to a different weapon that you are proficient with.
Your Chosen Weapons are added to your Monk's Weapons.
If any of your Chosen Weapons have the Thrown property, the weapon will return to your hand immediately after the attack is fully resolved (whether it hits or misses).
Empowered Blade: The energy type substitutions provided by the “Empowered Strikes” cantrip also surge through to your Chosen Weapons (but not to all of your Monk weapons), allowing you to choose whether or not to use one of those damage types instead of the weapon’s own damage type(s), and granting you a Bonus Action attack.If your Chosen Weapon is magical, you may choose to use the weapon’s own magical bonus to attack and damage rolls, or the bonus to attack and damage rolls provided by the Cantrip, but not both.
6th Level
Disciplined Weapon: Your Martial Strikes and Martial Strikes Dice also work with your Chosen Weapons.
War Magic: when you take the Attack action, you may substitute one of your attacks to cast a cantrip that you have prepared.
11th Level
Disciplined Aim: Once per turn, if you miss with an attack roll using a Monk Weapon, you may re-roll the attack roll.
17th Level
You learn the following Martial Strike:
Defensive Stance (Cost: 2d6).After you make this attack, you assume a defensive posture with one of your Chosen Weapons (you must make this attack with a Chosen Weapon when you use this Martial Strike).You roll both d6s, but do not add them together.Until the start of your next turn, or until you use this Martial Strike again, whichever comes first, you gain a bonus to your AC equal to the higher number on the two d6s.
Casting Time: Bonus Action, which you take immediately after hitting with an Unarmed Strike.
Range: Touch
Component: S
Duration: 1 turn.
The target of your attack must succeed at a Constitution saving throw or be Paralyzed until the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increase the duration by 1 turn per spell slot level above 2nd level, up to 4 turns with a 5th level spell slot.At the end of each of the target’s turns, the target may make another Constitution saving throw to end the effect early.
You learn 2 cantrips from the Arcane/Wizard spell list.
Choose Intelligence, Wisdom, or Charisma as your spell casting attribute for these cantrips.
You may use an Arcane Focus for casting these cantrips, or any spell focus you already have the ability to use.
Fighting Style: Defense
Change: Prerequisite: None
Change: The AC bonus applies without regard to whether or not armor is worn.
Repeatable: No
(if you're concerned that "everyone will take this (version of the Defense fighting style), keep in mind that a) it still costs a Feat or a Fighting Style feature, and b) most characters could still get the same AC benefit by taking a +2 Dex ASI as their Feat, which would also benefit every other aspect of their Dexterity; this Fighting Style is less beneficial than the Dex increase unless you have a specific reason you can't use a Dexterity increase to benefit your AC -- this Feat will most likely only be taken by characters who are already at 20 Dex, can't otherwise make use of more Dex bonus to their AC (such as Heavy Armor or being a Tortle), and/or just happen to be getting a Fighting Style and don't want one of the other Fighting Styles; the niche nature of who can't take the old version of this Feat, but who would want to take this Feat over the Dex ASI, keeps this from being an "everyone will take this" Feat)
For your warrior of the hand i am not sure addle, push or slow should have a cost. just add some options for weapon masteries to unarmed strikes. Addle could be "once per turn when you hit with an unarmed strike." I think we will see open hamd technique reworked for the next monk UA as warrior of the hand did not do so well in the first go around.
For your warrior of shadow, dont forget that by making shadow step the misty step spell the monk can only cast a cantrip following that bonus action. If shadow step is just a standard bonus action teleport thats not a spell, then the monk can cast a spell of any level following the teleport. I would probably want the second option in most cases. And it saves a spell slot.
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Also want to note with rogue that they lowered when reliable talent was available seemingly as a way to make sure the rogue stood out with all these characters getting skills. Personally I want the ability to run up walls and walk on water to come in as early as level 4, 5 or maybe even 6. I think being able to reach places others cant is a big part of exploration benefits of a monk. I also think tongue of sun and moon should re-appear and be much lower level as well to give monks SOMETHING for social. Right now the monk features do nothing outside of combat and that is a bit of an issue.
I, too, think that the monk lacks utility outside of combat, without saying that it is not very useful in combat either. Now the fighter has tactical mind feature that is not wasted if it fails. Hope they do something about this fact in the next playtest.
I would suggest that, unlike the other Wizard subclasses, the martially leaning Wizard subclass (Bladesinger) doesn't get more spells. Their benefits are decidedly "martial" in nature. The idea that a half-caster Monk might have some subclasses that emphasize spells, and others that emphasize things like Martial Strikes (variant of Sneak Attack + Cunning Strikes), would be easily justified by using Bladesinger as a precedent.
Arcane caster? yes. Just as described in the PHB about what Arcane magic is.
Unique spell list? yes. All of the Arcane caster classes have their own unique spell lists (now that 1DD play test has done away with the unified spell lists and gone back to the pre-1DD spell lists).
Wisdom based? yes. Just like most of the Arcane caster classes (Bard, Sorcerer, Warlock) aren't Intelligence based. Only two of them are Int based (Artificer and Wizard).
Im ok with that as long as they bring meaningful combat and are better at it .warriors shouldn't beat experts in skills but also warriors shouldn't be losing easy to experts in damage in a just world.
That's another thing that Baldur's Gate 3 does really well; Monks get a load of unique dialogue options, enabling them to avoid having to make checks, or enabling them to make easier checks which can be useful since Monks aren't typically that good at persuasion.
Strictly speaking that's something your DM can just do (adjust the DC or grant advantage etc.) when a player makes a good argument in keeping with their character, but it would be nice to have something explicit; it would be nice if we could use Wisdom as the ability score for some checks, either limited by a Ki/Discipline cost, limited uses per day or whatever. It should be something we can do reasonably often as the "zen" outlook, or at least being disciplined mentally, fits into the theme.
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I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I've incorporated a few of the suggested changes (like removing most of the custom spells, other than Paralyzing Strike, and instead modifying existing spells via class features), but I'm not 100% sure the "Class Features" column of the table is completely up to date. But here's the current state of my idea.
Monk as Half-Caster
This is a very different take on the Monk class. Historically (in the game) Monks have often had one or more abilities that are directly magical (the ability to cast a specific spell without being a spell caster) or were spell-like abilities. In attempts to make the class more flexible with how often they might use these abilities, a point system was added to the class. What if, instead, we made the Monk a half-caster, like the Paladin and Ranger? This would make their special abilities actually magical instead of being “magic-like”. It would also fill in a missing third “half caster, half martial” class alongside the Paladin and Ranger.
This class replaces the Monk’s abilities that are comparable to existing spells with those spells, as well as adding in a few spells that match past abilities or other abilities that match the sources of inspiration. This includes emphasizing the “Mind over Body” trope by including many mind/psionic based spells. A few new spells have been added to fill in a few gaps, and Ki/Discipline Points have been replaced entirely by Spell Slots. The spell progression (cantrips known, spells prepared, spell slots) are based on the Warlock from playlets document 5.
I chose to keep the Monk as a Wisdom based caster for a few reasons. It keeps the Monk from having too much attribute synergy with the Wizard and Artificer (or Bard and Sorcerer, if I had chosen Charisma). This sets them apart from the other arcane casters, in the same way that the Paladin doesn’t have much attribute synergy with the Cleric. Further, the concept of the Monk can lend itself fairly well to the idea of a spiritualist (monastic priest, etc.) or naturalist (ascetic hermit or wandering naturalist), and sticking to Wisdom allows for attribute synergy for those who might want to Multiclass to the Cleric or Druid in order to address those tropes. (I had thought about making subclasses for them, but had sticking points wrt to the Cleric version; so I’m instead leaning toward handling those tropes via Multiclassing; but I might still add one that focuses on general mysticism with an emphasis on Metamagic options)
The increasing martial-arts unarmed damage die mechanic has been replaced by “Martial Strikes”. The “Martial Strikes” mechanic is heavily influenced by the 1DD Rogue “Cunning Strikes” ability. While a few of the “Cunning Strikes” were carried over, mainly the “Martial Strikes” are used to replace “Weapon Mastery.” Martial Strikes also provides a way to address the need for escalating unarmed damage as the Monk goes up in level, and can provide as much as twice the benefit of the play test document 6 method. Getting to that amount of damage means not using any of the special options available via Martial Strikes, allowing the player to balance “special actions” vs “extra damage” based on their goals.
A few Fighting Style feats have been added (re-introducing the cantrip oriented ones for the Paladin and Ranger, as well as adding a 3rd of that group for arcane cantrips — but these are not limited to specific classes, giving any Fighting Style class an option to be a caster, but less so than even a 1/3 caster. A modification discussed in various places about the Defense Fighting Style is included, making it more widely available as well as more generally useful. Last, a new Fighting Style is included for those who want their character to be trained in Shield Bashing.
Updates to the three play test 6 document Monk subclass are included, shifting their abilities to either be spell slot based, or “Martial Strike” based. A new subclass, the “Warrior of Weapons” has been included to cover the versions of the Monk that focus on weapon proficiency. (the general class also now gets their choice of 2 Martial weapons to use as Monk weapons)
Level
Proficiency Bonus
Class Features
Martial Strikes
Cantrips
Spells Prepared
Spell Slots
1
+2
Monastic Discipline, Martial Arts, Spellcasting
-
2
2
2
2
+2
Fighting Style, Martial Discipline
-
2
3
2
3
+2
Monk Subclass
-
2
4
3
4
+2
Ability Score Improvement, Deflect Missiles
-
3
5
3
5
+3
Extra Attack, Martial Strikes
1d6
3
6
4/2
6
+3
Subclass Feature, Empowered Mystic Defense
1d6
3
6
4/2
7
+3
Evasion, Heightened Metabolism
1d6
3
7
4/3
8
+3
Ability Score Improvement
1d6
3
7
4/3
9
+4
Physical Excellence
1d6
4
9
4/3/2
10
+4
Self-Restoration, Mystic Excellence
2d6
4
9
4/3/2
11
+4
Subclass Feature
2d6
4
10
4/3/3
12
+4
Ability Score Improvement, Mystical Healing
2d6
4
10
4/3/3
13
+5
Deflect Energy
2d6
4
11
4/3/3/1
14
+5
Disciplined Survivor
2d6
4
11
4/3/3/1
15
+5
Martial Excellence, Mystic Perfection
3d6
4
12
4/3/3/2
16
+5
Ability Score Improvement
3d6
4
12
4/3/3/2
17
+6
Subclass Feature
3d6
4
14
4/3/3/3/1
18
+6
Superior Defense
3d6
4
14
4/3/3/3/1
19
+6
Ability Score Improvement
3d6
4
15
4/3/3/3/2
20
+6
Defy Death
3d6
4
15
4/3/3/3/2
Proficiencies:
Saving Throws: Dexterity, Wisdom
Skills (Choose 1): History, Insight, Intimidation, Religion
Weapons: Simple Weapons
Tools: Choose one type of Artisan’s Tools or Musical Instrument.
Armor Training:
None
Multiclassing and the Monk:
Monk’s Spell List:
Designer’s Note on Spell List Choices: some of these spells replace special abilities that used to be comparable Monk class features from previous editions or versions. “Long Strider” and “Zephyr Strike” replace “Unarmored Movement”, “Absorb Elements” uses class feature enhancements to replace “Deflect Missiles” and “Deflect Energy”, “Feather Fall” replaces “Slow Fall”, “Paralyzing Strike” and access to “Staggering Smite” replace “Stunning Strike”, “Spider Climb” and “Water Walk” replace “Acrobatic Movement”. “Freedom of Movement”, “True Seeing”, “Etherealness”, and “Astral Projection” are call backs to Monk features from past editions (“True Seeing”, “Etherealness”, and “Astral Projection” are handled comparably to the 2014 Warlock’s “Mystic Arcanum”).
Monk Class Features
You have learned methods of self mastery that allow you to channel arcane and psychic energies through your body. You able to use these energies for both unarmed combat and spell casting.
Further, with each attack, you may sacrifice some of or all of these dice to achieve special effects (but only one special effect per attack):
Monk subclass: Warrior of Elements (modified from play test 6)
Monk: Warrior of Shadow (modified from play test 6)
You learn the following Martial Strike ability:
Monk Subclass: Warrior of the Hand (modified from play test 6)
Monk Subclass: Warrior of Weapons (replaces the Way of the Kensei subclass)
Spells
Paralyzing Strike
2nd-Level Enchantment Spell (Monk)
Feats
Fighting Style: Blessed Warrior
Prerequisite: Fighting Style feature
Repeatable: Yes
Fighting Style: Druidic Warrior
Prerequisite: Fighting Style feature
Repeatable: Yes
Fighting Style: Eldritch Warrior
Prerequisite: Fighting Style feature
Repeatable: Yes
Fighting Style: Defense
(if you're concerned that "everyone will take this (version of the Defense fighting style), keep in mind that a) it still costs a Feat or a Fighting Style feature, and b) most characters could still get the same AC benefit by taking a +2 Dex ASI as their Feat, which would also benefit every other aspect of their Dexterity; this Fighting Style is less beneficial than the Dex increase unless you have a specific reason you can't use a Dexterity increase to benefit your AC -- this Feat will most likely only be taken by characters who are already at 20 Dex, can't otherwise make use of more Dex bonus to their AC (such as Heavy Armor or being a Tortle), and/or just happen to be getting a Fighting Style and don't want one of the other Fighting Styles; the niche nature of who can't take the old version of this Feat, but who would want to take this Feat over the Dex ASI, keeps this from being an "everyone will take this" Feat)
(If you're initially thrown off by the skill selection, look under the Martial Arts feature)
I come to the conclusion Spellcasting monk doesn’t work for me thematically. You’ve trained you body and mind so well you can cast feather fall on your party. It just doesn’t make sense. Monk would need too many custom spells to fit the Monk theme as a spellcaster. Your half caster just feels like a punching Wizard. Reading this doesn’t make me imagine someone who trained martial arts.
even in these forums most people would like monk to be mechanically improved . reddit gives you an even bigger view that alot of monk players want to be better and stronger . the 'monk is fine and dont improve "club is small but loud. here is hoping they listen to the the rest of us who want improvements.
not everyone who "would like monk to be mechanically improved" were thinking "monk with a ranged counterspell." the idea could use some refinement before it's worth digging trenches and planning re-education hill forts to defend.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Reddit has a bit of a hivemind, but generally yes - the vast majority of players I talk to agree that Monks are thematically interesting, but mechanically very poorly designed. The constant defense of mechanically weak features in this thread because they are thematic is baffling to me, because D&D is a game where I can describe a die roll as representing anything. Instead I want features to represent mechanics that I can use to theme my actions. And those mechanics need to be unique to the class and perform well in comparison to options in other classes. Why is my character the Monk class instead of the Rogue, or the Fighter or Cleric or Paladin? All of those classes do the same general things the Monk does just as well or better. That's because WOTC focused on designing mechanics for the game first in those classes. Mike Mearls described the goal for the Fighter as "The Fighter is the best at fighting. Other classes can also fight, but the Fighter should be the best at fighting, in any situation." He goes on to describe other design goals for the Fighter,
That's because class theme is a player choice. The mechanics only exist to help express the player's themes. And more than any other class, the Monk is overly focused on representing what WOTC belives the class theme should be through their mechanics. And I feel that's partially due to them realizing far too late that the Monk is Asian-coded in a way that only allows players to represent the Monk as a stereotypical Asian martial artist. This should not be a WOTC decision. The players should be able to see a generic Monk statblock and represent any type of spiritually inclined martial artist with it. The most important description of Monks in D&D 5e comes in the section about Training and Asceticism: "Monks... seek personal perfection through contemplation and rigorous training." The problem then arises that Monks aren't capable of achieving that perfection in any way. They lag behind other martial classes offensively and defensively. They don't wield the mystic power of spellcasters. They lack expertise in their skillsets. Their focus on the spiritual does not bring them any closer to the deities and ancients which they venerate.
It's time for Monks to begin perfecting themselves mechanically.
And absolutely it could use some refinement. Constructive criticism is definitely welcomed.
The counter spell is there due to an idea of psychicly disrupting a caster mid-spell. Keeping in mind that the psionic “mind over matter” aspect of the source material is part of the class idea — this idea might be best summarized as the martial artist trope of the half-psionicist / half-martial. It’s not intended to just be the martial monk whose specials are spells. Which also plays into Wisdom as the spell attribute: self mastery to bring out the “hidden potential of the mind.”
I can easily agree to dropping Counterspell from the main class. Maybe that belongs in the “Warrior of Mysticism” (the subclass with a lean into meta magic). But I would also like to keep the number of spells per spell level close to the same. What would you replace it with?
Just saying a standard AoO for all melee combatants from spell casting that would then act as a counter spell like effect would be good for the game.
oh, for sure. a spellcaster making precise somatic telegraphs within eye-poking range is just asking for a spanner in the gears.
more specific to this particular class mash-up, counterspell (and many other spell effects!) become more plausible as powers/spells to me if their range were touch.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
This is absolutely what I do when I DM, if a player (as their character) makes a good argument or especially incorporates the character's backstory into it then the DC is way lower. I know people complain so much about Fighters having low skill checks to can't participate in RP / Out of Combat scenes, but if the party is trying to convince a group of guards not to arrest them, and the Bard makes a poop joke, but the Fighter talks about how they too were once guards and that this group really isn't worth the paperwork and they'll take responsibility for them etc.... then that Bard is getting a DC 30 and the Fighter is getting a DC 8 for their Persuasion checks.
I mostly agree but I also just let the player explain the intent as I don't expect my player to be as charming as their bard. So if they drop a poop joke I'll ask what they are going for and if say something like I'm trying to reduce the tension in the scene so there is less chance of a fight. I assume the character said something a bit different than the poop joke. And give them a normal DC.
sorry we are having different discussions I wasn't talking about the half caster alteration, though I think its a great idea for a subclass.
Id be happy with adding the ma die back to monk weapons, give a fighting style or at least level one access to warrior feats, profiency in at least one martial weapon.one more atk or another feature that would equate to proper scaling at eleven and less ki restraints and that would be gravy
For your warrior of the hand i am not sure addle, push or slow should have a cost. just add some options for weapon masteries to unarmed strikes. Addle could be "once per turn when you hit with an unarmed strike." I think we will see open hamd technique reworked for the next monk UA as warrior of the hand did not do so well in the first go around.
For your warrior of shadow, dont forget that by making shadow step the misty step spell the monk can only cast a cantrip following that bonus action. If shadow step is just a standard bonus action teleport thats not a spell, then the monk can cast a spell of any level following the teleport. I would probably want the second option in most cases. And it saves a spell slot.