Here is a feedback list for the BASE monk when WOTC opens up later in july.
After looking through alot of internet threads on monk feedback i have distilled it to a simplified list of the most common and reasonable ideas that i seem to see that dont require a whole rework of the monk.
So feel free to copy and paste any of the following ideas you like when you give feedback for the monk on this latest UA.
If many people give the same feedback then the designers will be hopefully more inclined to listen.
Without further ado:
1) Resources that are sufficient for a full adventuring day and reset on a long rest. This will give the monk better consistency from table to table and allow the designers more coherent feedback when dealing with monk issues. Monk is now the only short rest dependent class and that will create game flow issues.
2) Better integration between Monks and Feats. Feats are great. They use to be optional but they are now integral and monks seem left behind when it comes to this. Allow access to fighting style feats.
3) from 11th to 20th level the monk only gets an average of an extra two points of damage per round. This is very poor scaling. They need a bigger damage boost at level 11 and again at 17. an extra unarmed strike at 11th and 17th level would be great.
4) 1d10 hit die OR a damage reduction feature that also applies to melee attacks (not just ranged)
5) add weapon mastery to unarmed strikes. This would be awesome.
6) A capstone that is worthy of being a capstone. +4 to dex and +4 to wisdom would be great. (modeled after barbarian).
7) Better unarmored defense. The current unarmored defense is insufficient. Add half your proficiency bonus (rounded down) to currrent unarmored defense or going with 10 + dexterity + proficiency bonus so monks can take feats. Monks specialize in unarmored fighting. They have no alternative and they get penalized for wearing armor. Let this feature fully reflect their unarmored specialty better than other classes.
8) the monk save dc for the new grapple and shove rules to be based on dexterity, not strength. This fits well under Dextrous Attack feature.
9) stunning strike - once per turn will quickly become obsolete with higher monster constitution saves as you level up. Please Add "the creature still gets the dazed condition even if it makes its save." That is useful but not OP. Also Stunning strike should also apply to any melee weapon the monk is proficient in and not restricted to simple weapons.
10) The term "discipline points" is lacking. Leave it at Ki points, but if that is not possible then try vitality points or focus points. Those are better terms.
11) dextrous attack - let the monk add dexterity bonus to any weapon the monk is proficient in that lacks the heavy or two handed property. Not just simple weapons only.
12) free bonus action dash or disengage. There is no reason to pay for this when rogues get it for free.
13) heightened metabolism at level 2.
I know monk being MAD is an issue but i honestly don't think they will change that unless they blow up the monk altogether and these suggestions do help mitigate that. For example: by adding half your proficiency bonus to AC you can then use up to three ASI's to get feats or build your constitution.
I am sure there are more but i think that is a good start.
If enough people reply with some common and simple ideas that don't require a whole re-work of the monk I would be happy to add it to the list.
Move Heightened Metabolism to 2nd level as part of Martial Discipline. If necessary make it so that you only recover DP, not a full short rest. Tier 1 is where monks struggle the most with DP. It auto-scales with DP being dependent on monk level already.
Also. Step of the wind, Dash or disengage for free. Dash and disengage for 1DP.
1.) Several classes have resources that replenish on short rest. (Short rest is zero issue for Fighters' Action Surge, which is more limited than Monk techniques at low levels.) The issue isn't lack of resources at low levels, but people who believe you have to burn through resources to be effective as a Monk.
2.) Every class has to choose between feats and ASIs.
4.) Is literally one hit point per level going to make a significant difference? (Especially when Bards and Warlocks, with the same d8 hit dice, are considered perfectly fine in melee?)
7.) This actually lowers the cap for Unarmoured Defense from 20 down to 18 (ignoring items that may boost abilities beyond regular limits).
9.) The vast majority of other abilities that can inflict a condition do not have a compensatory condition if the target passes its save.
1) This is changing with one dnd. Monk is one of the only classes remaining that depends on short rests to keep up with their spending of Ki. If you want to be effective as a monk in a campaign that doesn't do one combat per day (as most campaigns don't) you have to spend more ki. Seven of the base monk features cost Ki not including subclass features. And some features, like stunning strike, are just traps.
2) Monk doesn't benefit from most feats due to requirements (like spellcasting or certain weapon types) or anti synergy (like spellcasting and certain weapon types). On top of Monk also being MAD and needing ASIs for wisdom and dex and con. Leaving monk without options and player agency in terms of feats.
4) Bards are not considered fine in melee, they also have a much greater effective range than monks. Warlocks benefit from a greater range and armor. The difference is also greater than one hit point per level.
7) True this does lower the cap. Still this might help monks with being less MAD
9) "The vast majority" stunning strike should be one of the exceptions considering that it is hailed as a core feature of the class and has already been nerfed.
#9 had already been posed as a mechanic in the first version of Paladin’s Abjure Foes feature. It was a AOE affecting CHA mod number of targets and a WIS saving throw. They removed it from the current iteration, but I think it could be an option for Stunning Strike with it being once per turn, one target, and a CON save.
5) is basically the Open Hand Technique, isn't it? I mean, it's not identical - adle doesn't have weapon mastery equivalent, push requires a save but pushes 15 feet rather than 10, and topple is a Dex save rather than Con. Coming to think of this, it's kinda weird that any monk can use the push property of a great club for free (although the attack would have to be Str based), while Warrior of the Hand must spend DP as part of Flurry of Blows.
Perhaps it should be that base monk gets Nick, Vex or Slow for unarmed strike, and warrior of the hand gets Topple and Push, and possibly also Cleave and Graze? Essentially, base monk treats unarmed strike like a light weapon, and Warrior of the Hand treats it as a heavy weapon.
7) surely this is meant to be 10 + Dex + Wis + half PB?
8) I wonder about that. Already in the current version, the base monk gets abilities that were unique to way of the astral self (force damage for unarmed strike and deflect energy). Giving the base monk the ability to push and grapple with Dex devalues this subclass even more, but anyway it will need a major redesign.
9) Again this is entering the Warrior of the Hand niche. The dazed condition is already better than just not being able to take reactions, and having it on a failed save means you would never use the addle option. I'm not saying I'm against it, but you'd have to make the subclass more balanced.
5) is basically the Open Hand Technique, isn't it? I mean, it's not identical - adle doesn't have weapon mastery equivalent, push requires a save but pushes 15 feet rather than 10, and topple is a Dex save rather than Con. Coming to think of this, it's kinda weird that any monk can use the push property of a great club for free (although the attack would have to be Str based), while Warrior of the Hand must spend DP as part of Flurry of Blows.
Perhaps it should be that base monk gets Nick, Vex or Slow for unarmed strike, and warrior of the hand gets Topple and Push, and possibly also Cleave and Graze? Essentially, base monk treats unarmed strike like a light weapon, and Warrior of the Hand treats it as a heavy weapon.
7) surely this is meant to be 10 + Dex + Wis + half PB?
8) I wonder about that. Already in the current version, the base monk gets abilities that were unique to way of the astral self (force damage for unarmed strike and deflect energy). Giving the base monk the ability to push and grapple with Dex devalues this subclass even more, but anyway it will need a major redesign.
9) Again this is entering the Warrior of the Hand niche. The dazed condition is already better than just not being able to take reactions, and having it on a failed save means you would never use the addle option. I'm not saying I'm against it, but you'd have to make the subclass more balanced.
5. That’s part of it but other masteries would be welcome. And I think Greatclub should be able to use Dex, remove the restriction on two handed for simple weapons. That way we have access to push.
7. I think they meant what they meant. So you would be worse off AC but would not be MAD since you could leave WIS lower. Would need DP DC to be based on Dex or you lose out there as well.
9. If they made this change then , yes Open Hand Technique would need something else. Same if masteries apply to unarmed. I would be fine if unarmed did not get masteries but damage scaled one die lower than Unarmed. So level 5 does d6, 11th d8, 17th d10 on weapons with masteries.
I always felt Open Hand Technique should be a base monk feature and Open Hamd could get something else. But it doesn’t look like WotC want to make too much of a change
2. Not sure if this is what was meant but the monk does not qualify for most of the warrier type feats (sharpshooter, polearm master, sentinal, duel wielder etc) does seem rather odd that they can't.
5. Weapon mastery is a big boost to other warriers (and others) the monk has to choose between inferior damage or do without weapon mastery (the only d8 weapon they have access to is flex and usually needing 2 hands isn't a roblem for monks. Absolutely think base monks should get a weapon mastery (maybe a second at level 11 like fighters) Open hand have something similar but only on FOB.
7. Monks are thematically melee but arn't built to cope with it. An AC of 10 + Dex + Wis + PB/2 would help. I don't mind the monk being MAD if that means they choose which is first and which is second and either option works fine (like a paladin) but if you want to ruduce the monk dependancy on Wis make AC 10 + Dex + PB. (AC would only be 15 at level 1 increasing to 21 at level 20 (the same as +3 plate) at the cost of an attunment slot they can increase it to 23 but a fighter can do that with a non magic shield (or +2 armor and +1 shield)
8. UA stunning strike is on a par with hideous laughter even with the 2014 stunning strike monks were the weakest class. If stunlocking s considered to be a problem let stunning strike be as 2014PHB but only work on a creature that is not incapacitated.
Overall summary the 2014 monk was the weakest class where other classes, (or at least martial classes we haven't seen most spells yet) have been made significantly more powerful the monk is lost more than it gained (Noboby has mentioned purity of body immunity to poison was situationally huge) putting it massivly behind other classes. Treantmonk calculated a monk does about have the DPR of a barbarian (with fighters and rogues close behind the barb). Shadow and element have been done well and if the base monk is improved they would be balanced in power and fun to play. Open hand is really weak, where open hand technique wasa unique cool feature but with weapon mastery everyone is doing it and quivering palm was not OP, taking 2 actions means you can't use it againt mooks, they will be dead before you get a chanceand bosses have legendary resistances so by the time they are burnt through 10d10 might kill them anyway. Open hand needs a complete rewrite or to be scrapped.
The more I look at it, I kind of feel that Open Hand Technique should have no saves whatsoever. And it's not because I'm powergaming. But Unarmed Strikes in the UA's gives Everyone the ability to shove or knock prone. (OHT's Push, Topple though a bit stronger, so two out of 3 options). And everyone can do this with the target making a saving throw. So why should the Open Hand Monk do just the same, with pushing being a little bit further than Shoving, and have to spend a discipline point just to access it via Flurry of Blows. It's basically a very minor bump compared to what Everyone can do. And it's the 3rd level Open Hand subclass feature. 25% of their features and it basically does the same as any old Unarmed Strike.
UNARMED STRIKE
An Unarmed Strike is a Melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of the following options for its effect:
Damage. You make an attack roll against the target. Your bonus to hit equals your Strength modifier + your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 + your Strength modifier.
Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 + your Strength modifier + your Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.
Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push the target 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 + your Strength modifier + your Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.
1.) Several classes have resources that replenish on short rest. (Short rest is zero issue for Fighters' Action Surge, which is more limited than Monk techniques at low levels.) The issue isn't lack of resources at low levels, but people who believe you have to burn through resources to be effective as a Monk.
2.) Every class has to choose between feats and ASIs.
4.) Is literally one hit point per level going to make a significant difference? (Especially when Bards and Warlocks, with the same d8 hit dice, are considered perfectly fine in melee?)
7.) This actually lowers the cap for Unarmoured Defense from 20 down to 18 (ignoring items that may boost abilities beyond regular limits).
9.) The vast majority of other abilities that can inflict a condition do not have a compensatory condition if the target passes its save.
On no i made unarmored defense worse! That was a typo. My bad. Its been corrected. Thanks for catching that.
5) is basically the Open Hand Technique, isn't it? I mean, it's not identical - adle doesn't have weapon mastery equivalent, push requires a save but pushes 15 feet rather than 10, and topple is a Dex save rather than Con. Coming to think of this, it's kinda weird that any monk can use the push property of a great club for free (although the attack would have to be Str based), while Warrior of the Hand must spend DP as part of Flurry of Blows.
Perhaps it should be that base monk gets Nick, Vex or Slow for unarmed strike, and warrior of the hand gets Topple and Push, and possibly also Cleave and Graze? Essentially, base monk treats unarmed strike like a light weapon, and Warrior of the Hand treats it as a heavy weapon.
7) surely this is meant to be 10 + Dex + Wis + half PB?
8) I wonder about that. Already in the current version, the base monk gets abilities that were unique to way of the astral self (force damage for unarmed strike and deflect energy). Giving the base monk the ability to push and grapple with Dex devalues this subclass even more, but anyway it will need a major redesign.
9) Again this is entering the Warrior of the Hand niche. The dazed condition is already better than just not being able to take reactions, and having it on a failed save means you would never use the addle option. I'm not saying I'm against it, but you'd have to make the subclass more balanced.
Yes i did mean 10+ dex+ wis + half proficiency bonus. It has been corrected. Thanjs for catching that.
Move Heightened Metabolism to 2nd level as part of Martial Discipline. If necessary make it so that you only recover DP, not a full short rest. Tier 1 is where monks struggle the most with DP. It auto-scales with DP being dependent on monk level already.
Also. Step of the wind, Dash or disengage for free. Dash and disengage for 1DP.
To be honest I don't care about the specifics as long as they fix the monk.
While there are a couple of things that I thought were so obvious I was stunned they didn't do (e.g .if a monk attemps to shove or grapple the DC can be based on dex) the majority of things have a number of possible solutions:
Monks are now the only class dependent on a short rest to get the majority of their resourses back
Monks are not survivable as a melee class (and should be a class which at least pushes them towards melee). There are a number of ways this can be address, higher AC, and more HP, are the obvious ones, no DP to dash/disengage would also help but if WotC want to do something like any weapon damage they take is reduced by proficiency bonus I woould be willing to test it.
Monks are now the only class dependent on a short rest to get the majority of their resourses back
Everything drives off DP meaning the less powerful features will never get used as they are kept for the more powerful ones
Monks don't do anything like enough damage
While lack of damage could be compensated for by things like crowd control the one decent crowd control feature they had in 5e 2014 has had a huge nerf.
The best part about this Playtest Monk is Heightened Metabolism and the increase in the Martial Arts Die. I also like the changes to Warrior of the Elements. I recommend these additions and changes:
1. Revert back to using Martial Arts with Monk weapons. Simultaneously, let the unarmed strikes count as finesse and light weapons for use with Weapon Mastery. If not, then just give unarmed strikes their own Weapon Mastery. Also let them use heavy weapons like the Playtest 6 Monk thumbnail misled.
1.5. Whenever something calls for a Monk to use their Strength, let them substitute it with their Dexterity- bringing back DEX-based Grapple and Shove.
2. Give us additional Di points equal to our Wisdom modifier. Then, let us regain a number of Di points equal to our Wisdom modifier whenever we roll initiative. This way, we always have Di points every combat and thus can use our features. If none of this is implemented, move Heightened Metabolism to 2nd level.
3. Let us take the Dash or Disengage action as a bonus action, more similarly to the Rogue's Cunning Action. Then we can spend 1 Di points to take both actions simultaneously with the increased jump.
4. Make Stunning Strike no longer be "save or suck." If the creature fails the save, they are Stunned until the start of your next turn. If the creature succeeds on the save, the creature instead has a negative bonus to their next d20 roll equal to your Wisdom modifier. This way, you are more likely to get the stun effect on a subsequent attack, still spending Di points, and if not, then it still negatively effects the creature. Alternatively, implement the Dazed condition on a success. Nothing hurts more than spending a precious resource only for nothing to happen.
5. Give the Monk a d10 hit die or add more defensive options. This could include changing Unarmored Defense to 13 + DEX + WIS, making unarmored Monk not hurt as much. Alternatively, give them Light and Medium armor proficiency that doesn't detract from their features, like the Barbarian still being able to wear armor (except Heavy) while raging.
6. Give them some out-of-combat use. Bonuses to some skills equal to their Wisdom modifier, like the Playtest 6 Cleric and Druid have. Athletics, Acrobatics, Nature, Performance, Religion, and Stealth seem like some good skills that could fit this benefit.
7. Give them a damage increase to their attacks at 11th level, as most classes usually get a damage increase of some sort. Perhaps let them add their Wisdom modifier to attacks (Astral Self?), give them an additional attack with Flurry of Blows, some sort of damage increase. Also make Flurry of Blows not require the Attack action be taken before-hand.
8. Give Monk the ability to use feats AND magic items in a capacity that is actually comparable to other classes. If all the previous suggestions are implemented, this point is made better. For instance, a Monk could actually use magic armor, weapons, and could even have additional benefits for their weapons. What feats to Monk's take? Mobile, Tough, maybe Resilient CON? Not many to select from compared to the other martials.
9. Re-implement the poison damage and Poisoned immunity for Self-Restoration.
10. Deflect Energy should be a part of Deflect Missiles, improving their defensive capability. There should either be something to increase offense, defense, or utility at this level instead (13).
11. Perfect Discipline should be at 2nd level if point number two (2.) isn't implemented, and it should give you additional uses regardless of whether or not you have uses remaining currently.
12. Defy Death is better than no capstone, but requires us to be dropped to 0 hit points. This feature should either be reworked to work whenever we take damage, or implemented at earlier levels. Better yet, let us add our Wisdom modifier to all our saving throws, or increase our DEX/CON/WIS to 24 and its max to 24 similar to the Barbarian capstone.
13. Give Warrior of Shadow access to Darkvision, Pass Without Trace, and Silence again. They're all 2nd level spells so they can still cost as much Di points as Darkness (1 Di point). Let the Monk decrease the size of the Darkness, and let their allies see through it too.
14. The Warrior of the Elements is great, though the damage of their 6th level feature is lacking. I would also like to see Area of Effect options for this feature instead of just a Fireball size- maybe a 60-foot line that is 5/10 feet wide, or a 30-foot cone. Let the effect be adaptable, and add more to the flavor/gameplay.
15. I like the change to Quivering Palm- PVP with this Monk usually sucked and now it won't be as exacerbated (not sure how often PVP occurs in groups). Instead of using your action, it should just take place of one of the attacks you make with either the Attack action or Flurry of Blows. Open Hand Technique did not need the nerf, and instead needed some additional features. Wholeness of Body healing is awful compared to the previous version, and the math backs that claim up.
Overall, we need whoever designed the Playtest 6 Rogue to design the new Monk- this version is a massive power reduction in so many ways that it is frankly shocking that this is what's being shown to us. I'm glad we're getting a say in how things could be designed, as I would never play this version of the Monk. If this went to print, it would be the most homebrewed class there is, and that's just to make it decent. I do like the additions made to the subclasses but not the removals. Give Monk as much love as the Fighter and Barbarian got, and then give all three of the martials just as much love as the spellcasters got.
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Here is a feedback list for the BASE monk when WOTC opens up later in july.
After looking through alot of internet threads on monk feedback i have distilled it to a simplified list of the most common and reasonable ideas that i seem to see that dont require a whole rework of the monk.
So feel free to copy and paste any of the following ideas you like when you give feedback for the monk on this latest UA.
If many people give the same feedback then the designers will be hopefully more inclined to listen.
Without further ado:
1) Resources that are sufficient for a full adventuring day and reset on a long rest. This will give the monk better consistency from table to table and allow the designers more coherent feedback when dealing with monk issues. Monk is now the only short rest dependent class and that will create game flow issues.
2) Better integration between Monks and Feats. Feats are great. They use to be optional but they are now integral and monks seem left behind when it comes to this. Allow access to fighting style feats.
3) from 11th to 20th level the monk only gets an average of an extra two points of damage per round. This is very poor scaling. They need a bigger damage boost at level 11 and again at 17. an extra unarmed strike at 11th and 17th level would be great.
4) 1d10 hit die OR a damage reduction feature that also applies to melee attacks (not just ranged)
5) add weapon mastery to unarmed strikes. This would be awesome.
6) A capstone that is worthy of being a capstone. +4 to dex and +4 to wisdom would be great. (modeled after barbarian).
7) Better unarmored defense. The current unarmored defense is insufficient. Add half your proficiency bonus (rounded down) to currrent unarmored defense or going with 10 + dexterity + proficiency bonus so monks can take feats. Monks specialize in unarmored fighting. They have no alternative and they get penalized for wearing armor. Let this feature fully reflect their unarmored specialty better than other classes.
8) the monk save dc for the new grapple and shove rules to be based on dexterity, not strength. This fits well under Dextrous Attack feature.
9) stunning strike - once per turn will quickly become obsolete with higher monster constitution saves as you level up. Please Add "the creature still gets the dazed condition even if it makes its save." That is useful but not OP. Also Stunning strike should also apply to any melee weapon the monk is proficient in and not restricted to simple weapons.
10) The term "discipline points" is lacking. Leave it at Ki points, but if that is not possible then try vitality points or focus points. Those are better terms.
11) dextrous attack - let the monk add dexterity bonus to any weapon the monk is proficient in that lacks the heavy or two handed property. Not just simple weapons only.
12) free bonus action dash or disengage. There is no reason to pay for this when rogues get it for free.
13) heightened metabolism at level 2.
I know monk being MAD is an issue but i honestly don't think they will change that unless they blow up the monk altogether and these suggestions do help mitigate that. For example: by adding half your proficiency bonus to AC you can then use up to three ASI's to get feats or build your constitution.
I am sure there are more but i think that is a good start.
If enough people reply with some common and simple ideas that don't require a whole re-work of the monk I would be happy to add it to the list.
My suggestion for the list.
Move Heightened Metabolism to 2nd level as part of Martial Discipline. If necessary make it so that you only recover DP, not a full short rest. Tier 1 is where monks struggle the most with DP. It auto-scales with DP being dependent on monk level already.
Also. Step of the wind, Dash or disengage for free. Dash and disengage for 1DP.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
How about for a short rest you recover an amount of Discipline Points equal to a roll of your Martial Arts Die?
1) This is changing with one dnd. Monk is one of the only classes remaining that depends on short rests to keep up with their spending of Ki. If you want to be effective as a monk in a campaign that doesn't do one combat per day (as most campaigns don't) you have to spend more ki. Seven of the base monk features cost Ki not including subclass features. And some features, like stunning strike, are just traps.
2) Monk doesn't benefit from most feats due to requirements (like spellcasting or certain weapon types) or anti synergy (like spellcasting and certain weapon types). On top of Monk also being MAD and needing ASIs for wisdom and dex and con. Leaving monk without options and player agency in terms of feats.
4) Bards are not considered fine in melee, they also have a much greater effective range than monks. Warlocks benefit from a greater range and armor. The difference is also greater than one hit point per level.
7) True this does lower the cap. Still this might help monks with being less MAD
9) "The vast majority" stunning strike should be one of the exceptions considering that it is hailed as a core feature of the class and has already been nerfed.
#9 had already been posed as a mechanic in the first version of Paladin’s Abjure Foes feature. It was a AOE affecting CHA mod number of targets and a WIS saving throw. They removed it from the current iteration, but I think it could be an option for Stunning Strike with it being once per turn, one target, and a CON save.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
5) is basically the Open Hand Technique, isn't it? I mean, it's not identical - adle doesn't have weapon mastery equivalent, push requires a save but pushes 15 feet rather than 10, and topple is a Dex save rather than Con. Coming to think of this, it's kinda weird that any monk can use the push property of a great club for free (although the attack would have to be Str based), while Warrior of the Hand must spend DP as part of Flurry of Blows.
Perhaps it should be that base monk gets Nick, Vex or Slow for unarmed strike, and warrior of the hand gets Topple and Push, and possibly also Cleave and Graze? Essentially, base monk treats unarmed strike like a light weapon, and Warrior of the Hand treats it as a heavy weapon.
7) surely this is meant to be 10 + Dex + Wis + half PB?
8) I wonder about that. Already in the current version, the base monk gets abilities that were unique to way of the astral self (force damage for unarmed strike and deflect energy). Giving the base monk the ability to push and grapple with Dex devalues this subclass even more, but anyway it will need a major redesign.
9) Again this is entering the Warrior of the Hand niche. The dazed condition is already better than just not being able to take reactions, and having it on a failed save means you would never use the addle option. I'm not saying I'm against it, but you'd have to make the subclass more balanced.
5. That’s part of it but other masteries would be welcome. And I think Greatclub should be able to use Dex, remove the restriction on two handed for simple weapons. That way we have access to push.
7. I think they meant what they meant. So you would be worse off AC but would not be MAD since you could leave WIS lower. Would need DP DC to be based on Dex or you lose out there as well.
9. If they made this change then , yes Open Hand Technique would need something else. Same if masteries apply to unarmed. I would be fine if unarmed did not get masteries but damage scaled one die lower than Unarmed. So level 5 does d6, 11th d8, 17th d10 on weapons with masteries.
I always felt Open Hand Technique should be a base monk feature and Open Hamd could get something else. But it doesn’t look like WotC want to make too much of a change
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
2. Not sure if this is what was meant but the monk does not qualify for most of the warrier type feats (sharpshooter, polearm master, sentinal, duel wielder etc) does seem rather odd that they can't.
5. Weapon mastery is a big boost to other warriers (and others) the monk has to choose between inferior damage or do without weapon mastery (the only d8 weapon they have access to is flex and usually needing 2 hands isn't a roblem for monks. Absolutely think base monks should get a weapon mastery (maybe a second at level 11 like fighters) Open hand have something similar but only on FOB.
7. Monks are thematically melee but arn't built to cope with it. An AC of 10 + Dex + Wis + PB/2 would help. I don't mind the monk being MAD if that means they choose which is first and which is second and either option works fine (like a paladin) but if you want to ruduce the monk dependancy on Wis make AC 10 + Dex + PB. (AC would only be 15 at level 1 increasing to 21 at level 20 (the same as +3 plate) at the cost of an attunment slot they can increase it to 23 but a fighter can do that with a non magic shield (or +2 armor and +1 shield)
8. UA stunning strike is on a par with hideous laughter even with the 2014 stunning strike monks were the weakest class. If stunlocking s considered to be a problem let stunning strike be as 2014PHB but only work on a creature that is not incapacitated.
Overall summary the 2014 monk was the weakest class where other classes, (or at least martial classes we haven't seen most spells yet) have been made significantly more powerful the monk is lost more than it gained (Noboby has mentioned purity of body immunity to poison was situationally huge) putting it massivly behind other classes. Treantmonk calculated a monk does about have the DPR of a barbarian (with fighters and rogues close behind the barb). Shadow and element have been done well and if the base monk is improved they would be balanced in power and fun to play. Open hand is really weak, where open hand technique wasa unique cool feature but with weapon mastery everyone is doing it and quivering palm was not OP, taking 2 actions means you can't use it againt mooks, they will be dead before you get a chanceand bosses have legendary resistances so by the time they are burnt through 10d10 might kill them anyway. Open hand needs a complete rewrite or to be scrapped.
The more I look at it, I kind of feel that Open Hand Technique should have no saves whatsoever. And it's not because I'm powergaming. But Unarmed Strikes in the UA's gives Everyone the ability to shove or knock prone. (OHT's Push, Topple though a bit stronger, so two out of 3 options). And everyone can do this with the target making a saving throw. So why should the Open Hand Monk do just the same, with pushing being a little bit further than Shoving, and have to spend a discipline point just to access it via Flurry of Blows. It's basically a very minor bump compared to what Everyone can do. And it's the 3rd level Open Hand subclass feature. 25% of their features and it basically does the same as any old Unarmed Strike.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
On no i made unarmored defense worse! That was a typo. My bad. Its been corrected. Thanks for catching that.
Yes i did mean 10+ dex+ wis + half proficiency bonus. It has been corrected. Thanjs for catching that.
They have been added.
To be honest I don't care about the specifics as long as they fix the monk.
While there are a couple of things that I thought were so obvious I was stunned they didn't do (e.g .if a monk attemps to shove or grapple the DC can be based on dex) the majority of things have a number of possible solutions:
Monks are now the only class dependent on a short rest to get the majority of their resourses back
Monks are now the only class dependent on a short rest to get the majority of their resourses back
Monks don't do anything like enough damage
While lack of damage could be compensated for by things like crowd control the one decent crowd control feature they had in 5e 2014 has had a huge nerf.
Make sneak attacks work with unarmed strikes. It annoys me its still not fixed (looking at you Ninjitsu)
I think tihs discussion should be kept to fixing the monk as a single class.
my review is it needs more damage,
and it needs more features to not cast ki.
feels bad to have everything cost so you cant use a lot of your class features.
The best part about this Playtest Monk is Heightened Metabolism and the increase in the Martial Arts Die. I also like the changes to Warrior of the Elements. I recommend these additions and changes:
1. Revert back to using Martial Arts with Monk weapons. Simultaneously, let the unarmed strikes count as finesse and light weapons for use with Weapon Mastery. If not, then just give unarmed strikes their own Weapon Mastery. Also let them use heavy weapons like the Playtest 6 Monk thumbnail misled.
1.5. Whenever something calls for a Monk to use their Strength, let them substitute it with their Dexterity- bringing back DEX-based Grapple and Shove.
2. Give us additional Di points equal to our Wisdom modifier. Then, let us regain a number of Di points equal to our Wisdom modifier whenever we roll initiative. This way, we always have Di points every combat and thus can use our features. If none of this is implemented, move Heightened Metabolism to 2nd level.
3. Let us take the Dash or Disengage action as a bonus action, more similarly to the Rogue's Cunning Action. Then we can spend 1 Di points to take both actions simultaneously with the increased jump.
4. Make Stunning Strike no longer be "save or suck." If the creature fails the save, they are Stunned until the start of your next turn. If the creature succeeds on the save, the creature instead has a negative bonus to their next d20 roll equal to your Wisdom modifier. This way, you are more likely to get the stun effect on a subsequent attack, still spending Di points, and if not, then it still negatively effects the creature. Alternatively, implement the Dazed condition on a success. Nothing hurts more than spending a precious resource only for nothing to happen.
5. Give the Monk a d10 hit die or add more defensive options. This could include changing Unarmored Defense to 13 + DEX + WIS, making unarmored Monk not hurt as much. Alternatively, give them Light and Medium armor proficiency that doesn't detract from their features, like the Barbarian still being able to wear armor (except Heavy) while raging.
6. Give them some out-of-combat use. Bonuses to some skills equal to their Wisdom modifier, like the Playtest 6 Cleric and Druid have. Athletics, Acrobatics, Nature, Performance, Religion, and Stealth seem like some good skills that could fit this benefit.
7. Give them a damage increase to their attacks at 11th level, as most classes usually get a damage increase of some sort. Perhaps let them add their Wisdom modifier to attacks (Astral Self?), give them an additional attack with Flurry of Blows, some sort of damage increase. Also make Flurry of Blows not require the Attack action be taken before-hand.
8. Give Monk the ability to use feats AND magic items in a capacity that is actually comparable to other classes. If all the previous suggestions are implemented, this point is made better. For instance, a Monk could actually use magic armor, weapons, and could even have additional benefits for their weapons. What feats to Monk's take? Mobile, Tough, maybe Resilient CON? Not many to select from compared to the other martials.
9. Re-implement the poison damage and Poisoned immunity for Self-Restoration.
10. Deflect Energy should be a part of Deflect Missiles, improving their defensive capability. There should either be something to increase offense, defense, or utility at this level instead (13).
11. Perfect Discipline should be at 2nd level if point number two (2.) isn't implemented, and it should give you additional uses regardless of whether or not you have uses remaining currently.
12. Defy Death is better than no capstone, but requires us to be dropped to 0 hit points. This feature should either be reworked to work whenever we take damage, or implemented at earlier levels. Better yet, let us add our Wisdom modifier to all our saving throws, or increase our DEX/CON/WIS to 24 and its max to 24 similar to the Barbarian capstone.
13. Give Warrior of Shadow access to Darkvision, Pass Without Trace, and Silence again. They're all 2nd level spells so they can still cost as much Di points as Darkness (1 Di point). Let the Monk decrease the size of the Darkness, and let their allies see through it too.
14. The Warrior of the Elements is great, though the damage of their 6th level feature is lacking. I would also like to see Area of Effect options for this feature instead of just a Fireball size- maybe a 60-foot line that is 5/10 feet wide, or a 30-foot cone. Let the effect be adaptable, and add more to the flavor/gameplay.
15. I like the change to Quivering Palm- PVP with this Monk usually sucked and now it won't be as exacerbated (not sure how often PVP occurs in groups). Instead of using your action, it should just take place of one of the attacks you make with either the Attack action or Flurry of Blows. Open Hand Technique did not need the nerf, and instead needed some additional features. Wholeness of Body healing is awful compared to the previous version, and the math backs that claim up.
Overall, we need whoever designed the Playtest 6 Rogue to design the new Monk- this version is a massive power reduction in so many ways that it is frankly shocking that this is what's being shown to us. I'm glad we're getting a say in how things could be designed, as I would never play this version of the Monk. If this went to print, it would be the most homebrewed class there is, and that's just to make it decent. I do like the additions made to the subclasses but not the removals. Give Monk as much love as the Fighter and Barbarian got, and then give all three of the martials just as much love as the spellcasters got.