Monks typically wield Monk Weapons, and go without Armor and Shield, because that interferes with some of their abilities. However rules as written... it doesn't interfere with all of them.
So we'll assume a Monk with the appropriate Armor training and Weapon Proficiencies (through Species, Multiclassing, or Feats), what parts of the core Monk Class can still be used?
I'm ignoring the ASIs, the Epic Boons, and the 20th-level Capstone, as those would all work regardless.
Level 1
Martial Arts: Prohibited. This prohibits the Bonus Unarmed Strike, the Dexterous Attacks ability, and the Martial Arts Die. Martial Arts is not listed as a prerequisite for the other Monk Abilities. The Martial Arts die is used in a fair number of Monk abilities, however. For these purposes, I will assume that the ability is not completely disabled if it would normally roll a Martial Arts Die, just that the result is assumed to be 0.
Unarmored Defense: Prohibited.
Level 2:
Monk's Focus - Partially Operational: There are no weapon or armor requirements on having, expending, or regaining Focus Points.
Flurry of Blows - Partially Operational; Cannot use the benefits of Dexterous Attacks, but can still make STR-based normal Unarmed Strikes.
Patient Defense - Fully Operational
Step of the Wind - Fully Operational
Unarmored Movement - Prohibited.
Uncanny Metabolism: Partially Operational. Can regain Focus Points, but Heals 0 HP without Martial Arts die.
Level 3:
Deflect Attacks - Partially operational. Deflecting Attacks works as described. Redirecting the attack limited to Dex Modifier in damage.
Level 4:
Slow Fall - Fully Operational
Level 5:
Extra Attack - Fully Operational
Stunning Strike - If using Monk Weapon or Unarmed Strike, Fully Operational.
Level 6:
Empowered Strikes - Fully Operational, but same issue as Flurry of Blows without Martial Arts.
Level 7
Evasion - Fully Operational.
Level 9:
Acrobatic Movement: Prohibited.
Level 10
Heightened Focus: Partially operational. Heightened Flurry of Blows lets you make more bad punches, Heightened Patient Defense has no effect, Heightened Step of the Wind is fully operational.
Self-Restoration: Fully operational
Level 13:
Deflect Energy: Fully operational, but see Deflect Attacks, above.
Level 14:
Disciplined Survivor: Fully Operational.
Level 15:
Perfect Focus: Fully Operational.
Level 18:
Superior Defense: Fully Operational.
That's a lot more abilities than I was expecting. I'm actually a little surprised by Deflect Attacks working as much as it does
A quick glance over the Subclasses:
Warrior of Mercy: Level 3: Hand of Harm and Hand of Healing only have damage or healing effects equal to Wisdom Modifier. All other features are fully operational.
Warrior of Shadows: If the Monk character is trained in the Armor being worn, Monk can cast the Subclass Spells. All other features are fully operational.
Warrior of the Elements: Level 6: Elemental Burst is harmless without a Martial Arts Die. If the Monk character is trained in the Armor being worn, Monk can cast the Subclass Cantrip. All other features are fully operational.
Warrior of the Open Hand: Level 6: Wholeness of Body only regains hit points equal to Wisdom Modifier. All other features are fully operational.
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🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
I don't think I agree that wearing armor means you can't roll the Martial Arts die for any reason at all. The benefit that's prohibited by wearing armor is the ability to roll that die in place of the normal damage for unarmed strikes and Monk weapons. Outside of that the phrase "martial arts die" is just being used as a shorthand for the progression defined in the class features table.
I don't think I agree that wearing armor means you can't roll the Martial Arts die for any reason at all. The benefit that's prohibited by wearing armor is the ability to roll that die in place of the normal damage for unarmed strikes and Monk weapons. Outside of that the phrase "martial arts die" is just being used as a shorthand for the progression defined in the class features table.
I would agree. The Martial arts die for features is different than using Martial Arts unarmed strikes/monk weapons.
This might be a consideration for someone doing a specific STR build with martial weapons from a feat or MC. I don’t have time to look but I wonder m, other than new features in 2024 class, what is different than the same with 2014 class.
Monks typically wield Monk Weapons, and go without Armor and Shield, because that interferes with some of their abilities. However rules as written... it doesn't interfere with all of them.
So we'll assume a Monk with the appropriate Armor training and Weapon Proficiencies (through Species, Multiclassing, or Feats), what parts of the core Monk Class can still be used?
I'm ignoring the ASIs, the Epic Boons, and the 20th-level Capstone, as those would all work regardless.
That's a lot more abilities than I was expecting. I'm actually a little surprised by Deflect Attacks working as much as it does
A quick glance over the Subclasses:
Warrior of Mercy: Level 3: Hand of Harm and Hand of Healing only have damage or healing effects equal to Wisdom Modifier. All other features are fully operational.
Warrior of Shadows: If the Monk character is trained in the Armor being worn, Monk can cast the Subclass Spells. All other features are fully operational.
Warrior of the Elements: Level 6: Elemental Burst is harmless without a Martial Arts Die. If the Monk character is trained in the Armor being worn, Monk can cast the Subclass Cantrip. All other features are fully operational.
Warrior of the Open Hand: Level 6: Wholeness of Body only regains hit points equal to Wisdom Modifier. All other features are fully operational.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
I don't think I agree that wearing armor means you can't roll the Martial Arts die for any reason at all. The benefit that's prohibited by wearing armor is the ability to roll that die in place of the normal damage for unarmed strikes and Monk weapons. Outside of that the phrase "martial arts die" is just being used as a shorthand for the progression defined in the class features table.
pronouns: he/she/they
I would agree. The Martial arts die for features is different than using Martial Arts unarmed strikes/monk weapons.
This might be a consideration for someone doing a specific STR build with martial weapons from a feat or MC. I don’t have time to look but I wonder m, other than new features in 2024 class, what is different than the same with 2014 class.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?