It’s time for another Unearthed Arcana playtest! For our final class-focused UA packet for the 2024 Player’s Handbook, we’re looking at the barbarian, druid, monk, and a few spell changes. Once we’ve gathered the feedback from this playtest, we’ll continue to work internally on the design of these classes and the other nine classes in the 2024 Player’s Handbook.
You can examine the playtest materials for yourself or click below for highlights on key changes in this latest packet, accompanied by insights from Jeremy Crawford.
Class Changes in Player’s Handbook Playtest 8
The following table highlights the more significant revisions to the classes included in this UA. Below the table, you’ll get a more in-depth look at the changes and also learn of the new spells and spell revisions included in the packet.
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Player’s Handbook Playtest 8 contains the following new spells for bards, clerics, and druids, as well as spell updates:
- Fount of moonlight is a new 4th-level spell for bards and druids that buffs melee attacks, provides resistance to radiant damage, and can blind targets.
- Starry wisp is a new cantrip for bards and druids that deals radiant damage and can prevent a creature from turning invisible.
- Power word fortify is a 7th-level new spell for bards and clerics that bestows 120 temporary hit points split evenly between up to six creatures.
- Healing spells like cure wounds, mass cure wounds, and mass healing word have increased their healing dice.
- “Conjure” spells, like conjure animals, conjure celestial, and conjure elemental, have been redesigned to differentiate them from the “summon” spells from Tasha’s Cauldron of Everything, which will be appearing in the 2024 Player’s Handbook.
Barbarian

Barbarians are whirlwinds of Rage on the battlefield, and the changes made in Player’s Handbook Playtest 8 ensure plenty of opportunities to harness your barbarian's Rage in combat and channel it into new and exciting ways to crush your enemies.
More Rages, Less Interruptions
"We've now changed the Rage feature so that you always regain an expended use of Rage on a short rest. Playtesters rightly pointed out that over this process, we've made sure that every class has a good reason to take a short rest, except for the core barbarian," said Crawford.
Also, at 15th level, when you gain Persistent Rage, you can restore all of your uses of Rage once per long rest when you roll initiative. In addition, it has been modified to only allow the unconscious condition to end your Rage early, not the incapacitated condition. This is an important distinction because the unconscious condition is less common than the incapacitated condition, which means your barbarian will be raging until they’re knocked out (or put to sleep).
Get Tactical With Reckless Attack
Crawford said, "We wanted to make sure that the Barbarian had something at the levels that were previously occupied by Brutal Critical that was going to be more reliably exciting. And so we have replaced Brutal Critical, at all three of the levels where it appeared previously (9th, 13th, and 17th level), with a brand new feature called Brutal Strike."
At 9th level, when barbarians gain Brutal Strike, they can forgo the advantage granted by Reckless Attack to gain an extra 1d10 of the weapon’s damage and additional effects.
Your first choice, Forceful Blow, sends your target flying 15 feet (without a save, I might add), and you can pursue them up to half your speed without provoking opportunity attacks. Your second choice, Hamstring Blow, reduces the target’s speed by 15 feet until the start of your next turn.
You get even more Brutal Strike options at 13th level when you gain access to Brutal Strike Improvement. Staggering Blow gives the target disadvantage on their next saving throw, and they can’t make opportunity attacks until the start of your next turn. And Sundering Blow gives an ally a bonus to their next attack roll against the target equal to your Rage damage until the start of your next turn.
Teleport Yourself and Others With Path of the World Tree
"We've gone through each of the [Path of the World Tree's] features and tuned them up in some way," said Crawford.
On top of some minor changes, like Vitality of the Tree providing temporary hit points instead of regular hit points, there have been some modifications to the ways Path of the World Tree barbarians can move themselves, allies, and even enemies around the battlefield.
First off, the 6th-level Branches of the Tree now activates at the start of the creature's turn, allowing you to transport your ally to the best location for their upcoming actions or move enemies away before they can attack. You can also reduce the speed of the creature you transport to 0, ensuring that the foe you moved out of the way can’t get back into the fray.
The 14th-level Travel Along the Tree has also been redesigned to allow you to teleport up to 60 feet as a bonus action as many times as you want while raging. Once per Rage, when you teleport in this way, you can instead choose to teleport up to 500 feet with up to 6 allies.
In addition, there have been modifications to the 10th-level Battering Roots feature. These changes specify that your range only increases on your turn, you can only use this property with heavy or versatile weapons, and you can use two Weapon Mastery traits when you hit.
Druid

The druid’s Wild Shape is their most unique feature and is a crowd favorite among players. The updates in Player’s Handbook Playtest 8 boost the druid’s shapeshifting powers and introduce new features to everyone’s favorite Wild Shaping subclass, Circle of the Moon.
More Beast Forms and Temporary Hit Points
Regarding the revised druid, Crawford said, "You're going to be able to know more Beast forms than you could before, and we have heard people's desire to have more resilience in Wild Shape even if they're not a member of the Circle of the Moon."
In the redesigned Wild Shape feature, druids now gain access to a number of Beast forms equal to half their druid level, plus 2. This will give you 6 known forms by 8th level, instead of the previous 5, and increases to 12 Beast forms by 20th level. By the time you reach Archdruid, you’ll be a walking zoo!
Using Wild Shape now also gives you temporary hit points equal to your druid level to help tanky Wild Shapers.
Moon Druids Get More Moon Attacks and Spells
Speaking of tanky Wild Shapers, Circle of the Moon druids see a number of changes in this packet.
"We keep refining, trying to get Circle of the Moon to the place I think that will really resonate with people who love this subclass," explains Crawford, "and so one of the things we've done is introduced a set of spells that the druid can cast while in Wild Shape."
This spellcasting takes the form of the druid's 3rd-level Circle Spells feature. This ability grants you extra prepared spells, and, most notably, you can cast these spells while in Wild Shape. This is instead of being able to cast Abjuration spells while in Wild Shape, but the list still provides the ability to cast cure wounds.
On top of this, Combat Wild Shape has been trimmed and revised to streamline the Circle of the Moon druid's Wild Shape abilities in combat.
Crawford said, "When you adopt a Beast form [you can choose to] have an AC that equals 13 plus your Wisdom modifier. We're doing this because often the stat blocks that the druid player will select might have a pretty lousy AC, especially for a druid who is higher level."
In addition, Circle of the Moon druids gain access to Improved Circle Forms at 6th level, which allows them to add their Wisdom modifier to Constitution checks when Wild Shaped to help with those pesky Constitution checks to maintain concentration. They also get Lunar Form at 14th level, which allows them to deal 1d10 extra radiant damage when they attack with their Wild Shape form.
Monk

The monk class is a unique martial class, focusing on swift movement and lightning-quick reflexes for attacks and defense.
Regarding the changes to the monk class in Player’s Handbook Playtest 8, Crawford said, "We have gone through the whole class and have made quite a few changes, many of them aimed at addressing the Discipline Point issue that many people have had with the class. [...] The class simply does not have enough points to spend to keep up with other classes, and looking at the underlying math of everything that the class does, we agree."
He continued, "Also, one of the other things we were looking out for [was] making sure the class [did] not have too many competing bonus action options because that was another big piece of feedback we got."
Unarmed Strikes Get Buffed, and Monk Weapons Are Back
"We brought back the notion of monk weapons to the Martial Arts feature," Crawford said. "People really missed having their Martial Arts die interacting with their weaponry, and so we brought that back."
In this packet, when monks get the Martial Arts feature, they can now apply their Martial Arts die to monk weapons, which are simple melee weapons and martial weapons with the light property.
Furthermore, Crawford explained some ways they've gone about streamlining the monk's features. "The bonus unarmed strike that monks get as a part of their Martial Arts feature, you can now simply do as a bonus action. It's no longer tied to anything."
He continued to add, "We've also made it so that the monk can now use their dexterity to set the DCs of their Shove and Grapple attempts, and so monks now no longer have to rely on Strength to set those DCs."
Discipline Options
Martial Discipline has been renamed Monk’s Discipline, and Crawford explains how this feature has been reworked to fix Discipline Point disparity, "Here we see our first examples of us reducing some of the Discipline Point taxes that were on the monk previously.
"Flurry of Blows, Patient Defense, and Step of the Wind all required Discipline Points. Flurry of Blows still does, but Patient Defense and Step of the Wind now each have an option within them to do something without spending any Discipline Points."
For example, using Patient Defense without spending a Disciple Point provides the ability to use the Disengage action as a bonus action. But, if you spend the Discipline Point, you can use both the Disengage and Dodge actions with a single bonus action.
Monks now also receive Heightened Discipline at 10th level, which buffs your Monk’s Discipline options. With this ability, Flurry of Blows gives you 3 attacks, Patient Defense gives you temporary hit points equal to two rolls of your Martial Arts die, and Step of the Wind allows you to take another creature along with you while not provoking opportunity attacks.
In addition, there are now more ways to regain Discipline Points. With the 2nd-level Uncanny Metabolism, you can regain all of your expended Discipline Points and heal a number of hit points equal to your monk level plus a roll of your Martial Arts die. Also, instead of giving you Discipline Points when you've got none at the start of combat, the monk’s 15th-level Perfect Discipline now tops you off to 4 Discipline Points if you have 3 or fewer at the beginning of combat.
Activate Abilities Without Giving Up Action Economy
Because monks have so many uses for their bonus action, some of their class features have been moved to activate at the beginning or end of your turn without having to spend a bonus action. For instance, you can now use your 18th-level Superior Defense to gain resistance to all damage except force at the beginning of your turn for 3 Discipline Points, rather than having to spend a bonus action to do so.
This change has also been made to the monk’s 10th-level Self-Restoration, but it can instead be activated at the end of your turn to clear the charmed, frightened, or poisoned conditions.
Other Defensive, Offensive, and Ability Score Resource Buffs
In regards to providing the monk with more survivability, Crawford said, "Deflect attacks can now deflect melee attacks in addition to ranged attacks." Deflect Energy has likewise been updated to work on melee attacks.
Stunning Strike can now deal damage equal to a roll of your Martial Arts die plus your Wisdom modifier if your target succeeds on the saving throw.
And finally, the monk’s capstone feature has been changed to Body and Mind and increases your Dexterity and Wisdom by 4, up to a maximum of 26. That’s a modifier of +8 for those doing the math.
Warrior of the Hand Updates
The monk subclass, Warrior of the Hand, has gotten some updates that improve its flexibility, resource management, and action economy. First, they can now use the Addle option when they hit a creature with their Flurry of Blows. This option prevents the target from making opportunity attacks until the start of its next turn.
"We've made it so that the wholeness of body feature in the Warrior of the Hand doesn't require Discipline Points for its healing," Crawford said. However, you can still only activate this feature a number of times equal to your Wisdom modifier per long rest.
The Warrior of the Hand’s 11th-level ability, Fleet Step ability, gets an improvement as well, allowing you to tack Step of the Wind onto any bonus action you make.
Last but not least, the damage portion of their 17th-level ability, Quivering Palm, can be activated by forgoing one of your attacks when you use the Attack action. This has been revised from having to spend your whole action to inflict the damage. While activating the ability is now more accessible, it costs 1 extra Discipline Point (rounding the total to 4) and no longer adds your monk level to the damage it outputs.
Closing off his statement on the monk revisions, Crawford said, "So again, a number of quality of life improvements here. Also, you see again that continuing theme of looking for places where we can stop charging you Discipline Points unless it's necessary.
"I think when people play the Warrior of the Hand that's presented here along with the base class, you're going to see the monk that we've been seeing in our internal playtests. Which really feels like [they] are firing on all cylinders."
Your Feedback Matters
Whether you’re casually reading through Unearthed Arcana, theorycrafting new character builds based on it, or taking these materials straight into your games, your feedback is paramount to the 2024 core rulebooks.
The best way to get us your feedback are the UA surveys we regularly release. Keep an eye out for a survey on this particular playtest packet coming December 11. When the survey opens, let us know what you dislike, and if you love something, tell us why!
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
I'm going to be honest: I really liked the spellcasting-focused Druid. This one seems to lean too much into being a shapeshifter for me to ever use outside of shapeshifting-focused builds. Which I understand, with the way that media like the movie, and the changing tides of DnD have made people crave that more, but I miss my little weird land druid who cast spells and lived as a hermit. To be honest I've never even used Wild Shape in combat once in the years I've played.
Maybe I'm reading it wrong, but it just seems like all of the Wild Shape-focused choices are just way better, and the spellcaster part gets shoved into flavor text. Commune with Nature is the only spell/nature-focused feature and it's just pure flavor. I play my druids like shaman/nature-attuned characters rather than shapeshifting people who just happen to use nature spells.
I guess the point is that there is a split between the shaman side and the shapeshifter side and the shapeshifter is winning with no magic-user side showing up in the features. That's just my thoughts on it though. Whatever is chosen is chosen, but I really think they should just split them into two classes or find a better balance. Or just turn Moon Druid into something that's like "the shapeshifter path". Maybe I'll just homebrew in the future.
Thanks to anyone who actually read this and my two cents. I don't think it's bad per se, but it definitely feels weird for me. Maybe I'm reading it wrong? What do y'all think?
I completely understand. Wild Shape isn't supposed to be the main point of a Druid anyway, and the few times I've been in a party with a Druid, they rarely use Wildshape.
I read it!
I think the reason there's so much discussion and focus on the shapeshifter parts is because these charges are all being made to the Circle of the Moon Subclass which is pretty much "The shapeshifter path". All of it's bonuses and abilities are geared toward and centered around the Wild Shape as a feature, and was one of the more over tuned subclasses. If you want to specialize on the spell side of things there's other subclasses that work better for that, and they need less balancing. They may need to be brought up a bit even, but they're not nearly as out of wack. Circle of Land Druid is kind of the spell based one. Bonus Cantrip, spell slot recovery, additional spells based on your chosen land type, etc. Circle of Stars can be used to lean pretty heavy into healing feature if that's where you want to be, but mostly Circle of the Land is the one that focuses on being a spellcaster I think and it wasn't getting nerfed, so not much need for discussion on that side of things.
Lineage works better IMO. It also acknowledges cultural elements.
tldr, but sounds cool
My feedback last time was I want the subclasses to feel like specialisations and fill specific niches - I want my Land druid to be good at casting spells and my moon druid to be the superior shapeshifter. But seeing the other druid subclasses get more/better Wild Shapes and the Circle of the Moon druid getting more spell-casting while Wild Shaped... I guess I'm in the minority but these changes aren't doing it for me.
I like deflect attack but I feel like the deflect energy feature that you get at level 13 should be attached to deflect attack and you should gain access to it at level 9 instead of level 13.
Agreed! How is it that Wizard, Warlock, Artificer and Bard all have a subclass that gets 2 attacks, and yet Cleric - arguably the most martial of the spellcasting classes, doesn't? War Priest is the obvious place for this function
What would be really nice is if everyone could stop being so god-damn negative. I know WotC aren't perfect, but your whining isn't going to change anything and at least they're making an effort. If you want to give feedback, there's a feedback survey for a reason.
With that said, I would like to point out as well that if there are any changes you don't like you can just... ignore them. I know it might require just a tiny bit more effort than some are willing to put in, but fundamentally there's no obligation to play dnd exactly by the book. If you think some buffs are too strong... get rid of them. There's certainly less problem than ever before with lack of power, which makes life nice and easy because typically buffing is a lot harder to do well than debuffing.
Have a great day y'all. My tone may be a bit aggressive but I think most of you are good people, just remember that this team puts a lot more effort into game design than like 99% of you. You don't have to like everything they do but give a little appreciation. If you ever try designing a game you'll realise just how flippin' hard it is to balance everything while keeping things fun. :)
Starry Wisp is so much fun. But I am testing it as a Warlock (Archfey Patron) because the flavor fits perfectly. It's like a Faerie Fire lite!
"More Rages, Less Interruptions"
This whole section seems redundant and unbalanced. Often to check Raging Barbarians DMs needed to use incapacitation in order to have some sort of counter to halving nearly all forms of damage. It also doesn't make sense if you read what incapacitation does to basically every other class, cancelling out all other classes but somehow Barbarians remain able to rage? Now DMs will have to needlessly include monsters and enemies with magical sleep effects, save your soul if the Barbarian is Fey Touched or an Elf(as now it would be nearly impossible to deal with their rage), or other things that render the Barbarian unconscious in order to balance their damage resistances. The whole short rest giving at least one rage back has pretty much already been a thing amongst the community I feel as well considering that Fighters get their action surge back on one too.
"More Beast Forms and Temporary Hit Points"
Instead of more forms I think the entire community would agree that more Wild Shape Charges would've been better. Temp HP is nice.
"Other Defensive, Offensive, and Ability Score Resource Buffs"
Was this necessary to add to monks at all? Deflecting melee attacks? Stunning Strike becoming more powerful then it already was as now it is no longer save or suck it just always does something. The capstone feature seems fine enough until you do the math, that +8 modifier is just incredibly strong, especially when you add to it the ability to grapple and shove with Dexterity. "Unarmed Strikes Get Buffed, and Monk Weapons Are Back" I'm no scientists but no matter how dexterous a small Dwarven Monk might be, you cannot convince me that he is moving a Goliath Barbarian with his "quick" movements. Grappling is even a stretch because speed is not always better than Strength and this of course means that Monks can just stack ASI's into Dex and never worry about Strength again.
Overall the rest of the play-test notes seem fine thus-far barring any other weird additions. I think that making classes rely on one stat alone bottlenecks players into just pumping their one stat to the moon and never really needing to diversify their feats and ASI's or at least for Monks it looks like that might be the case. I also don't understand the entire splitting the Monk's Class features up away from their bonus actions. It was balanced in the way it is originally done, because player's had to make tactical and mindful use of their action economy whereas now it'll just be free it seems.
It feels like to me perhaps the play-test might have been difficult for certain classes without a proper party composition. That is the case normally anyways, but in most cases from what I have played and been a part of.
In conclusion I think that certain aspects of the play-test are bringing nice changes to the classes but certain things definitely seem to be more or less giving the players way more advantages then they need, maybe.
So… how many of you complaining about stuff in this have actually play tested this packet. You know. Play test. Where you play the test material to see how it holds up?
So… how many of you complaining about stuff in this have actually play tested this packet. You know. Play test. Where you play the test material to see how it holds up?
I was replied to but I didn't see the post quoted.
To be frank, you do not need to play the test material to know what it changes when they outline it directly for you.
I also don't think that if they didn't want feedback and discussions that they would've left the post comments open.
Counterpoint with your own logic, have you played the play test content to defend against these complaints or are you just replying to a post online like most people do when they want to give their opinion like we are openly able to anyways even if it might be "wrong" or "incorrect" as we are all allowed to have opinions and don't need to all agree on everything.
-Edits:
Reading the actual released material on the UA8 I did see that druids did see an increase in Wild shapes per level, probably should mention that as they had been locked previously to 2 per long rest until Arch-druid for quite some time.
Still think nerfing their forms is not necessary, sometimes the druid needs to become a raven or flying creature to be able to cross a gap, get away in a sticky situation, or other versatile features for lower CR rated flyers.
Reading the rest of the classes did in fact confirm a few things outlined in my feedback on what I highlighted while also tuning me into something a bit strange, class features at level 1. Other classes usually have to wait to get their features if you even start at level 1 in the first place. For instance Wizards have spell-casting and Arcane Focus but nothing else. Fighters get their style, and Second Wind. Barbarians get the following at level 1:
"LEVEL 1: RAGE
You can imbue yourself with a primal power that
is called your Rage, a force that grants you
extraordinary might and resilience. You can
enter it as a Bonus Action, provided you aren’t
wearing Heavy Armor.
While active, your Rage has the following
effects:
Damage Resistance. You have Resistance to
Bludgeoning, Piercing, and Slashing damage.
Rage Damage. When you make an attack with a
weapon using Strength or an Unarmed Strike
and deal damage to the target, you gain a
bonus to the damage that increases as you gain
levels as a Barbarian, as shown in the Rage
Damage column of the Barbarian table.
Strength Advantage. You have Advantage on
Strength checks and Strength saving throws.
No Concentration or Spells. You can’t maintain
Concentration, and you can’t cast spells.
The Rage lasts until the end of your next turn,
and it ends early if you don Heavy Armor or have
the Incapacitated condition. If your Rage is still
active on your next turn, you can extend the
Rage for another round by doing one or more of
the following:
• Make an attack roll against an enemy.
• Force an enemy to make a saving throw.
• Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the
end of your next turn. You can maintain a Rage
for up to 10 minutes.
You can enter your Rage the number of times
shown for your Barbarian level in the Rages
column of the Barbarian table. You regain one
expended use when you finish a Short Rest, and
you regain all expended uses when you finish a
Long Rest.
LEVEL 1: UNARMORED DEFENSE
While you aren’t wearing any armor, your base
Armor Class equals 10 + your Dexterity and
Constitution modifiers. You can use a Shield and
still gain this benefit.
LEVEL 1: WEAPON MASTERY
Your training with weapons allows you to use
the Mastery property of two kinds of Simple or
Martial Melee weapons of your choice, such as
Greataxes and Handaxes. Whenever you finish a
Long Rest, you can practice weapon drills and
change one of those weapon choices.
When you reach certain levels in this class, you
gain the ability to use the Mastery properties of
more kinds of weapons, as shown in the Weapon
Mastery column of the Barbarian table."
This to me seems like a lot to give a class at a base as there aren't many classes that get 3 class features at level 1. Normally you get Rage and Unarmored Defense as a Barbarian, which seem to be on par with the rest of the classes. They kept the Monk the exact same at level 1. I see that it is indeed as I have previously depicted it where the Monk now can out-grapple/shove things with it's Dexterity(which I don't think is correct to add in because it just promotes stat bottle necking).
"Dexterous Attacks. You can use Dexterity
instead of Strength for the attack and damage
rolls of your Unarmed Strikes and Monk
Weapons. In addition, when you choose the
Grapple or Shove option, you can use your
Dexterity modifier instead of Strength to
determine the saving throw DC"
Bonus Action Unarmed Strike remains the same just minus Ki point usage(now called Discipline Points) but now they brought back Martial Arts Die from a previous set, I believe?
"Martial Arts Die. You can roll a d6 in place of
the normal damage of your Unarmed Strike or
Monk Weapons. This die changes as you gain
Monk levels, as shown in the Martial Arts
column of the Monk table."
At level 2:
"Patient Defense. You can take the Disengage
action as a Bonus Action. Alternatively, you can
spend 1 Discipline Point to take both the
Disengage and the Dodge actions as a Bonus
Action."
So no opportunity attacks and disadvantage with any attacks that aren't spells for the rest of the round for 1 point of their resource. Still allowing for 3 attacks that combat. This didn't change their point spending at all, it just shifted around where those points are spent. Later down the line in the class it basically becomes a free utility to avoid most damage for 1 resource point.
Also this right here:
"LEVEL 3: DEFLECT ATTACKS
You can use your Reaction to deflect melee and
ranged attacks against you that deal
Bludgeoning, Piercing, or Slashing damage.
When you do so, the total damage you take from
the attack is reduced by 1d10 plus your
Dexterity modifier plus your Monk level.
If you reduce the damage to 0, you can spend 1
Discipline Point to redirect some of the attack’s
force. If you do so, choose a creature within 5
feet of you if the attack was a melee attack or 60
feet of yourself that isn’t behind Total Cover if
the attack was a ranged attack. That creature
must succeed on a Dexterity saving throw or
take damage equal to two rolls of your Martial
Arts die plus your Dexterity modifier. The
damage is the same type dealt by the attack."
Good luck to DMs trying to balance combat when a reaction can reduce your damage to 0 at level 3 and then return it to sender on any physical attack including melee now. That is once per round as it is their reaction and costs no additional resources. This feature only gets increased benefits and no real drawbacks as the class progresses.
I don't have an issue with discussion in the slightest and I think if they did they would've made a post with comments off. They are reading feedback actively and looking to what the players want. DMs are behind the screens/scenes having to augment their games around these rule changes and class updates constantly when they are released but it is often just taken for granted. A player's only concern in this exchange is rules, finding a game, and making the character. DMs have to deal with the changes 2 fold, as it also affects any NPCs or enemies that we give classes to. When I am pointing things out it is to both ends as a player and as someone who has managed campaigns. I like the game a lot, just when certain changes happen it makes you wonder if they think about the other half of their fan base that has to build the worlds around how strong player characters are.
As a forever DM, I am liking the new changes. Yes please change conjuring spells. Nothing worse than having a million wolves appear. Also, I really like the healing spell boost. My players will be so happy!
Looks like the monk is finally recieving some of the extra love it deserves. I haven't really been keeping up with 1dnd since like the 3rd play test package, but looking at all this and the way they give martials more to do is very promising.
as a monk main I am SO excited. This makes it easier to integrate as a support class and work well with your party's dynamics!
Only thing in One D&D I've seen so far that I dislike is the ability scores, proficencies, & languages being changed to ONLY backgrounds.
While you are thinking about summons vs conjured animal spells, could you give a quick comment on how many hps shepherd druids give to tashas summons? just a quick call please :)