This is the type of attention and scrutiny that the Ranger should have been put under. This feels like much more of an overhaul than what the Ranger was put through.
@@apollosungod6673 oh no, now the really funny 6 attacks on turn 1 thing doesn’t work on the Ranger who will be doing an extra d8 on every turn after wards however will the Gloomstalkers recover from this travesty!
@@apollosungod6673 also going back to the video, Jeremy never says anything about removing the attack, what he says is that the dreadful strike can be used more than once, just a limited number of times per day so I dunno, it doesn’t benefit from the action surge shenanigans but it may still be an extra attack itself only way to know is to see the actual stat blocks and features written out as they are in the new phb
01. Martial Arts - more weapon options 02. BA unarmed strike no matter what you do. 03. 3 options for unarmed strike - damage, grapple, or shove. 04. Use Dex instead of Str for grapple and Shove DC. 05. Martial Arts Die starts at level 1- d6 and ends at level 17 - d12 06. Level 2 monks focus (used to be Ki) aka Focus Points. 07. Patient Defence BA disengage with no FP cost. Spend a point to add dodge 08. Step of the wind BA dash action for no FP cost. Spend a point to increase jump. 09. Flurry of blows - now give two attacks. So it's the same. 10. Uncanny metabolism - once per day regain all expended focus points plus some HP. 11. Deflect attacks now works vs all attacks that do Blud, Piercing, and slashing damage. So melee, ranged, and spells attacks. 12. Deflect energy on all damage types at level 13. 13. Superior defense and other abilities to help increase survivability. - healing, negate charm frightened and poison. 14. Heightened Focus level 10 - 15. Stunning Strike got a nerf - only once per turn. - But if they pass the DC then speed is halved and next attack on them has advantage.
@@RulesLawyerDnD flurry of blows allows you to make two unarmed strikes as a bonus action at the cost of a focus point instead of the one unarmed strike for free. It upgrades at level 11 to a total of three strikes as a bonus action for the cost of a focus point instead of the one for free.
@@Megawaps not nearly as much as the monk, now so many of the ranger features rely on hunter's mark, wich is stupid, rangers have many spells that are much better then hunter's mark that require concentration, but now you can't use half of your class fwatures if you don't use that useless spell, even from level 1 thare are already much better spells to concentrate on, ensnaring strike, fog cloud, zephyr strike, they ar all spells that are much better then hunter's mark but also require concentration, but if you use then, half of your features won't be usable becouse they rely on hunter's mark, but even with all these features buffing hunter's mark, it's still worse then all other options.
@@Megawaps besides, they basicaly gave tasha's features but nerfed, they don't get as much benefits as tasha's ranger, and the ones they get, they get later (now instead of level 10, you can only become invisible with a bonus action at level 14 for exemple).
During the whole Darkness monk discussion, I was imagining a talk beforehand being like "Okay guys, for legal reasons we CANNOT mention Batman when we talk about this subclass."
Bane/Gloomstalker: Ah you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man...
I found it funny too, especially with the way of the four elements which basically lets you be the Avatar. It’s weird that they mention One Piece and Mr Fantastic though so maybe they just forgot about those characters
@@e443productions9 well because they said it NOT Mr. Fantastic/One Piece. But ya when he was talking about hitting people with elements you can almost hear their thoughts going "Look, it's just Avatar: The Last Airbender, ok"
Warrior of Open Hand. 01. Level 6 wholeness of body is BA and can be used multiple times in one day. 02. Fleet step - when you use BA to do anything other than Step of the Wind you can now Step of the wind as apart of that BA but after the other ability was used. 03. Death touch now does a lot but unsure. No more instant drop to zero.
@@Giby86 I'm happy that you're glad about the new ranger, honestly it's disappointing for the majority of the players, me included. It's not about power level, it's about laziness and lack of interest for this class.
@@Giby86 the major complaints are about: 1. Class features that are very generalistic and not original, making ranger looks like a mashup of different pieces, also becuase it lost all the features that built the class identity 2. The heavy reliance on Hunter's Mark, that prevents you from casting other concentration spells (which are the majority on the class spell list) and it eats up bonus actions that are a necessity for this class, all becuase this level 1 spell is now the core identity of the class. 3. The capstone, which is ridiculous and has nothing epic or cool, like other classes do 4. The fact that the designers willingly skipped a final playtest for this class, saying that they would keep the best rated features, but they actually did the opposite. Rangers feel super neglected by their own development team, it's not a matter of damage output.
@@Giby86 The only complaints about the new ranger’s power level that I’ve heard is that the hunter’s mark ability limits their versatility by using concentration. People have complained about the ranger lacking a distinct class identity since most these new changes were introduced in Tasha’s
@@eliascabbio7598 What about losing poison and disease immunity in exchange for "you can drink an antidote for free at the end of your turn, and can also drink a fist-shaped potion once a day"?
@zyongli5760 Why do you think so? Just because Paladin could go supernova like once a day? They should have just restricted smite to once per turn, not make it a spell
@@whydearLordwhy because i've played in a bunch of campaigns in 5e where you're basically all playing sidekick for the Paladin who and can just annihilate the major enemy every single time. it is cool yea, but it obviously deserved the nerfs it got.
@zyongli5760 well, that's just bad balancing on the DMs part, to be honest. I've played with and DMed for paladins as well, and that was never an issue. It deserved some nurfing, but again, limiting smite to once per turn should have been sufficient
@@CajinVaren I understand the design decision though, they wanted to distance the class from the Asian martial tradition. This will probably allow for less eastern style monk subclasses to be designed. I'm surprised to see you call it awful though, are you trying to say that monk was a better over all class before this update? Or were you talking more overall... I don't think that's the case though, because the 2014 PHB had it's own plethora of issues, so an update was sorely needed.
I like Focus over Ki because it doesn't lock you into an Asian stereotype monk, it's easier to jive with other kinds of martial artists. A thousand percent better than Discipline though, yeah.
@@rabpanz6145 I see what you mean but I disagree. A martial artist is anyone that uses weapons or their body in a practiced fighting style. A fighter is a martial artist. In my opinion, you aren't a monk unless you are a martial artist that pursues the use of Ki. Hence the monasteries and the highly specialized lifestyle monks undertake to gain use of that power. Calling it focus is fine for a rulebook, but removing the word Ki removes that part of the world building. As far as the game is concerned Ki no longer exists and that undoes a lot of interesting world building and lore around the concept in DnD. It reduces it to possible interpretation of a generic ability than a distinct part of the fantasy. Monks don't own punching, but they do own Ki. It's the defining part of the fantasy so watering it down just muddles the fantasy in my opinion.
@@nyanbrox5418 Bards and Druids stem from Irish religion but we don't see them as "just for the Irish." Ki has historically been interpreted as a type of supernatural power. Just like magic or psionics. The word Ki isn't just supposed to be a generic Asian word. It's supposed to point to a concept in lore.
Elemental Monk aka warrior of the elements. 01. Increase the reach of your attacks. 02. Cantrip elementalism 03. Elemental strikes - change damage type and force a saving throw to move the enemy around the battle field. 04. Level 6. Magic action spend focus points to do an AOE attack from 120 feet away. (Old Sun Soul monk ability?) 05. Must spend Focus points to use/ activit abilities. 06. Level 11 when you activate ability you gain fly and swim speed. 07. Level 17. Every level you cam gain/ change a damage resistance. 08. Speed increase plus damage from moving around. 09. Once per turn can do extra damage.
Warrior of Shadow. 01. Level 3 - cast darkness and now can see in that darkness as well. 02. Shadow Step now at level 11 can spend a FP you don't have to start or end your turn in dim light or darkness. 03. As apart of the BA telelport you can make one unarmed attack. 04.Cloak of Shadows - Invisible and incorp. Plus use flurry of blows with no need to spend FP.
Yeah, it was silly to start with a d4. I would just arm low level Monks with quarterstaff, shortsword, and hand axe to get d6 on all the weapon attacks. Now, it can be hand axe and dagger with Monks starting at d6.
@@AdrianParsons With Shillelagh, you can two-hand the staff for 1d10 like a longsword, battleaxe, or warhammer. Plus it is magical for overcoming resistance. You can use either Str or Wis with Shillelagh, so with a Monk's unarmored defense relying on Wis, Magic Initiate Druid is a good option for a Monk. With Guidance and Goodberry, you can buff your and others skill checks and feed 10 people a day.
D4 was inline with the history of the Monk. It's hit point die used to be d4 also. It was never supposed to be a melee class, it was created to be an offshoot of the Cleric. A fighting Abbot.
The art shows an Dragonborn monk so at 5th level he can use Breath Weapon as attack 1, staff as attack 2, kick and tail slap as flurry of blows. Least that's how I see it.
As a former monk player this is absolutely ridiculous. I love it! Please please please redo Drunken Master and include the actual moves in the movies in a future book
I can't fathom how in the nine hells the same team that has designed this incredible monk class, has also designed the new ranger that contradicts ITSELF
It's decent. Very strong at early levels, where Monk has very little in the way of AC, and... okay to have later, except can only be used against ONE attack a round as it is a reaction.
@@jonathanhickle9793 Yeah, up to 28 damage at minimum with and average of 33, it seems powerful until it falls off against a multiattacker or, god forbid, an attack that does more than piddling basic attack damage on a hit.
It's such a nice change for when your monk is like a tavern brawler or gladiator or whatever that doesn't have a connection to a monastery or religious practice. Not to mention that 'Ki' ties it to a specific cultural thing in our world.
@@ДюсековИльяс Monk lost poison immunity as a part of these changes. POISON *IMMUNITY.* Monk wasn't very survivable to begin with, but now you'll be eating poison damage like a fat kid at a golden corral and going down thanks to this silly decision.
@@lupin5489 @user-uv6qu3wb5d Except now, you ACTUALLY CAN get poisoned, instead of being completely immune to poison (and disease - meaning damage and status effect).
Things I’m hoping vs current monk - 1d10 hit dice, or better way of keeping monk safe outside of pure stats - more ways to do damage or better damage scaling - less strength based abilities Currently: - MAD (multi attribute distribution) - damage scale caps between 5-7th level - is overshadowed by everything, not necessarily good at one thing, without something like expertise or battle maneuvers, you might as well either play a rouge if you wanna dex build, or unarmed barbarian/fighter
Knowing very little of D&D except what was in the popular zeitgeist, I got into D&D about 4 months ago. I came in thinking that the monk must be a master at deflecting and redirecting damage as well as dodging. Learning their important stat was dexterity played into that. But then learning the way that attack rolls are dodged is from AC and how monks AC is tied to no armor and their stat, along with no abilities that passively aid in dodging blew such big chunks. Deflect missiles was only a little cool and not so effective. The new deflect attacks is pretty sweet sounding though
@cringedetector5560 If we base it of the UA: - Still d8 Hit Die - Martial Arts Die increased to d6 - Dex can be used for Grappling and shoving - Flurry of Blows can be used without taking the attack action - Patient Defense and Step of the Wind no longer cost Ki, but can be upgraded with it - New ability Uncanny Metabolism, that let's you restore all ki points at the start of combat, once per day - Deflect Missiles can be used against melee attacks - Stunning Strike can only be used once per turn - Purity of Body and Tongue of the Sun and Moon removed - New 10th level ability, that boosts Patient Defense, Flurry of Blows and Step of the Wind - Old Capstone moved to 15th level - New capstone, that increases Dex and Wis by 4 and increases maximum limit to 26 If they left them unnerfed(hopefully) Monks will be extremely mobile combatants, with an awesome action economy. Zooming around the battlefield, with the ability to take several actions, like dodge, attack and Disengage, for the cost of ki.
Acrobatic Movement at 9th level, can monks run UP walls (and down to reduce falling distance)? It is unclear in 2016 PHB and has been of hot debate for years. It seems the same description language has been used in the 2024 PHB. Can this simple question that is core to a monks movement be definitively answered please?
The changes to the grappler feat using dex instead of strength for monk grappling and the ability to shove with furry of blows and unarmed strike and the martial art die getting buffed means a baseline monk with only the grappler feat at lvl 4 does some ridiculous damage. Your first unarmed strike will do damage and grapple, said grapple will give you advantage on all attacks against the victim and give you full control of of their movement and you can move the monks full very high speed while doing so Because shove is now attached to a attack role monk doesn’t need athletics anymore so the teammates you drag them to also get advantage and the victim need at least 2 turns in a row to escape and have disadvantage on all their attacks And when the monk levels up enough to run up walls they can basically turn each 10ft of movement into 1d6dmg by doing some rock lee leaf hurricane stuff which will not hurt the monk provided they still have their reaction The open palm monk won’t have to even waist an attack on the shove during the fury of blows and still get the free dash And then every turn after it only gets worse. The victim starts both prone, grappled, and either surrounded by pc’s just jumping them or stuck alone a couple hundred feet away or halfway up a skyscraper. If they waste an action to escape the grapple they still have zero movement for that turn to use so they can’t go anywhere or stand up. If the monk somehow doesn’t land the grapple with 4 advantage attacks against the prone target the victim still has to use half their movement and even if they didn’t good luck running away from a monk who’s basically got a two turn head start.
I wish every class flowed better. Having an artillerist that uses bonus action for eldritch cannon also able to use it for commanding their homunculus as a part of the same action would be cool. When i saw that on creation bard i was hoping that would be the future for all classes
I said a long time ago that Stunning Strike was the reason Monk was so weak. The fact that you could paralyze an enemy was super powerful, and everything else was weak to compensate. Good call toning it way down. The class will benefit in the long run
@@The_RealWilliam quivering palm was definitely not why monk was OP. By the time the Monk was able to get Quivering to activate, the enemy would either be dead from the other martials or it would be turn 8 after the enemy had succeeded on a lot of their con saves and used their legendary resistances. It just wasn't viable as an ability.
@@The_RealWilliam I never said Quivering was the sole reason. I said it wasn't a factor. In fact, monk was never OP in the first place. They were a MAD class with often poor save DCs for their stunning strikes and they barely did anything aside from blowing all their ki points really fast. They were tied with Ranger for the worst class in 2014.
Bro! They went from everyone wanting to play them cause punching things religiously is amazing but no one wanting to cause, well, you know why and definitely not being multiclass viable to being insanely strong and amazing and seemingly absolutely amazing to subclass! Maybe a 2 level dip to monk to be able to grapple and do 99 other things as bonus actions! Put them with a action heavy class and you've just made an insanely strong multiclass!
These sound like great changes. The monk's narrative of acrobatic combo attacks really lives on in these changes! And the changes to some high level abilities shows there's some effort to make higher level play better. I'm actually surprised seeing the shadow monk being able to see in their darkness spell. The other time we've seen that has a bit of a bad reputation. But I guess this is proof that the effect is intentional, and that we need to remember it's a co-op game.
Thank you for keeping the changes from the PLaytest. Hyper-excited for my next character to be a Warrior of the Elements (DM wants to start us in an arena)
I'm so eager to try the revamped version of this class out, it sounds like it at least addresses most of the grievances I had with its 5e iteration without destroying the things about it that did work. I was instantly sold at the idea of Deflect and Deflect Energy, as monk was so strapped for baseline defensive options and fancy blocking is as much a part of the character of a fantasy martial artist as unarmed attacks are. I really agree with essentially baking in the original Open Palm's 3rd level ability into the class' basic functionality because now, regardless of the monastic tradition you choose it'll have that much needed strategic utility and being able to utilize Dexterity for shove and/or push has been probably top 3 requests for this class for years. I love the approach too of looking at Ki, or Focus (I personally liked Ki but I think it's fair to leave it to the players on what they want to call it, settling for a more neutral term baseline.) as something that "enhances" capabilities, rather than be overly reliant on it to just function which was a big problem with the original 5e one. Having free disengage and dash will take the pressure off to feel like you have to take the Mobile feat (though that'll still be a very useful feat to take, but not as important as I feel it is now.). Metabolism is a nice bonus too, to encourage Monks to go all out with their ki more often. And probably most importantly, the better damage upgrade pipeline with an eventual d12 and Flurry upgrading to 3 attacks. Elements Monk sounds a lot more feasible here, Open Hand is harder to gauge but having a multi use powerful self heal by itself is pretty powerful. Shadow sounds bonkers strong, even if its signature teleport has been moved to a much higher level than before, but all its other features and the ability to use Darkness while being able to see through it is pretty immensely powerful on its own, and taking a cue from Baldur's Gate 3 by having the Shadow Teleport come with a free attack and free flurry sounds almost bonkers strong. The nerf to Stunning Strike isn't even nearly as bad as I was anticipating, it's actually very sensible. It's great because now they don't have to tip-toe around it. I'm just really happy with all of this on paper. I felt that even though much of the class worked, and I liked playing it, the original 5e monk's biggest issue is it felt like the developers were holding it back a bit too much, so it couldn't really thrives with its own unique function and identity as much as some other classes, but it looks like they've finally put that aside and are letting it be this wonder of dexterity and physicality its supposed to be.
They might underbalance it, if that’s a term. Flurry of blows without needing to attack first, and the martial arts die up by one and then call it a day.
I have loved Monks since 2nd edition. Been my most played class. Idk why the hate is so large for Monks. In 3.0e, the Kukan-Do ability was so OP.; wrecked everything. All of mine served their roles very well. Excited to see what's new in 5.5e
Even better. They fixed the few things that I didn't work in the playtest, including Stunning Strike now applying a soft stun on a save instead of dealing damage (which counter-intuitively let me to hope that an enemy with low HP succeeded on their save).
@@tantorz1565 They removed poison immunity, overcompensating for deflect attacks... Which is only really strong at low level where the action economy is very shallow. If they re-added Poison/Disease/Hunger/Thirst immunity, the rework would be literally perfect.
This is crazy cool. For Monks and Unarmed Fighters. (my favorite fighting style) For Fighter, three attacks in one action. Shove. Grapple. Punch. Now I can shove a target to make them prone, grapple them so they have 0 movement, and deal a nice punch with advantage. BRUTAL way to use a single action. Even with only one use of extra attack per action, fighters can lock down any target as long as they fail the strength saves. Unarmed Fighters used to have to take Tavern Brawler, which would only actually be useful for 2/4 of it's additions. A boost to Strength or Constitution and the ability to grapple with a bonus action. But now fighters get to shove and grapple, while keeping a free bonus action to do whatever they want!
Ладно парни, я ждал этого особенного долго. Как наши англоязычные коллеги отметили, в восьмом плейтесте монах был суперским: открытая ладонь играется весело, тень тоже, четыре стихии не пощупал, но по описанию тоже нечто сасное. Короче визарды, давайте вы его ещё баффните и мы скажем что вы молодцы, а если не баффните, будем и дальше по восьмому плейтесту играть
This looks so great. There are so many iconic monk subclasses so I had a feeling it wouldn't be in here, but I really would have preferred Astral Self over something like Mercy, which they admit hasn't changed much. I realize Mercy is fun and popular, but an Astral Self ability, deflect energy, is now in the base class, and elements monks now have the 10ft. Reach too, so I feel AS needed more help integrating. Home brewing a new feature is fine for now, I guess.
The issue is that they're choosing the subclasses to go into the base handbook. That means choosing the most basic ones and the ones people like to play the most. If a subclass "needs to be updated," that doesn't say anything about whether or not it belongs in the PHB.
Awesome! This is even better than the hyped playtest Monk with Stunning Strike now having a more appropriate effect when the enemy saves against it. Can't wait to play a Monk (something that I never expected to say)!
I’m still excited to see this video, as I love the Monk class for how much fun it is! But- Let’s go over the changes we DO know about the Monk before the release of this video. Spoilers to those who haven’t seen the Unearthed Arcana playtest material, as that material can be subject to change before this video is published: Ki Points are being renamed to Discipline Points. The Martial Die starts at d6 damage and goes up from there. The level 6 Ki-Empowered Strikes will be renamed and your unarmed attacks have a choice to do Force damage instead of Bludgeoning, so the old feature of making them considered magical has been replaced. Deflect Missile will be Deflected Attack, and can be used in Melee against an enemy to lessen the damage or if surrounded, make an enemy hit another enemy. Later levels can also Deflect Energy. The new Monk in UA has been given a 90% satisfaction rating, so if we look back at the most recent update, that might be the version we will get. There are most changes, but I’ll hold back on those if people do read my comment and call me out for SPOILERS. The things we DON’T (exactly) know- How in-depth are the changes made to the Warrior of the Four Elements subclass. Unless it uses the most recent iteration that is public, then those who follow UA have an idea. How much changes were made for the 2024 version of Mercy, Shadow and Hand subclasses. Any unreleased new features.
Love all these upgrades to the monk. I always felt they were to centered around Stunning Strike which either made them overpowered if it worked or suboptimal if it didn't. All these changes really give them playstyle options. I'm looking forward to using a grappler monk to statch the enemy spellcaster or to move my friends where they want to be on the battlefield. Once I get wall walk I can just carry the party up a castle wall!
I love the updates to Monk! It seems so much better! Even the slightly weakened stunning strike is better in my opinion. It always stunk if you tried to stunning strike 4 times and nothing happened. I much prefer only once per turn but it does something even if they succeed their save.
“Slightly weakened”. I actually think it’s buffed. It’s no longer save or suck. Something happens regardless, and halving an enemies speed is a great way to lock them down, never mind granting advantage on the next attack against them. Does only doing it once per turn suck? Not really, this stops you using all your focus on an ability that is probably not going to work, since most monks I have played with never took their wisdom past 14 or 16, the save DC was pretty meh.
@@The_RealWilliam “weaker”. It’s no longer save or suck. If the target passes it still has an effect. Nothing worse than blowing all your ki for nothing because your DC is low. It’s far more reliable and is a better version of
Whenever they start releasing updated supplements, hopefully Kensei 2: Electric Boogaloo has a rework similar to Four Elements. Same for Drunken Master 2: Electric Boozaroo, and Sun Soul 2: Electric Saiyanoo
I've been playing D&D for 17 years -- long but I also know not as long as others. I always had trouble imagining a Monk in the "fantasy" setting. I don't know why, maybe it was because I wanted L00T, and magic swords and epic armour etc etc... but there was just something about Monk's that didn't grip my imagination. But then for whatever reason, I started to think about how Shaolin Monks, in real life, can break bricks with their hands and feet (which is something I could never imagine myself doing) -- so why couldn't, in a universe filled with magic, there be some martial artist who could punch a dragon so hard it would shatter their bones. And the more I thought about that, the more the idea of the Monk has grown in my mind. When the Paladin loses it's mace, it's lost it's weapon. When the Ranger loses it's bow, it's lost it's weapon. etc etc But a Monk IS the weapon! My DM said our next campaign is going to start at level 10, which would be our fist "EPIC" adventure, instead of always starting at level 1. I'm so happy these Monk changes have come out now, cause I'm already imaging my Warrior of the Elements -- blasting enemies with lighting limbs and controlling the wind and FLYING! LETSSSSSSSSS GOOOOOO!!!!!!
11:00 Can they clarify? They already stated that monks can use a bonus action to make one unarmed attack, but with Flurry of Blows, is that spending a focus point to get two attacks INSTEAD of one, or to ADD TWO MORE ATTACKS by spending a focus point? Which is it?
Spend a Ki point (Focus point) to get 2 unarmed attacks with a bonus action under Flurry of Blows. Monks no longer have to take the attack action to get the free bonus action unarmed strike or to spend a Ki point to get the 2 unarmed attacks. Any unarmed strike can either do damage, start a grapple, or shove someone. Monks can use their Dex mod instead of the Str mod for the unarmed strikes of any type.
@@stargrace420 So it DOES replace the inherent martial arts ability... spend a focus point to get one additional attack than you would without spending the point. Thanks for clarifying.
It’s crazy how y’all just ignore the bonus action economy improvements that fundamentally beef up the rogue and ranger in the core rules in order to find fault with WOTC.
Can you provide a few examples? The rogue I can accept - less of a damage dealer than other classes but lots of utility and fun. The ranger to me seems clearly left behind by other classes. Mainlining hunters mark throughout the core class creates some obvious problems (scaling, competition for concentration etc).
In addition to Fly and Swim speed for Lv11 Elemental Monks, they should also be able to ignore difficult terrain, at least while focus-dashing to represent Earth mobility, and perhaps the ability to disengage (or focus-disengage) 10 feet, perhaps while causing a small amount of aoe fire damage, as Fire mobility. I could also see an argument for ignoring difficult terrain (in whatever context) for Fire and instead let Earth give the disengage launch *or* giving a climb speed. And yes, I know they can already fly. That doesn't mean they can't fly slower than they climb/run.
I stall want Psionics Handbook, or atleast the Psion class, man i love the lore of Psions and the Crystal familiers, and the Mind combat was a Blast...dare i sat it. a Mind Blast.
"so much of this classes damage is funneled through this level 1 feature, so we had to make it shine just a little bit more." Rangers with Hunters Mark still requiring concentration and the dice for it only goes to d10 at LEVEL 20
The monk I play is a hexborn monk of mercy with the gunner and athlete feats and accolyte background. I've really enjoyed her as a character. It's my "Call of Duty" build. Bonus action unarmed strike ... Shove, grapple, hit but no trip attack? Free patient defense... Good Free step of the wind... Good Fury of blows isn't free ... Boo I guess. I kid I kid Double the points uncanny motabilism... Deflect arrows ... Didn't need change but ok... You turned it into a Jedi lightsaber deflecting. Stuning strike is better... Warrior of Mercy - same ... I like the changes. With those changes I feel like that Bob and weave motions of the monk is better
And we thank them for their sacrifice 🫡 (but fr hope they do an errata or something before the release, literally just take away concentration from HM and that's a big part of the problems gone)
It seems their focus was getting Monk to 2014. Since the other classes have improvements that Monks still didn't get, you still might ... But hopefully less in combat.
Unarmed strike changes - question: what‘s new here but regrouping the things (grapple, shove) into one term? The monk could do all this with the attack action already now. I don’t see the point. Do I miss anything?
It was just a rule regrouping for everyone. Though he made it sound like Unarmed Strike was getting a Mastery effect outside of Open Hand. This change was in the play tests.
This is splended The playtest monk was basically perfect save for two things -stunning strike did damage on a successful save, my players reported to me that this felt off, now it is basically a weaker version of stunned, and that is why they were even using stunning strike, perfect Monks couldn't benefit from almost all of the new feats save for grappler, this restriction has been lifted as monks get proficiency with light martial weapons, meaning they are now allowed to take the new mage slayer, one heck of a great feat, sentinel, same thing, and a bunch of others Monks realistically only get 1 origin feat, 1 general feat, 1 epic boon, over the course of their career, so it is very good to make sure they have access to as many feats as possible, including the ones which are for dedicated martials Sentinel or mage slayer are just so fun, sentinel is a tank feat, and new monk is honestly a very good imagining of a dodge-tank, so that is perfect Mage slayer is great if you just want to slap a wizard Also, minor change that I really like, is the open hand monk getting to use wisdom for their hp recovery and such, means that after capping dex, boosting wisdom fills the void that you aren't filling by boosting constitution by increasing your defenses just a little bit more, and I know it seems very minor but I really like details like this which make half casters going into higher levels genuinely boost their secondary stats
@@werecoth I’m actually legitimately shocked 🗿 They redeemed themselves. Now I just gotta see a little bit more eastern stuff in their world-Like I doesn’t need to be a lot, but a katana (which could be a longsword that’s based off of dexterity instead) Would go a long way. Just so we don’t have that weird of exclusion and putting everything up to ‘flavor and imagination’.
I love this so much! I always liked monk but i would literally offer my DM to take away stunning strike if I could have better martial arts die; now this has done even better!!! The 1 stunning strike a turn feels so good because you aren't encouraged into spending 4 ki a turn trying to stun a boss. Love it!
Мастерство оружия как это было у браулера на воина? Я бы на это конечно посмотрел, но как то мастерские свойства на удары...чет как то имбо звучит как мне кажется
From the other videos they have out. It sounds like monks are gonna have some kind of elemental aspect. Not sure how they are going to build around that but ik sure its going to be there.
You're talking about the Warrior of the Elements, formerly known as the Way of the Four Elements. Monks with innate elemental abilities usually take that path.
@@arinfrankhouse1147 Hoping it got a tune up even the ua was kinda weak for elements. also im personally bummed they lost all the spells if they had better ki and better dmg they would have been fine but we will see what they do.
Love how they mention Ranger is also a totally new class. They failed to mention the new Ranger is as bad as the old one. Glad at least one of the 2 is actually being fixed.
Question, does the new deflect attack work with melee attacks as well? I know they said it'd work with any type of physical damage at first but is it only from ranged attacks or does it work for any physical attack, regardless of it's range?
@@werecothvery surprised and glad but honestly this made me even more disappointed about this book. knowing the ranger got such little attention compared to literally everything else even though it was probably one of the biggest things people were complaining about is just sad. this just proves that they could have made ranger good but they just don’t care.
@@ShadestheMothman if we look at the old one it is not restricted to melee, just monk weapons. so we could throw a dagger and it would count. and if we look at it now, you can throw a dagger and it would still count as it is a melee weapon. we can also throw a javelin, a handaxe, a light hammer or a spear and they would all count as an attack with a monk weapon.
@@NecroGoblin-yl2fx no i mean the benefits of a weapon being a monk weapon. The big one is using dexterity for the attack but you already use dexterity for darts
keeping my fingers crossed for a new kensei that gets weapon mastery and a rework of agile defense that doesn't punish you for using your weapon. with the straight upgrade to unarmed damage die they definitely need some sort of bump in power to make them break even, incentive wise, with the old version
I'm currently playing a monk dhampir in a Strahd campaign, and my DM agreed to let me rebuild her with 2024 shadow monk rules when this releases. I can't wait!
@supajero still costs your reaction, which you could potentially deal damage like the other martial classes. But yeah, kinda a good point until you face more than 1 enemy at a time
“Completely redesigned class.” They keep using this phrase, I do not think they know what it means. Yes, this is an updated class. Yes, this is an improved class. Yes, this is a class with new options. It is not “completely redesigned.” If they were reimagined as a heavy armor wearing, magic casting, plague bearer, that would be a complete redesign. What they have here is they’ve made reasonable, necessary, thematic changes to, primarily, pre-existing features. I love most of what they’ve done with the class, I really do, but their tone is making me hate everything they say.
Flurry of blows is no longer tied to the attack action, so you can flurry of blows then action dodge, I'd say that change is significant Also step of the wind focus enhancement let's you dash, disengage, and double your jump, not just dash and jump double
From the bottom of my heart: thank you for helping my favorite class get to a happier place :)
I was thinking of you during this whole video and how Colby will be so happy.
Monk is the best martial now and the only martial compareable to casters
this sounds so fun as a player but absolote nightmare for a DM resoloveing all this :o
I cannot wait to see you crunch the math on Monk builds 👌
I can’t wait to see this guy make a gloomstalker warrior of shadow in a bandit shirt. Lol
This is the type of attention and scrutiny that the Ranger should have been put under. This feels like much more of an overhaul than what the Ranger was put through.
What's the problem with the new ranger for you guys?
@@apollosungod6673nerfed?? What are you on, your nova now functions every turn dude
@@apollosungod6673 oh no, now the really funny 6 attacks on turn 1 thing doesn’t work on the Ranger who will be doing an extra d8 on every turn after wards however will the Gloomstalkers recover from this travesty!
@@apollosungod6673 also going back to the video, Jeremy never says anything about removing the attack, what he says is that the dreadful strike can be used more than once, just a limited number of times per day so I dunno, it doesn’t benefit from the action surge shenanigans but it may still be an extra attack itself only way to know is to see the actual stat blocks and features written out as they are in the new phb
It was.
01. Martial Arts - more weapon options
02. BA unarmed strike no matter what you do.
03. 3 options for unarmed strike - damage, grapple, or shove.
04. Use Dex instead of Str for grapple and Shove DC.
05. Martial Arts Die starts at level 1- d6 and ends at level 17 - d12
06. Level 2 monks focus (used to be Ki) aka Focus Points.
07. Patient Defence BA disengage with no FP cost. Spend a point to add dodge
08. Step of the wind BA dash action for no FP cost. Spend a point to increase jump.
09. Flurry of blows - now give two attacks. So it's the same.
10. Uncanny metabolism - once per day regain all expended focus points plus some HP.
11. Deflect attacks now works vs all attacks that do Blud, Piercing, and slashing damage. So melee, ranged, and spells attacks.
12. Deflect energy on all damage types at level 13.
13. Superior defense and other abilities to help increase survivability.
- healing, negate charm frightened and poison.
14. Heightened Focus level 10 -
15. Stunning Strike got a nerf - only once per turn.
- But if they pass the DC then speed is halved and next attack on them has advantage.
*8. Also disengage with the point
9. No. Juwt the two
But still really a useful comment. I don't want to be mean.
Flurry of blows isn't three attacks
@@xeynm It is at level 11, but that's probably not what that guy meant
@@xeynm it's two attacks after the BA attack which would be a total of 3 attacks.
@@RulesLawyerDnD flurry of blows allows you to make two unarmed strikes as a bonus action at the cost of a focus point instead of the one unarmed strike for free. It upgrades at level 11 to a total of three strikes as a bonus action for the cost of a focus point instead of the one for free.
I wished they gave this same amount of love and attention for the ranger too, but the monk definetly deserved to be a redesigh priority.
They did.
@@Megawaps not nearly as much as the monk, now so many of the ranger features rely on hunter's mark, wich is stupid, rangers have many spells that are much better then hunter's mark that require concentration, but now you can't use half of your class fwatures if you don't use that useless spell, even from level 1 thare are already much better spells to concentrate on, ensnaring strike, fog cloud, zephyr strike, they ar all spells that are much better then hunter's mark but also require concentration, but if you use then, half of your features won't be usable becouse they rely on hunter's mark, but even with all these features buffing hunter's mark, it's still worse then all other options.
@@Megawaps besides, they basicaly gave tasha's features but nerfed, they don't get as much benefits as tasha's ranger, and the ones they get, they get later (now instead of level 10, you can only become invisible with a bonus action at level 14 for exemple).
During the whole Darkness monk discussion, I was imagining a talk beforehand being like "Okay guys, for legal reasons we CANNOT mention Batman when we talk about this subclass."
Bane/Gloomstalker: Ah you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man...
I'd wager the elemtal monk had more discussions going over how to not call it the Avatar.
I found it funny too, especially with the way of the four elements which basically lets you be the Avatar. It’s weird that they mention One Piece and Mr Fantastic though so maybe they just forgot about those characters
@@e443productions9 well because they said it NOT Mr. Fantastic/One Piece. But ya when he was talking about hitting people with elements you can almost hear their thoughts going "Look, it's just Avatar: The Last Airbender, ok"
Nah they mentioned batman in the gloomstalker ranger discussion
Warrior of Open Hand.
01. Level 6 wholeness of body is BA and can be used multiple times in one day.
02. Fleet step - when you use BA to do anything other than Step of the Wind you can now Step of the wind as apart of that BA but after the other ability was used.
03. Death touch now does a lot but unsure. No more instant drop to zero.
I love so, so much how they reworked this class, it makes me so deeply envious of how much difference in treatment there is with Rangers
@@Giby86 I'm happy that you're glad about the new ranger, honestly it's disappointing for the majority of the players, me included.
It's not about power level, it's about laziness and lack of interest for this class.
@@Giby86 the major complaints are about:
1. Class features that are very generalistic and not original, making ranger looks like a mashup of different pieces, also becuase it lost all the features that built the class identity
2. The heavy reliance on Hunter's Mark, that prevents you from casting other concentration spells (which are the majority on the class spell list) and it eats up bonus actions that are a necessity for this class, all becuase this level 1 spell is now the core identity of the class.
3. The capstone, which is ridiculous and has nothing epic or cool, like other classes do
4. The fact that the designers willingly skipped a final playtest for this class, saying that they would keep the best rated features, but they actually did the opposite.
Rangers feel super neglected by their own development team, it's not a matter of damage output.
@@Giby86 The only complaints about the new ranger’s power level that I’ve heard is that the hunter’s mark ability limits their versatility by using concentration. People have complained about the ranger lacking a distinct class identity since most these new changes were introduced in Tasha’s
@@eliascabbio7598 What about losing poison and disease immunity in exchange for "you can drink an antidote for free at the end of your turn, and can also drink a fist-shaped potion once a day"?
@@Yistern what class are talking about, what's a fist shaped potion?? 😂
"Every class got a lot of loving attention..." (everyone looks over at the Ranger...)
And the Paladin is just sobbing in the corner
@@whydearLordwhy Paladin deserved it to be fair.
@zyongli5760 Why do you think so? Just because Paladin could go supernova like once a day? They should have just restricted smite to once per turn, not make it a spell
@@whydearLordwhy because i've played in a bunch of campaigns in 5e where you're basically all playing sidekick for the Paladin who and can just annihilate the major enemy every single time. it is cool yea, but it obviously deserved the nerfs it got.
@zyongli5760 well, that's just bad balancing on the DMs part, to be honest. I've played with and DMed for paladins as well, and that was never an issue. It deserved some nurfing, but again, limiting smite to once per turn should have been sufficient
Focus points is a good name, discipline points was kind of a mouthful. I just called them monk points since that made it easier to talk about.
As someone who has been playing sense 2014 launch it'll be nearly impossible for me to start calling them FP instead of Ki lol
@@Ninebreaker56 I've also been playing that long, none of my players ever used monk though so the name change won't be an issue.
They should have just called it "Ki" points, there was no reason to change the name. This is yet more unnecessary changes to this awful update.
@@CajinVaren I understand the design decision though, they wanted to distance the class from the Asian martial tradition. This will probably allow for less eastern style monk subclasses to be designed. I'm surprised to see you call it awful though, are you trying to say that monk was a better over all class before this update? Or were you talking more overall... I don't think that's the case though, because the 2014 PHB had it's own plethora of issues, so an update was sorely needed.
@@chiepah2I’m sorry, but what non-eastern *monks* exist that focus on unarmed martial arts?
It is criminal that, with the new Weapon Mastery feature, the Kensei didn't make it into this book over Mercy.
Yeah I agree. Kensei Monk would have been a blast to utilize the Masteries.
It will probably come in the next book
Nor was astral self even though it hardly offers anything with these changes 😩
It seems like a pretty reasonable hombrew addition
@@jonathanhickle9793 oh absolutely. It is likely one of the first subclasses I convert over to the new rules.
Uncanny metabolism is just Randy's "I didnt hear no bell"
I've been playing a monk in a long-running campaign for the past 3 years. I've never been more ecstatic about a change for a class so far!
I still prefer Ki but Focus is SO much better than Discipline Points
Hard agree
I like Focus over Ki because it doesn't lock you into an Asian stereotype monk, it's easier to jive with other kinds of martial artists. A thousand percent better than Discipline though, yeah.
Ki is just a japanese think, monks are not just for weebs
@@rabpanz6145 I see what you mean but I disagree. A martial artist is anyone that uses weapons or their body in a practiced fighting style. A fighter is a martial artist. In my opinion, you aren't a monk unless you are a martial artist that pursues the use of Ki. Hence the monasteries and the highly specialized lifestyle monks undertake to gain use of that power. Calling it focus is fine for a rulebook, but removing the word Ki removes that part of the world building. As far as the game is concerned Ki no longer exists and that undoes a lot of interesting world building and lore around the concept in DnD. It reduces it to possible interpretation of a generic ability than a distinct part of the fantasy.
Monks don't own punching, but they do own Ki. It's the defining part of the fantasy so watering it down just muddles the fantasy in my opinion.
@@nyanbrox5418 Bards and Druids stem from Irish religion but we don't see them as "just for the Irish." Ki has historically been interpreted as a type of supernatural power. Just like magic or psionics. The word Ki isn't just supposed to be a generic Asian word. It's supposed to point to a concept in lore.
Elemental Monk aka warrior of the elements.
01. Increase the reach of your attacks.
02. Cantrip elementalism
03. Elemental strikes - change damage type and force a saving throw to move the enemy around the battle field.
04. Level 6. Magic action spend focus points to do an AOE attack from 120 feet away. (Old Sun Soul monk ability?)
05. Must spend Focus points to use/ activit abilities.
06. Level 11 when you activate ability you gain fly and swim speed.
07. Level 17. Every level you cam gain/ change a damage resistance.
08. Speed increase plus damage from moving around.
09. Once per turn can do extra damage.
Not a fan of the level 17 ability.
Especially since it's wasted overlap with level 18s.
It feels like they took some good parts of the Astral Self Monk and Sun Soul and re-flavored it to elements, kind of a best case scenario.
@@thebenis3219 I kinda agree. I think something better could have been added
@@jonp8015 yeah that is what it feels like but this is way better than what we had before
@@jonp8015They definitely took stuff from Astral Self and Sun Soul, but the ability to change damage type was straight up taken from Ascendant Dragon.
Warrior of Shadow.
01. Level 3 - cast darkness and now can see in that darkness as well.
02. Shadow Step now at level 11 can spend a FP you don't have to start or end your turn in dim light or darkness.
03. As apart of the BA telelport you can make one unarmed attack.
04.Cloak of Shadows - Invisible and incorp. Plus use flurry of blows with no need to spend FP.
Because it wasn't mentioned in the video: They Lost Pass Without Trace and Silence, sadly. (According to D&DBeyond.)
@@dreamwanderer5791 That's what I was worried about when I didn't hear them mention them 😢
@dreamwanderer5791 some of the things that stay the same just don't get mentioned. Fingers crossed for when the book comes out.
@@RulesLawyerDnD This was explicitly stated on the D&DBeyond article as a confirmed change.
@@dreamwanderer5791 so the only spell they have access to is darkness?
So glad they started monk unarmed at a d6, d4 was dumb
I wholeheartedly agree. I didn't want to stick with a shortsword over my unarmed strikes until level 5, the damage was abysmal otherwise though
Yeah, it was silly to start with a d4. I would just arm low level Monks with quarterstaff, shortsword, and hand axe to get d6 on all the weapon attacks. Now, it can be hand axe and dagger with Monks starting at d6.
I think everyone will still two-hand a staff for 1d8 anyway. You can still flurry with kicks, etc.
@@AdrianParsons With Shillelagh, you can two-hand the staff for 1d10 like a longsword, battleaxe, or warhammer. Plus it is magical for overcoming resistance. You can use either Str or Wis with Shillelagh, so with a Monk's unarmored defense relying on Wis, Magic Initiate Druid is a good option for a Monk. With Guidance and Goodberry, you can buff your and others skill checks and feed 10 people a day.
D4 was inline with the history of the Monk. It's hit point die used to be d4 also. It was never supposed to be a melee class, it was created to be an offshoot of the Cleric. A fighting Abbot.
The art shows an Dragonborn monk so at 5th level he can use Breath Weapon as attack 1, staff as attack 2, kick and tail slap as flurry of blows. Least that's how I see it.
Sure why not, he just forgoes his basic Monk benefits.
@@The_RealWilliam Nope, why on earth would that take away the monk features?
@@20storiesunder If I have to point it out to you, then shouldn't be in the thread. 🙄🙄
@@The_RealWilliam Nah nah mate don't squirm out of it. Explain your reasoning as nothing Mark says breaks monk features.
@@The_RealWilliam where u at m8?
As a former monk player this is absolutely ridiculous. I love it! Please please please redo Drunken Master and include the actual moves in the movies in a future book
I hope they redo that sub-type, too. With all these changes, all monks can do what the Drunken Master once specialized in.
I just want my drunken monk to have improvised weapon. Let me run my ladder monk once more.
Warrior of the Front Hand/Back Hand.
Monk has always been my favorite class, loving these improvements to it.
Meh. Not after they nerfed stunning and Vibrating Palm.
I can't fathom how in the nine hells the same team that has designed this incredible monk class, has also designed the new ranger that contradicts ITSELF
Energy Deflection = Viable Kung Fu Panda build
Lets gooooo
"You guys see that? It's called being awesome" -Po
Skadoosh
Aksjaksk i think the same
When I heard that part my imagination went so vivid! Picturing a Monk's arm's moving like Tai Chi, redirecting the energy and attack
Astral Self monks had this already as a special, cool aspect of their class T.T
The deflect ability is a pretty crazy improvement in survivability.
It's decent. Very strong at early levels, where Monk has very little in the way of AC, and... okay to have later, except can only be used against ONE attack a round as it is a reaction.
@@Yisternthe damage negation scales pretty well bc it adds you monk level. I just wish it wasn’t limited to one attack a round
@@jonathanhickle9793 Yeah, up to 28 damage at minimum with and average of 33, it seems powerful until it falls off against a multiattacker or, god forbid, an attack that does more than piddling basic attack damage on a hit.
It was mentioned in Playtest.
I really like it, makes you able to still be kinda squishy but have a cool damage reduction that has limits.
The flavour and fun!
After what you had in the UA, you can't mess this up. Just publish that and you're good.
That's both my save and my fear
Same, but they even improved on the UA
They axed poison+disease immunity, which Monk got in 2014. Five steps forward, one step back.
@@Yistern tbh what's the point of having those damage types and conditions if a bunch of people are immune to it
@@Yistern ... so, a net positive of 4 steps forward then. Good deal. I'm happy with all the buffs Monk got.
I like "focus points" better than "discipline points." Probably gonna call 'em ki out of habit still, though I get the reasoning for the rename.
Yeah, I'm still calling it Ki.
It's such a nice change for when your monk is like a tavern brawler or gladiator or whatever that doesn't have a connection to a monastery or religious practice.
Not to mention that 'Ki' ties it to a specific cultural thing in our world.
I hope monks got the revamp they deserve
Edit: they frickin did and I'm happy beyond my wildest dreams:)
They surely did!
They did!
"22 hours ago" *video was released 2 hours ago*
A time traveler.... from the past?
@@CrypticNazohe commented while the live broadcast was still waiting to debut.
They got disgustingly overpowered. Thank you for continuing to run D&D straight into the toilet Wizards.
“So I am charmed and poisoned? Who decided that”
WotC because you're able to stop being charmed and frightened, but you're now going to be poisoned in 2024.
@@KevinVideo i mean you can also stop being poisoned as part of that abikity
@@ДюсековИльяс Monk lost poison immunity as a part of these changes. POISON *IMMUNITY.*
Monk wasn't very survivable to begin with, but now you'll be eating poison damage like a fat kid at a golden corral and going down thanks to this silly decision.
@@lupin5489 @user-uv6qu3wb5d Except now, you ACTUALLY CAN get poisoned, instead of being completely immune to poison (and disease - meaning damage and status effect).
Who ever poisoned or charmed you, I'd imagine.
Monk is my favorite class, and im glad to see everyone so excited! Im still a little apprehensive but that deflect attacks is looking REAL nice!
So much speed on Warrior of the Open Hand, it's more like Warrior of the Open Toed Shoes
That doesn't make sense.
Really enjoying the updates to this class!!
Things I’m hoping vs current monk
- 1d10 hit dice, or better way of keeping monk safe outside of pure stats
- more ways to do damage or better damage scaling
- less strength based abilities
Currently:
- MAD (multi attribute distribution)
- damage scale caps between 5-7th level
- is overshadowed by everything, not necessarily good at one thing, without something like expertise or battle maneuvers, you might as well either play a rouge if you wanna dex build, or unarmed barbarian/fighter
Knowing very little of D&D except what was in the popular zeitgeist, I got into D&D about 4 months ago. I came in thinking that the monk must be a master at deflecting and redirecting damage as well as dodging. Learning their important stat was dexterity played into that. But then learning the way that attack rolls are dodged is from AC and how monks AC is tied to no armor and their stat, along with no abilities that passively aid in dodging blew such big chunks. Deflect missiles was only a little cool and not so effective. The new deflect attacks is pretty sweet sounding though
@cringedetector5560 If we base it of the UA:
- Still d8 Hit Die
- Martial Arts Die increased to d6
- Dex can be used for Grappling and shoving
- Flurry of Blows can be used without taking the attack action
- Patient Defense and Step of the Wind no longer cost Ki, but can be upgraded with it
- New ability Uncanny Metabolism, that let's you restore all ki points at the start of combat, once per day
- Deflect Missiles can be used against melee attacks
- Stunning Strike can only be used once per turn
- Purity of Body and Tongue of the Sun and Moon removed
- New 10th level ability, that boosts Patient Defense, Flurry of Blows and Step of the Wind
- Old Capstone moved to 15th level
- New capstone, that increases Dex and Wis by 4 and increases maximum limit to 26
If they left them unnerfed(hopefully) Monks will be extremely mobile combatants, with an awesome action economy. Zooming around the battlefield, with the ability to take several actions, like dodge, attack and Disengage, for the cost of ki.
My hope:
- The authors at WOTC realize removing poison/disease immunity was anti-thematic and a step to "balance" too far.
- 1d10 hit dice monk.
Acrobatic Movement at 9th level, can monks run UP walls (and down to reduce falling distance)? It is unclear in 2016 PHB and has been of hot debate for years. It seems the same description language has been used in the 2024 PHB. Can this simple question that is core to a monks movement be definitively answered please?
I mean for the Warrior of the Elements it technically is One Piece with Logia Users, and make a very Portgas D. Ace like character.
Made *me* think of Avatar: The Last Airbender.
The changes to the grappler feat using dex instead of strength for monk grappling and the ability to shove with furry of blows and unarmed strike and the martial art die getting buffed means a baseline monk with only the grappler feat at lvl 4 does some ridiculous damage.
Your first unarmed strike will do damage and grapple, said grapple will give you advantage on all attacks against the victim and give you full control of of their movement and you can move the monks full very high speed while doing so
Because shove is now attached to a attack role monk doesn’t need athletics anymore so the teammates you drag them to also get advantage and the victim need at least 2 turns in a row to escape and have disadvantage on all their attacks
And when the monk levels up enough to run up walls they can basically turn each 10ft of movement into 1d6dmg by doing some rock lee leaf hurricane stuff which will not hurt the monk provided they still have their reaction
The open palm monk won’t have to even waist an attack on the shove during the fury of blows and still get the free dash
And then every turn after it only gets worse. The victim starts both prone, grappled, and either surrounded by pc’s just jumping them or stuck alone a couple hundred feet away or halfway up a skyscraper. If they waste an action to escape the grapple they still have zero movement for that turn to use so they can’t go anywhere or stand up. If the monk somehow doesn’t land the grapple with 4 advantage attacks against the prone target the victim still has to use half their movement and even if they didn’t good luck running away from a monk who’s basically got a two turn head start.
Really excited to play Four Elements with the complete overhaul the Monk got.
Eh.
Me too! Maybe I don't need my pages of monk homebrew to make it playable now, lol.
I wish every class flowed better. Having an artillerist that uses bonus action for eldritch cannon also able to use it for commanding their homunculus as a part of the same action would be cool.
When i saw that on creation bard i was hoping that would be the future for all classes
I said a long time ago that Stunning Strike was the reason Monk was so weak. The fact that you could paralyze an enemy was super powerful, and everything else was weak to compensate. Good call toning it way down. The class will benefit in the long run
Stunning and Quivering Palm was the reason why Monk was so OP. Not sure how your example is an example of anything weak.
@@The_RealWilliam quivering palm was definitely not why monk was OP. By the time the Monk was able to get Quivering to activate, the enemy would either be dead from the other martials or it would be turn 8 after the enemy had succeeded on a lot of their con saves and used their legendary resistances. It just wasn't viable as an ability.
@@UncleMerlin I didn't say it was singly the reason. I said they both were the reason. Don't jump into discussions just argue. Read first.
@@The_RealWilliam I never said Quivering was the sole reason. I said it wasn't a factor. In fact, monk was never OP in the first place. They were a MAD class with often poor save DCs for their stunning strikes and they barely did anything aside from blowing all their ki points really fast. They were tied with Ranger for the worst class in 2014.
It's literally what you said and I quote, " quivering palm was definitely not why monk was OP"😂😂
Bro! They went from everyone wanting to play them cause punching things religiously is amazing but no one wanting to cause, well, you know why and definitely not being multiclass viable to being insanely strong and amazing and seemingly absolutely amazing to subclass! Maybe a 2 level dip to monk to be able to grapple and do 99 other things as bonus actions! Put them with a action heavy class and you've just made an insanely strong multiclass!
My 5 year old daughter is going to be a Tiefling Monk in our little kid campaign, I'm excited to see what the new monk has in store.
Five year olds can't even read or count. What the?
@@The_RealWilliam she's just built different
5 year olds are spending most of their time reading and counting, what are you on about @The_RealWilliam
@@couriersix2445 my kids want to role play, what can I say? I'm doing my best to simplify it for them. We have already played our first session!
These sound like great changes. The monk's narrative of acrobatic combo attacks really lives on in these changes! And the changes to some high level abilities shows there's some effort to make higher level play better.
I'm actually surprised seeing the shadow monk being able to see in their darkness spell. The other time we've seen that has a bit of a bad reputation. But I guess this is proof that the effect is intentional, and that we need to remember it's a co-op game.
My favorite class, Monk!
Thank you for keeping the changes from the PLaytest. Hyper-excited for my next character to be a Warrior of the Elements (DM wants to start us in an arena)
I wish this much love went into my favorite class the ranger. Happy for you monk fans though
I'm so eager to try the revamped version of this class out, it sounds like it at least addresses most of the grievances I had with its 5e iteration without destroying the things about it that did work. I was instantly sold at the idea of Deflect and Deflect Energy, as monk was so strapped for baseline defensive options and fancy blocking is as much a part of the character of a fantasy martial artist as unarmed attacks are. I really agree with essentially baking in the original Open Palm's 3rd level ability into the class' basic functionality because now, regardless of the monastic tradition you choose it'll have that much needed strategic utility and being able to utilize Dexterity for shove and/or push has been probably top 3 requests for this class for years.
I love the approach too of looking at Ki, or Focus (I personally liked Ki but I think it's fair to leave it to the players on what they want to call it, settling for a more neutral term baseline.) as something that "enhances" capabilities, rather than be overly reliant on it to just function which was a big problem with the original 5e one. Having free disengage and dash will take the pressure off to feel like you have to take the Mobile feat (though that'll still be a very useful feat to take, but not as important as I feel it is now.). Metabolism is a nice bonus too, to encourage Monks to go all out with their ki more often. And probably most importantly, the better damage upgrade pipeline with an eventual d12 and Flurry upgrading to 3 attacks.
Elements Monk sounds a lot more feasible here, Open Hand is harder to gauge but having a multi use powerful self heal by itself is pretty powerful. Shadow sounds bonkers strong, even if its signature teleport has been moved to a much higher level than before, but all its other features and the ability to use Darkness while being able to see through it is pretty immensely powerful on its own, and taking a cue from Baldur's Gate 3 by having the Shadow Teleport come with a free attack and free flurry sounds almost bonkers strong.
The nerf to Stunning Strike isn't even nearly as bad as I was anticipating, it's actually very sensible. It's great because now they don't have to tip-toe around it. I'm just really happy with all of this on paper. I felt that even though much of the class worked, and I liked playing it, the original 5e monk's biggest issue is it felt like the developers were holding it back a bit too much, so it couldn't really thrives with its own unique function and identity as much as some other classes, but it looks like they've finally put that aside and are letting it be this wonder of dexterity and physicality its supposed to be.
they better make monk OP or at least REALLY strong, monk deserves it at this point xD
The UA Monk with the UA Grappler feat was pretty busted.
So yeah, don't worry. Unnerfed they will be powerhouses.
Seriously. If monk goes unnerfed from UA8, Kensei Monks will be scary.
No they should make it balanced
@@yunusahmed2940 yeah, by making it strong
They might underbalance it, if that’s a term. Flurry of blows without needing to attack first, and the martial arts die up by one and then call it a day.
This is exactly how I pictured a Monk in dnd. They sound absolutely amazing now. 🙏
I have loved Monks since 2nd edition. Been my most played class. Idk why the hate is so large for Monks. In 3.0e, the Kukan-Do ability was so OP.; wrecked everything. All of mine served their roles very well. Excited to see what's new in 5.5e
16:22 all I heard was that I get to recreate the Agni Kai scene 🤩
PLEASE keep the Playtest 8 Monk like that, it's already perfect.
Even better. They fixed the few things that I didn't work in the playtest, including Stunning Strike now applying a soft stun on a save instead of dealing damage (which counter-intuitively let me to hope that an enemy with low HP succeeded on their save).
@@SortKaffe That was a really cool change
@@tantorz1565 They removed poison immunity, overcompensating for deflect attacks... Which is only really strong at low level where the action economy is very shallow. If they re-added Poison/Disease/Hunger/Thirst immunity, the rework would be literally perfect.
This is crazy cool. For Monks and Unarmed Fighters. (my favorite fighting style)
For Fighter, three attacks in one action.
Shove. Grapple. Punch. Now I can shove a target to make them prone, grapple them so they have 0 movement, and deal a nice punch with advantage. BRUTAL way to use a single action. Even with only one use of extra attack per action, fighters can lock down any target as long as they fail the strength saves.
Unarmed Fighters used to have to take Tavern Brawler, which would only actually be useful for 2/4 of it's additions. A boost to Strength or Constitution and the ability to grapple with a bonus action.
But now fighters get to shove and grapple, while keeping a free bonus action to do whatever they want!
Ладно парни, я ждал этого особенного долго. Как наши англоязычные коллеги отметили, в восьмом плейтесте монах был суперским: открытая ладонь играется весело, тень тоже, четыре стихии не пощупал, но по описанию тоже нечто сасное. Короче визарды, давайте вы его ещё баффните и мы скажем что вы молодцы, а если не баффните, будем и дальше по восьмому плейтесту играть
This looks so great. There are so many iconic monk subclasses so I had a feeling it wouldn't be in here, but I really would have preferred Astral Self over something like Mercy, which they admit hasn't changed much. I realize Mercy is fun and popular, but an Astral Self ability, deflect energy, is now in the base class, and elements monks now have the 10ft. Reach too, so I feel AS needed more help integrating. Home brewing a new feature is fine for now, I guess.
The issue is that they're choosing the subclasses to go into the base handbook. That means choosing the most basic ones and the ones people like to play the most. If a subclass "needs to be updated," that doesn't say anything about whether or not it belongs in the PHB.
"One Piecing" lol
Bro I rolled when he said that
I was disappointed that he didn't call it "gum gum punching."
What is One Piecing? Is that some offshoot of One Shot?
@@The_RealWilliam naw he referencing Monkey D. Luffy from One Piece. He has rubber arms letting him spring his arms like pistol shots
@@CeruleanDusk5 Thanks
I’m so excited. I’ve never played a Monk, but I’ve always wanted to and I’m looking forward to making one for my next campaign!
Awesome! This is even better than the hyped playtest Monk with Stunning Strike now having a more appropriate effect when the enemy saves against it. Can't wait to play a Monk (something that I never expected to say)!
No it's not. Nerfing Stunning makes the character less attractive.
I’m still excited to see this video, as I love the Monk class for how much fun it is! But- Let’s go over the changes we DO know about the Monk before the release of this video. Spoilers to those who haven’t seen the Unearthed Arcana playtest material, as that material can be subject to change before this video is published:
Ki Points are being renamed to Discipline Points. The Martial Die starts at d6 damage and goes up from there. The level 6 Ki-Empowered Strikes will be renamed and your unarmed attacks have a choice to do Force damage instead of Bludgeoning, so the old feature of making them considered magical has been replaced. Deflect Missile will be Deflected Attack, and can be used in Melee against an enemy to lessen the damage or if surrounded, make an enemy hit another enemy. Later levels can also Deflect Energy. The new Monk in UA has been given a 90% satisfaction rating, so if we look back at the most recent update, that might be the version we will get. There are most changes, but I’ll hold back on those if people do read my comment and call me out for SPOILERS.
The things we DON’T (exactly) know- How in-depth are the changes made to the Warrior of the Four Elements subclass. Unless it uses the most recent iteration that is public, then those who follow UA have an idea. How much changes were made for the 2024 version of Mercy, Shadow and Hand subclasses. Any unreleased new features.
Well it def looks better than what ya'll did to Ranger 😅
Would love a new verison of Astral Self Monk eventually.
Why do you people bring up Ranger? No one cars about the Ranger.
Love all these upgrades to the monk. I always felt they were to centered around Stunning Strike which either made them overpowered if it worked or suboptimal if it didn't. All these changes really give them playstyle options. I'm looking forward to using a grappler monk to statch the enemy spellcaster or to move my friends where they want to be on the battlefield. Once I get wall walk I can just carry the party up a castle wall!
I love the updates to Monk! It seems so much better! Even the slightly weakened stunning strike is better in my opinion. It always stunk if you tried to stunning strike 4 times and nothing happened. I much prefer only once per turn but it does something even if they succeed their save.
“Slightly weakened”. I actually think it’s buffed. It’s no longer save or suck. Something happens regardless, and halving an enemies speed is a great way to lock them down, never mind granting advantage on the next attack against them. Does only doing it once per turn suck? Not really, this stops you using all your focus on an ability that is probably not going to work, since most monks I have played with never took their wisdom past 14 or 16, the save DC was pretty meh.
How can a weakend stunning be better, when it's weaker?
@@The_RealWilliam “weaker”. It’s no longer save or suck. If the target passes it still has an effect. Nothing worse than blowing all your ki for nothing because your DC is low. It’s far more reliable and is a better version of
@@DownUnderDM No one told you who are your key on something like that. If you don't know how to manage your key that's your problem not the games.😒😒
Whenever they start releasing updated supplements, hopefully Kensei 2: Electric Boogaloo has a rework similar to Four Elements.
Same for Drunken Master 2: Electric Boozaroo, and Sun Soul 2: Electric Saiyanoo
Finally dex grapple 🎉
I love monk, it’s been my favorite class ever and seeing this made me happier
I've been playing D&D for 17 years -- long but I also know not as long as others.
I always had trouble imagining a Monk in the "fantasy" setting. I don't know why, maybe it was because I wanted L00T, and magic swords and epic armour etc etc... but there was just something about Monk's that didn't grip my imagination.
But then for whatever reason, I started to think about how Shaolin Monks, in real life, can break bricks with their hands and feet (which is something I could never imagine myself doing) -- so why couldn't, in a universe filled with magic, there be some martial artist who could punch a dragon so hard it would shatter their bones. And the more I thought about that, the more the idea of the Monk has grown in my mind.
When the Paladin loses it's mace, it's lost it's weapon.
When the Ranger loses it's bow, it's lost it's weapon.
etc etc
But a Monk IS the weapon!
My DM said our next campaign is going to start at level 10, which would be our fist "EPIC" adventure, instead of always starting at level 1.
I'm so happy these Monk changes have come out now, cause I'm already imaging my Warrior of the Elements -- blasting enemies with lighting limbs and controlling the wind and FLYING!
LETSSSSSSSSS GOOOOOO!!!!!!
You did real good with this one.
The one dnd monk Was great, I hope the followed that concept
11:00 Can they clarify? They already stated that monks can use a bonus action to make one unarmed attack, but with Flurry of Blows, is that spending a focus point to get two attacks INSTEAD of one, or to ADD TWO MORE ATTACKS by spending a focus point? Which is it?
Flurry lets you spend 1 focus point to do 2 unarmed strikes as a bonus action at 3rd, and 3 at 10th.
Spend a Ki point (Focus point) to get 2 unarmed attacks with a bonus action under Flurry of Blows.
Monks no longer have to take the attack action to get the free bonus action unarmed strike or to spend a Ki point to get the 2 unarmed attacks. Any unarmed strike can either do damage, start a grapple, or shove someone. Monks can use their Dex mod instead of the Str mod for the unarmed strikes of any type.
@@stargrace420 So it DOES replace the inherent martial arts ability... spend a focus point to get one additional attack than you would without spending the point. Thanks for clarifying.
They better be as atrong as in Playtest 8. We will not tolerate a Ranger treatment!
ya if they are not properly strong im not buying the book.
Well the new ranger is far more useful then the old one, Tasha's revisiting was just a step better and now they had a great job readapting it
Yeah it was really sad what happened to the ranger. I hope the Monk is really strong!
It’s crazy how y’all just ignore the bonus action economy improvements that fundamentally beef up the rogue and ranger in the core rules in order to find fault with WOTC.
Can you provide a few examples? The rogue I can accept - less of a damage dealer than other classes but lots of utility and fun. The ranger to me seems clearly left behind by other classes. Mainlining hunters mark throughout the core class creates some obvious problems (scaling, competition for concentration etc).
In addition to Fly and Swim speed for Lv11 Elemental Monks, they should also be able to ignore difficult terrain, at least while focus-dashing to represent Earth mobility, and perhaps the ability to disengage (or focus-disengage) 10 feet, perhaps while causing a small amount of aoe fire damage, as Fire mobility. I could also see an argument for ignoring difficult terrain (in whatever context) for Fire and instead let Earth give the disengage launch *or* giving a climb speed. And yes, I know they can already fly. That doesn't mean they can't fly slower than they climb/run.
So, you just hate Ranger. I get it
The most improved class in the book 🎉🏆🎉
I stall want Psionics Handbook, or atleast the Psion class, man i love the lore of Psions and the Crystal familiers, and the Mind combat was a Blast...dare i sat it. a Mind Blast.
Psionics doesn't exist in this game.
Suggestion: Can you upload an audio version to Dragontalk so these long episodes can be listened too as a podcast on the commute?
"so much of this classes damage is funneled through this level 1 feature, so we had to make it shine just a little bit more."
Rangers with Hunters Mark still requiring concentration and the dice for it only goes to d10 at LEVEL 20
The monk I play is a hexborn monk of mercy with the gunner and athlete feats and accolyte background. I've really enjoyed her as a character. It's my "Call of Duty" build.
Bonus action unarmed strike ... Shove, grapple, hit but no trip attack?
Free patient defense... Good
Free step of the wind... Good
Fury of blows isn't free ... Boo I guess. I kid I kid
Double the points uncanny motabilism...
Deflect arrows ... Didn't need change but ok... You turned it into a Jedi lightsaber deflecting.
Stuning strike is better...
Warrior of Mercy - same ...
I like the changes. With those changes I feel like that Bob and weave motions of the monk is better
Monk flourished in this new edition, but at the sacrifice of ranger ;-;
And we thank them for their sacrifice 🫡
(but fr hope they do an errata or something before the release, literally just take away concentration from HM and that's a big part of the problems gone)
I love the monk so much but fighting along side with Fighters, Paladins, or Barbarians I felt so left behind
It seems their focus was getting Monk to 2014. Since the other classes have improvements that Monks still didn't get, you still might ... But hopefully less in combat.
YOUR AUTO CAPTIONS ARE STILL SAYING SUBASS INSTEAD OF SUBCLASS
SUBASS is a whole other subclass
On purpose
Unarmed strike changes - question: what‘s new here but regrouping the things (grapple, shove) into one term?
The monk could do all this with the attack action already now. I don’t see the point.
Do I miss anything?
It was just a rule regrouping for everyone. Though he made it sound like Unarmed Strike was getting a Mastery effect outside of Open Hand. This change was in the play tests.
Finally! The Ranger is the worst class again!! Monk buffs lets go!!
This is splended
The playtest monk was basically perfect save for two things
-stunning strike did damage on a successful save, my players reported to me that this felt off, now it is basically a weaker version of stunned, and that is why they were even using stunning strike, perfect
Monks couldn't benefit from almost all of the new feats save for grappler, this restriction has been lifted as monks get proficiency with light martial weapons, meaning they are now allowed to take the new mage slayer, one heck of a great feat, sentinel, same thing, and a bunch of others
Monks realistically only get 1 origin feat, 1 general feat, 1 epic boon, over the course of their career, so it is very good to make sure they have access to as many feats as possible, including the ones which are for dedicated martials
Sentinel or mage slayer are just so fun, sentinel is a tank feat, and new monk is honestly a very good imagining of a dodge-tank, so that is perfect
Mage slayer is great if you just want to slap a wizard
Also, minor change that I really like, is the open hand monk getting to use wisdom for their hp recovery and such, means that after capping dex, boosting wisdom fills the void that you aren't filling by boosting constitution by increasing your defenses just a little bit more, and I know it seems very minor but I really like details like this which make half casters going into higher levels genuinely boost their secondary stats
If they nerfed the monk hard after UA 8, I will riot and probably not buy the book
@@kierantobin4553 same.
Facts
So, thoughts?
Solid. 👍👍@@werecoth
@@werecoth I’m actually legitimately shocked 🗿 They redeemed themselves.
Now I just gotta see a little bit more eastern stuff in their world-Like I doesn’t need to be a lot, but a katana (which could be a longsword that’s based off of dexterity instead) Would go a long way. Just so we don’t have that weird of exclusion and putting everything up to ‘flavor and imagination’.
Really liking how a level 2 Monk can grapple, knock down (unless shove changed), and punch with advantage until the foe breaks out.
The ranger just need to give the 20 feet way earlier and give something wort it at that level
I love this so much! I always liked monk but i would literally offer my DM to take away stunning strike if I could have better martial arts die; now this has done even better!!!
The 1 stunning strike a turn feels so good because you aren't encouraged into spending 4 ki a turn trying to stun a boss. Love it!
Ну что добавят.
Кости безоружных атак бафнут, некоторые умения передвинут по уровню + дадут два мастерсова оружием.
Мастерство оружия как это было у браулера на воина? Я бы на это конечно посмотрел, но как то мастерские свойства на удары...чет как то имбо звучит как мне кажется
В UA8 монаха сурово так переработали и бафнули. Главное, чтобы не занерфили в релизе.
LETS GO!!!! these last classes are the ones I’ve been looking forward to the most
From the other videos they have out. It sounds like monks are gonna have some kind of elemental aspect. Not sure how they are going to build around that but ik sure its going to be there.
You're talking about the Warrior of the Elements, formerly known as the Way of the Four Elements. Monks with innate elemental abilities usually take that path.
Only the avatar *cough* I mean the Monk can save 5.5e
@@arinfrankhouse1147 Hoping it got a tune up even the ua was kinda weak for elements. also im personally bummed they lost all the spells if they had better ki and better dmg they would have been fine but we will see what they do.
Very pleased with these changes!! Thank you!!
Love how they mention Ranger is also a totally new class. They failed to mention the new Ranger is as bad as the old one.
Glad at least one of the 2 is actually being fixed.
Yeah, that comment was painful. I'm still not over what they did to Rangers.
Question, does the new deflect attack work with melee attacks as well? I know they said it'd work with any type of physical damage at first but is it only from ranged attacks or does it work for any physical attack, regardless of it's range?
Deflect attacks now works vs ALL attacks that do B, P, and S damage. So ~ melee, ranged, and spell attacks.
@@kelsal133 Nice! That's so cool!
after hunter’s mark the class i honestly dont have high hopes for this.
You be wrong lol
Are you allowed to reveal that WotC officially renamed Ranger to "Hunter’s Mark the Class" or are you also under an NDA?
So thoughts after watching?
@@werecothvery surprised and glad but honestly this made me even more disappointed about this book. knowing the ranger got such little attention compared to literally everything else even though it was probably one of the biggest things people were complaining about is just sad. this just proves that they could have made ranger good but they just don’t care.
Bonus action catch these hands is wild
so still not able to use Darts as monk weapons even though they are used by real monks and ninjas
I dont see any reason they would be the effects of using a monk weapon only can be applied to melee weapons
@@ShadestheMothman if we look at the old one it is not restricted to melee, just monk weapons.
so we could throw a dagger and it would count.
and if we look at it now, you can throw a dagger and it would still count as it is a melee weapon.
we can also throw a javelin, a handaxe, a light hammer or a spear and they would all count as an attack with a monk weapon.
@@NecroGoblin-yl2fx no i mean the benefits of a weapon being a monk weapon. The big one is using dexterity for the attack but you already use dexterity for darts
keeping my fingers crossed for a new kensei that gets weapon mastery and a rework of agile defense that doesn't punish you for using your weapon. with the straight upgrade to unarmed damage die they definitely need some sort of bump in power to make them break even, incentive wise, with the old version
Still gonna call it Ki.
I'm currently playing a monk dhampir in a Strahd campaign, and my DM agreed to let me rebuild her with 2024 shadow monk rules when this releases. I can't wait!
Where is the D10 Hit Die?
I don't understand how a melee class without armor proficiencies has a D8 Hit Die
Glass canon bro. And also parry will save your ass much time. I play as AU8 monk (he is same as NEW monk) and he was hella strong and tough
That deflect is pretty good substitute for that extra 2-40 hp
@supajero still costs your reaction, which you could potentially deal damage like the other martial classes.
But yeah, kinda a good point until you face more than 1 enemy at a time
Only against a ranged weapon attack@@supajero
@@jefferystafford9657they made it work on melee attacks now, too.
Suddenly I have a Tiefling Rogue that I think would function far better as this new Monk.
“Completely redesigned class.” They keep using this phrase, I do not think they know what it means. Yes, this is an updated class. Yes, this is an improved class. Yes, this is a class with new options. It is not “completely redesigned.” If they were reimagined as a heavy armor wearing, magic casting, plague bearer, that would be a complete redesign. What they have here is they’ve made reasonable, necessary, thematic changes to, primarily, pre-existing features. I love most of what they’ve done with the class, I really do, but their tone is making me hate everything they say.
It's just marketing talk for the sake of creating hype. You shouldn't take it too seriously.
Flurry of blows is no longer tied to the attack action, so you can flurry of blows then action dodge, I'd say that change is significant
Also step of the wind focus enhancement let's you dash, disengage, and double your jump, not just dash and jump double