We can't rename "Wild Shape uses" to "Channel Nature", because it's a core feature that old subclasses mention and refer to. So anyway, renamed Ki to Focus. Whenever an old subclass says "Ki", read it as "Focus" please.
WoTC was super determined to ensure Ranger was truly the worst phb 24 class. Monk capstone: You get +4s to both WIS and DEX, up to 25. Ranger capstone: You do 2 more damage per turn, sometimes, if you're using this single level 1 concentration spell
The Ranger capstone should have removed concentration from HM. That would have made it feel really awesome to use, letting us combine it with things like Swift Quiver, Haste, or Guardian of Nature
@@PsyrenXY Hunter's Mark shouldnt even be concentration in the first place. It's literally never a good move to cast it when Ranger gets Entangle and Zephyr Strike, and advantage > +1d6
@@PunknPixelsIt's hard to say that without knowing their spell list. It wouldn't surprise me if the Ranger, properly utilising their spellcasting, would still outperform the Rogue for example, and that is including the fact that several of the Ranger's features would be "dead" on account of ignoring Hunter's Mark in favour of stronger concentration spells. My best guess is the Ranger will end up similar to 2014; powerful enough, but with the largest amount of bad features making them feel worse than they truly are (which is still a problem) while largely just being carried by spellcasting.
@@The_RealWilliam I've seen it referenced as such in many places, and 5.14 as the original 5e rules (from 2014). WOTC aren't calling it a new edition, it is more of an update to 5e. Not sure why this is a big deal for you with all the emojis and claiming we making it up. I didn't make up anything, this is what I have seen and I was simply trying to explain that to you. But go on and be pedantic if you like. You are the reason why interacting online is so miserable.
@The_RealWilliam it’s just one of the many ways people have been referring to the 2024 edition in shorthand to easily convey what they’re talking about. 5.24 is common, as is 5r (for revised), 5.5, or just D&D 2024.
This Monk is amazing. Theirs comparing to Ranger as a "completely new class" was problematic. :D But! In the end, it is a really good change. Happy to hear it
@@HorizonOfHope 2024 ranger will be getting more known spells, change a spell known once a day, ritual casting, expertise, weapon mastery, +10 movement speed, temp HP, invisibility I think they're gonna feel fine
@@tiradegrandmarshal you can just not cast hunter's mark People already do that I get it It feels bad to have a feature you won't engage with all the time But it's still a better feature than advantage on tracking and knowledge checks against your 'favored enemies'
Before anything I want to say that monk is probably the class I'm the most pleased with but I did want to talk about the one part I'm mixed on. I understand their concern. As you mentioned, with the extra attack on flurry 1 level before, a mercy monk at 11th level would get 5 unarmed strikes plus a hand of harm (which is effectively another unarmed strike). Limiting it to once a turn doesn't work however because that's already how it works with the exception of hand of healing that's boon was getting to apply to all their flurries. Granted I'm not sure I care for their solution.
the capstone ability for elemental monk having basically ashardalon's stride tickled something funny in my brain and got a dumb idea flowing of how to turn a monk into a living comet. With this boost active, a monk will have a move speed (plus fly and swim) of 80 ft, plus requiring step of the wind means bonus action dash for 160 ft of movement (throw in a ki point to get disengage as well). Dash as an action and that movement goes up to 240 ft, or 40 ft per second (6 seconds in a turn), or 27 mph. This is already fantastic for just sweeping through a whole area to pepper in damage on large groups of enemies or escaping quickly, but what if we start throwing on more buffs? Most importantly, this ability does stack with ashardalon's stride, giving a monk another 20 ft of movement and an additional d6 of damage on top of a d12. Move speed now goes up to 100 ft, becoming 300 ft after double dashing. But let's pump that up even more. By being a tabaxi (as it currently is) a monk can double their speed for one turn, getting a them to 200 ft of movement, 600 ft total with double dashing. Put on some boots of speed to double that again, 400 ft base, 1200 ft total with double dash. Throw in a haste for more speed doubling and another dash action, 800 ft base, total of 3200 ft after triple dash. Other minor speed boosts could push it even further like mobile or longstrider, but I'm just sticking with the big boosts. If really desperate there could be a multi-class into fighter for an action surge quadruple dash. Now let's back up for a second, and consider that ashardalon's stride can be upcast up to 9th level. This will both get the damage dealt boosted up to 7d6 plus 1d12 AND boost movement by an additional 30 ft (total of 50 ft being added on to monk speed). This brings our non-multiplied move speed to 130 ft, after all multiplications that becomes 1040 ft, and after triple dashing it becomes 4160 ft. That is 4160 ft of movement in one turn, or 693 ft per second, or 472 mph. If taking 2 levels of fighter for an action surge dash that's a total of 5200 ft, or 590 mph! A monk with the before mentioned buffs could sweep through an entire army or castle, untouched and in the blink of an eye, and deal 7d6 plus 1d12 damage to ever creature they pass by. That's likely enough damage to wipe out the entirety of the infantry/guards, or anything else with less than near 30 hit points. Alternatively, they could clear out entire lower level dungeons of enemies then be back at the entrance in an instant with movement to spare. With longstrider and mobile, it can be boosted to a total of 6000 ft after quadruple dashing, or 100 ft per second, or 681 mph! That is more than 1 mile (5280 ft) crossed in 6 seconds. Both 590 mph and 681 mph are within the average speed of jet airplanes(!), though this could only be done once in a sprint due to tabaxi and action surge limitations. I'm sure this could be boosted to even more ridiculouse amounts, but that's what I got so far and thought was hilarious
I see level 1 monk dips being the new hex dip. Dex getting more functionality means any build that has a decent Dex and expects to be primarily melee will be dipping monk 1 or 2 levels.
The one thing that's bothered me is having Deflect Attacks changed from an attack roll (Deflect Missiles) to a saving throw. Otherwise, great all around. I'm excited for BA: Disengage, Dash, or Unarmed Strike. It's like a reflection of Rogue's Cunning Action and their "once per turn" Sneak Attack to Monk's "once per turn" Stunning Strike.
honestly, monks should get the ability to deflect magic attacks from level 3 as well, because at level 13, it's highly unlikely they'll be able to deflect enough damage from level 13 spellcasters for it to do anything cool. At level 3, at least they'll be encountering enemies with low enough level spells that they WILL be able to deflect a magic missile. At my table, however, I allow monks to deflect missiles back at the attacker rather than just to a nearby enemy.
So the best grappler is now Monk 1 + Rune Knight X, I think? I love grappling in 5e. Wish they had covered how it works in One DnD in the reveal video. They did harp on how awesome this versatility of the unarmed strikes is, so it would have made sense to confirm it remained the same as the last play test or let us in on how it changed further. Can't say I'm a big fan of the STR/DEX saving throw vs Grapple DC. So I hope they changed it a bit. Maybe a passive athletics, similar to passive perception and the like? At least that way you can still invest in grappling with expertise. Although I simply really like rolling dice for every grapple instead of waiting to see if the DM makes the DC or not. I guess we'll have to wait and see. It also stings a little that advantge on athletics no longer matters for grappling. It's something that set barbarians and rune knights apart in this regard (or at least relative to how easy it is for them specifically to get advantage). Strength now feels even more useless now than it did in 5e...
As somebody currently playing a loxodon rune knight, I’m excited for the changes because expertise honestly made it way too easy for me to suplex anyone I come across. I’m also excited for the changes to the grappled condition making it function as a soft taunt, and if we update to the new rules, I’m gonna swap out Skill Expert for Grappler, which should obviously be what makes someone better at grappling.
Elemental burst is like Goku's Kamahamaha attack. It's a small burst fire/ lightning/ tornado/ or geyser that covers a 40 ft diameter, just like fireball.
ya know, I heard someone else mention the two resource pools comment. I never really considered a "per day" requirement to be a resource pool, although I suppose it is. I also cant wait to play the new monk. I had a shadow monk and I had to jump through all kinds of hoops mixing with warlock to see through my own darkness. I think all I need to do is get some sort of feat in order to get hunters mark and I should be set to go straight monk.
@@killcat1971 I will definitely look into that once I get the book and dig in. either a level of ranger for hunters mark, or a level of warlock for hex, or maybe a feat, I do try to go pure class when I can.
@@marcbennett9232 Well if you take a 1 level War dip for Hex you need a CHR of 13, you get 1 spell slot per SR and 2 Cantrips and an invocation (?). A single dip in Ranger well you have the WIS already and the DEX, you get WIS per LR uses of HM, a 1st level spell slot, weapon mastery (for Nick basically) and I think a skill and skill expertise (assuming starting in MNK).
One of the things that's bothered me is having Deflect Attacks changed to a saving throw rather than an attack. It would've made it seemlessly connected with Stunning Strike. Now, akin to Rogue's Sneak Attack, it's incredibly important to skirt the "once per turn" clause with Reaction-based attacks like Sentinel/Polearm Master/Mage Slayer/ Martial Adept: Riposte/Brace or traditional Opportunity Attack.
The focus economy throughout a day. A lvl 5 monk with just a 16 wis gets three waves of 8 focus with just a single short rest which is extremely common. Also monk without any focus is still really good. Once per turn just delete a ton of damage for free melee or ranged and at higher levels basically anything but force damage. Monk can now dash as a bonus action for free so they can just abuse spacing with a ranged weapon if they wanna just play safe at a distance being physically impossible to get near or a positional advantage over. Along with a ranged monk being extremely safe and easy to lean into without any build crafting other then just buying darts for like 4 copper per dart stunning strike in general got massively buffed at the cost of being able to spam it. So a monk can just sit like 40-60ft away peppering enemies with darts and as soon as one hits active stunning strike and even if it misses it’ll make the target move at half speed AND make the next attack advantage so the monk can just rush them down and still can escape to a mere 25ft away and still be out of range. This isn’t even something you have to build for this is just something monk can do on any subclass with any feats and isn’t even getting into subclasses, grappling, mid to high level monk or actual longer adventuring days with lots of short rest. You can play reckless at the start of a day take some damage and then just do decent dpr from range abusing hit and run and at lvl 10 I think you can bring a teammate with your step of the wind so you can just dash in with like 100 movements at least, still do 2 attacks and steal your teammate from danger putting them literally anywhere
@@The_RealWilliam When writing that I thought for some reason monk focus was wis mod + lvl. Most tables I've been at do about 1 short rest per long rest so: 1 set of focus from the long rest + 1 from heightened metabolism and + 1 from a short rest. But adjusting my original math to not include wis mode that'd be 15ki instead of 24 which is a massive difference
I do think this monk might end up being the strongest martial . Specially after they lost great weapon master and sharp shooter damage. Like a monk can end up doing 6 attacks a turn at level 13 . 3 with dual scimitar if they picked nick feat and then 3 flurrry of blows all with total of 6d10+24 or 30 if they picked dual two weapon fighting style. And end up with 6d12+ 42 damage at level 20 if they picked the epic boon that let them add ability score to damage thats plus 25
Idk about that, if all their attacks hit they will be outpacing Barbarian and Fighter damage wise, but both those classes have easy ways to increase their burst damage & get adv. On top of that both Fighter & Barbarian are tougher to kill & have more out of combat utility. They're all absolutely a lot closer together, but in most of tiers 1 & 2 I feel like Barbarian and Fighter are still gonna be more reliable at fulfilling the martial role in a party. Going off of the experience from the playtest and new changes: Barb will dominate early, Fighter in the mid game, and Monk will almost certainly pull ahead by the 4th tier of play.
Elemental burst is better than quivering palm. It covers more area and that means more opponents are hit, and it comes on line a lot earlier, at 6 vs 17. I can see more people playing elemental monk vs warrior of shadow.
Really hoping that they introduce classes that use Force as well as the monk cough cough psionics. Absolutely love the changes to monk though, never thought I'd ever want to play an official monk class rather than some homebrewed changes.
It’s funny, something I just now noticed is, they must have added Thunder damage to the Warrior of the Elements Monk. Before it was just Acid, Cold, Fire and Lightning. I would say that the Thunder is Air damage. You know because sound is air particles hitting each other. I know lightning is usually used for Air and Thunder is like, Earth. It’s a little frustrating that Air, Earth and Water can’t have a proper damage type. Water gets Cold or Acid but that doesn’t always make sense.
Because they added Boon at 19 level which gives you a plus one bonus to one of your attributes. He just forgot to mention this. Also, they did the same thing with barbarian.
@@Wanderingsage7 The Epic Boons that you can start getting at lvl 19 add +1 to a score to a max of 30 (along with other effects) and after you reach lvl 20 you can keep getting more epic Boons if the campaign has content beyond lvl 20 so a Monk could end up very easily getting to 26 in a main stat shortly after hitting lvl 20
They do not. The justification is that they can use the new unarmed strike features like grapple and shove and their Focus as a pseudo Weapon Mastery but it’s really not the same at all.
@@InsightCheck I appreciate your time and clarification. Didn't know if it was mentioned or not, and everyone is just excited for all the new changes it got overlooked. Thank you again and have been really enjoying the videos. Wishing you nothing but the best.
@@InsightCheck You now have the chance to consider actually multi-classing the Monk for a dip into Weapon Mastery, unless there’s a new Feat for it. Most campaigns wouldn’t last to reach capstone, so a level dip wouldn’t hurt players, likely.
7:23 Monks can't get ranged weapons as a 'monk weapon' right? Since (at least from what they've said), monk weapons are all simple melee weapons and martial melee weapons with the light property. No ranged options at all if thats the case.
Please someone help I have spent 30minutes searching and I'm afraid of the answer being "no".... Do Monks get access to any of the Weapon masterys?!?!?!
They do not. The “justification” is that Unarmed Strikes have been changed to allow grapples and shove as part of the strike. That and their Focus lets them do other things. It’s not the same in my opinion, not even close, but that’s the logic.
@@MrSeals1000 That's my first thought. But others have said it. Works but crazy no body in my have group noticed monks dont and we have been tinkering.
I don't understand why they changed the capstone to a 25 maximum instead of 26. Is that +1 in dex or wisdom really too powerful? Now, if i raise my dex to 22 at 19, it feels like a waste.
Good thought, I wondered the same thing about lowering the capstone limit.. But as I thought about it, that essentially means you're getting +8 as a base to dex and/or wis which I know doesn't sound like that much more than +7, but considering that it's already +2 more than 2014 version, I think it's a happy upgrade.. a lot of this is about balance. They've made so many positive changes for the monk, so I think this is just helpful to future-proof the class so it's not overpowering other martial classes at late late game.
You won't be able to raise your dex to 22 that early. You can raise it to 21, because of the epic boon at 19th level. So 25 will be the natural cap even if you added +4 to your dex from the monk capstone. After that point the 25 cap on it doesnt matter because you'll only be getting epic boons to increase your stats to a max of 30.
They only mention changes. Hence why they skip talking about certain subclasses. So it’s very likely (not 100%) that they still have pass without trace.
Not a fan of “focus” as the keyword because it doesn’t accurately describe what the monk is actually doing. Any class could be using focus for one reason or another. None of them are using their physiological/spiritual energy in the same way. At least call it “energy,” if you need a broadly western term to allow for more flavor. Or “spirit.”
Holy… I just realized that this new elements monk can grapple or shove prone (or both) from 15 feet away, since the level 3 feature simply extends the reach of your unarmed strikes. That’s insane!!
Deflect Attacks is a challenge for DMs to tune fights and not make it obvious to get around monks pretty much ignore one physical attack damage a round.
Not necessarily. There’s a lot of intangible ways that this manifests anyway like high ACs and things like Shield. This at least has some significant variance given that it has to reduce the damage to 0 and it being tied to a die roll guarantees nothing.
@InsightCheck if you are fighting a properly tuned CR level creature at lvl 5 for example you negate 10-19 pts of damage a round. I'm assuming a balanced encounter one on one. Very few creatures will do more than even the 10 pts. Anyway I've playtested this and I can guarantee dms will need to ramp up attacks and creatures or the damage of the attack to hurt monks.
@@g00se99 If you make a monster for CR5 then it should deal 33-38 damage per round. If it is one attack, can't block it all, if it has more attacks, can't block 'em all. That feature is just really good.
@Eisenbrei sure single big monster multi attack. There are way around it I'm not saying you can't. What I'm saying that you will need to adjust encounters and it will be obvious that you are doing it to create a challenge to hurt monks. If you throw 4 enemies vs 4 players and one is a monk and it's an encounter that is medium balanced the monk will easily survive with probably full hp.
I'm very disappointed in the dishonest presentation by WOTC of their changes. Numeric buffs, looser activation requirements, and QOL design updates do not constitute a "brand new" class. If you play basically the exact same way as before, it's not brand new. This version of Monk still misses so many marks and has so many lost opportunities for core improvements to the game. I have a laundry list of issues with this Monk, in no particular order: 1. By removing class groups, and requiring "The Fighting Style feature", Monks cannot access Fighting Styles without multiclassing or using legacy content for the Fighting Initiate feat. Even if it wasn't granted for free, Monks should've had access to Style feats (a Monk with 10 ft. Blindsight, hello???). 2. The changes to Unarmed Strikes aren't actually new. A PHB Monk can still take the Attack action, replace each attack with a shove/trip/grapple, and then use Flurry of Blows to whoop some ass. The real change is getting to use DEX for these calculations, but a STR based multiclass could always do this anyway. Since martial arts dice were very close to your weapon dice anyway, that you can use your bonus action first on some unarmed attacks (which might grab and trip) and then attack with the weapon makes virtually no difference. Any table that let a Monk use DEX (or that used Astral Self) will feel zero real gameplay differences. 3. I despise WOTC's general lack of granular martial damage scaling. Casters get damage increases every other level, on top of regular ASIs and magic item bonuses. While the Monk got martial arts die upgrades at the cantrip scalings of 5/11/17. I don't know why they didn't just make it 1d4 to 1d12, where it scaled at something like levels 4 (d6), 8 (d8), 12 (d10), and 16 (d12). I know this is technically better to just upgrade a step, but it's a representation of an overall design problem which infuriates me. 4. This was a missed opportunity for unarmed strikes to be properly given the finesse and light properties, thereby streamlining some core mechanics (and just plain making sense). That the default damage is still 1+mods, that you need to attack with a Light weapon to use an unarmed strike for the bonus attack, and that the damage is just 1 without the TWF style, makes it beyond not broken. Monk still makes it superior to use by upgrading the damage, having no activation requirements for the Light attack, and baking the TWF style benefits in for free. It's also not broken since the Martial Arts feature itself is completely shut off if you hold a greatsword, wear armor, or carry a protective sheet of wood on your arm. 5. Unarmed Strikes should have gotten mastery properties, possibly as a level 2 feature akin to Pact Boons or the new Druid/Cleric features. Something that focused on enhancing weapons or your unarmed/unarmored abilities. Maybe the entire feature focused on selecting one permanent mastery for your unarmed strikes, or like one feature gave a couple and then the other options weren't masteries. 5.5. Making unarmed strikes into Light attacks (point #4) also works well for enabling options like the Nick mastery (which would need some clarifying text, since the default requires a bonus action but not the attack action). If you take Push or Topple, it requires a hit, but benefits from the damage and effect, instead of only one. Whereas some monsters might be harder to hit than they save, making using the default unarmed strike options instead of the mastery effect a choice that can come up in play. 6. I hate how restrictive Monk is. Unarmored Defense and Movement shouldn't care about shields, and Martial Arts shouldn't care about armor or shields. If they wanted to care about what's in your hands, then they should explicitly upgrade fist-based unarmed strikes, which explicitly requires a free hand (similar to an Armorer Artificer). 7. Waiting until a very high level to suddenly gain a bunch of saving throw proficiencies is insane, and I don't know why you don't just get to pick them regularly, one at a time. Even if you had to wait a good solid few levels of investment first, and got them relatively back-to-back, that would still be a much better design. 8. Getting to grapple/shove/trip with each unarmed strike isn't all that good, actually: - Grappling barely does anything in 5e, unlike PF2e. - Tripping inconveniences ranged allies. - Shoves don't do anything unless you get like 5 different abilities to stack on a large shove distance, because movement is a separate action resource. The only way to make those options good are generally to combine it with a spellcaster. And hey, team-based game, but it just means that spellcasters continue to be overpowered since a single spell can do a thousand damage. And that's my list, off the top of my head.
This is a petty take but: “focus” rather than “ki” is not a good change. Monks come from wu xia traditions, and “ki” or “chi” is a great way of giving cultural recognition to that. If WotC are happy to use the Eurocentric term “paladin” for holy knights - which is fine! - then they shouldn’t baulk at using the term that comes from another cultural tradition while still keeping the fantasy of that cultural idea.
Honest question, do we know it’s because of cultural sensitivity? Or is it for broader roleplay? I mean monks having to be spiritual fighters for “ki” to be an appropriate term is a little limiting. Not that it makes much of a difference either way lol
Because not all martial artists are from Asian cultures? African Martial arts. European martial arts. Caribbean Martial arts. MesoAmerican Martial Arts. Are you saying everyone who used unarmed combat in history used or had a concept for....ki/chi? Do ya see the problem? Thank ya! Also, in RL, where did BJJ come from? Brazil....South America. And they don't talk about chis or kis. 😂😅
Honest question, isn't wuxia a literary genre that was already a romanticization even before western media romaticized it even further? It's based on certain traditions as far as I know but is not a tradition in itself, I think. I also think it's been limiting the class fantasy a lot. Calling it Focus keeps it open to a fantastical or spiritual interpretation, while Ki is much more limiting.
I don't know why stunning strike gets a consolation prize. There are dozens of spells and abilities in the game that are save or suck. Having a hold person ability that cost just a focus point that you get back on a short rest vs a caster who needs to use a 2nd level spell that is save or suck. Maybe spells like hold person will have a consolation prize too lol. Well see.
In addition to Stunning Strike still being pretty good even without the consolation price, you have to remember that its action economy is totally free. So getting any consolation prize is just frosting on a good (but thankfully, no longer overwhelmingly good) feature! I'm glad they hard-nerfed Stunning Strike...and then gave it a wee little buff.
Well, I guess it wouldnt a video without a nerf you didnt love. The Stunning Strike changes are terrible. I MIGHT have better accepted it when it was doing some damage on a fail, though really that should have been added pass or FAIL. The new Stunning Strike nerf and changes are just not necessary. LET players spam it. At least let it go to the END of the next turn. Shit the monk, even with the changes makes it playable, but its not over balanced or OP , and its STILL not going to be close to the other martials and spell casters, except Ranger, who still gets the shaft...(arrow joke). Anyway, yup, another change that wont be implemented at my games. Gotta love this being all DnD 53, just pick and choose what changes you like....ya they dont WANT you to do that, but really, when they stop fing things up, maybe I'll take em seriously. Enough with BS. And the funny thing is, even on the classes where they knew that all they had to do was NOT mess it up, they went and messed em up...Paladin, Wizard (Arcane Ward)....and they nearly hit the Rogue until the community smacked em in the face. LOL.
Bro these changes are fantastic. From my short play test and or others input monk is keeping up. No other Monk player I have ever talked to liked being a stunning strike bot. But, if that's how u noticed Monks like to be player my condolences, My group is glad it's g o n e.
@robertterrell7057 lol the OP here just hates on literally anything I do. I had banned him from commenting for about a year as he was getting too aggressive toward me and others. I recently unbanned him hoping he has changed. Mildly less aggressive now but still just hates what I do. I truly don’t know why he watches my content at all.
@@oatatas No, I think there are some positive changes and there are negative ones. The issue I have is that there is an over acceptance of the nerfs that are not necessary in the least. There IS a lot in the monk changes to be positive, but they didnt address some of the core issues that people wanted fixed, much how they didnt address the core issues Warlock or Ranger players needed/wanted. The devs are trying to force a particular play style rather than just let players decide for themselves how to the use the abilities. And that is the key gripe. I am not aggressive toward IC personally, though I think he might have a rather thin skin. He SAYS he wants feedback, to tell him where you disagree and then gets upset when you do. I AM aggressive about the rah rah attitude of nerfing features simply because you might think they are strong. If a DM needs to nerf something for their table, ok, fine, but to impose that on everyone is where it gets annoying and the fact is that there are some loud voices whome the devs are listening to, and there needs to be those who are speaking up when they disagree. Otherwise only those voices who want to make everything watered down will be out there. And that is no good, cause I've been a DnD player for 40 years and want it to be good.
@@robertterrell7057 Its not that you HAVE to just spam SS, its that it should be a viable option if thats what you want to do...like using Smite to go Nova. There is no need to stop it...the Ki pts and the Spell slots act as their own limiting factors on how often the features can be used. And the nerfs made to SS are way too much.
We can't rename "Wild Shape uses" to "Channel Nature", because it's a core feature that old subclasses mention and refer to.
So anyway, renamed Ki to Focus. Whenever an old subclass says "Ki", read it as "Focus" please.
WoTC was super determined to ensure Ranger was truly the worst phb 24 class. Monk capstone: You get +4s to both WIS and DEX, up to 25. Ranger capstone: You do 2 more damage per turn, sometimes, if you're using this single level 1 concentration spell
The Ranger capstone should have removed concentration from HM. That would have made it feel really awesome to use, letting us combine it with things like Swift Quiver, Haste, or Guardian of Nature
@@PsyrenXY Hunter's Mark shouldnt even be concentration in the first place. It's literally never a good move to cast it when Ranger gets Entangle and Zephyr Strike, and advantage > +1d6
the capstone sucks but if you genuinely think ranger is the worst then you are doing too much
@@verdurite Ranger is objectively the worst phb 24 class what are you on lmao
@@PunknPixelsIt's hard to say that without knowing their spell list. It wouldn't surprise me if the Ranger, properly utilising their spellcasting, would still outperform the Rogue for example, and that is including the fact that several of the Ranger's features would be "dead" on account of ignoring Hunter's Mark in favour of stronger concentration spells.
My best guess is the Ranger will end up similar to 2014; powerful enough, but with the largest amount of bad features making them feel worse than they truly are (which is still a problem) while largely just being carried by spellcasting.
WotC really *focused* on improving the Monk in 5.24e, with stunning results. All the pushing and shoving for changes was successful.
5.24e?
@@The_RealWilliam 5th edition, updated in 2024 = 5.24
@@bgibeast It's not called 5.24. That's why I was confused. Why are you guys making up stuff?😒😒
@@The_RealWilliam I've seen it referenced as such in many places, and 5.14 as the original 5e rules (from 2014). WOTC aren't calling it a new edition, it is more of an update to 5e. Not sure why this is a big deal for you with all the emojis and claiming we making it up. I didn't make up anything, this is what I have seen and I was simply trying to explain that to you. But go on and be pedantic if you like. You are the reason why interacting online is so miserable.
@The_RealWilliam it’s just one of the many ways people have been referring to the 2024 edition in shorthand to easily convey what they’re talking about. 5.24 is common, as is 5r (for revised), 5.5, or just D&D 2024.
This Monk is amazing. Theirs comparing to Ranger as a "completely new class" was problematic. :D But! In the end, it is a really good change. Happy to hear it
The ranger was new. It found new ways to suck.
lol yeah both the Monk and the Ranger feel like new classes… just in *very* different ways
@@HorizonOfHope 2024 ranger will be getting more known spells, change a spell known once a day, ritual casting, expertise, weapon mastery, +10 movement speed, temp HP, invisibility
I think they're gonna feel fine
@@chris-the-human Those spells won't matter because Hunter's Mark being concentration will prevent the Ranger from ever casting the others.
@@tiradegrandmarshal you can just not cast hunter's mark
People already do that
I get it
It feels bad to have a feature you won't engage with all the time
But it's still a better feature than advantage on tracking and knowledge checks against your 'favored enemies'
Before anything I want to say that monk is probably the class I'm the most pleased with but I did want to talk about the one part I'm mixed on.
I understand their concern. As you mentioned, with the extra attack on flurry 1 level before, a mercy monk at 11th level would get 5 unarmed strikes plus a hand of harm (which is effectively another unarmed strike). Limiting it to once a turn doesn't work however because that's already how it works with the exception of hand of healing that's boon was getting to apply to all their flurries. Granted I'm not sure I care for their solution.
the capstone ability for elemental monk having basically ashardalon's stride tickled something funny in my brain and got a dumb idea flowing of how to turn a monk into a living comet. With this boost active, a monk will have a move speed (plus fly and swim) of 80 ft, plus requiring step of the wind means bonus action dash for 160 ft of movement (throw in a ki point to get disengage as well). Dash as an action and that movement goes up to 240 ft, or 40 ft per second (6 seconds in a turn), or 27 mph. This is already fantastic for just sweeping through a whole area to pepper in damage on large groups of enemies or escaping quickly, but what if we start throwing on more buffs?
Most importantly, this ability does stack with ashardalon's stride, giving a monk another 20 ft of movement and an additional d6 of damage on top of a d12. Move speed now goes up to 100 ft, becoming 300 ft after double dashing. But let's pump that up even more. By being a tabaxi (as it currently is) a monk can double their speed for one turn, getting a them to 200 ft of movement, 600 ft total with double dashing. Put on some boots of speed to double that again, 400 ft base, 1200 ft total with double dash. Throw in a haste for more speed doubling and another dash action, 800 ft base, total of 3200 ft after triple dash. Other minor speed boosts could push it even further like mobile or longstrider, but I'm just sticking with the big boosts. If really desperate there could be a multi-class into fighter for an action surge quadruple dash.
Now let's back up for a second, and consider that ashardalon's stride can be upcast up to 9th level. This will both get the damage dealt boosted up to 7d6 plus 1d12 AND boost movement by an additional 30 ft (total of 50 ft being added on to monk speed). This brings our non-multiplied move speed to 130 ft, after all multiplications that becomes 1040 ft, and after triple dashing it becomes 4160 ft. That is 4160 ft of movement in one turn, or 693 ft per second, or 472 mph. If taking 2 levels of fighter for an action surge dash that's a total of 5200 ft, or 590 mph! A monk with the before mentioned buffs could sweep through an entire army or castle, untouched and in the blink of an eye, and deal 7d6 plus 1d12 damage to ever creature they pass by. That's likely enough damage to wipe out the entirety of the infantry/guards, or anything else with less than near 30 hit points. Alternatively, they could clear out entire lower level dungeons of enemies then be back at the entrance in an instant with movement to spare. With longstrider and mobile, it can be boosted to a total of 6000 ft after quadruple dashing, or 100 ft per second, or 681 mph! That is more than 1 mile (5280 ft) crossed in 6 seconds. Both 590 mph and 681 mph are within the average speed of jet airplanes(!), though this could only be done once in a sprint due to tabaxi and action surge limitations. I'm sure this could be boosted to even more ridiculouse amounts, but that's what I got so far and thought was hilarious
I see level 1 monk dips being the new hex dip. Dex getting more functionality means any build that has a decent Dex and expects to be primarily melee will be dipping monk 1 or 2 levels.
The one thing that's bothered me is having Deflect Attacks changed from an attack roll (Deflect Missiles) to a saving throw. Otherwise, great all around. I'm excited for BA: Disengage, Dash, or Unarmed Strike. It's like a reflection of Rogue's Cunning Action and their "once per turn" Sneak Attack to Monk's "once per turn" Stunning Strike.
honestly, monks should get the ability to deflect magic attacks from level 3 as well, because at level 13, it's highly unlikely they'll be able to deflect enough damage from level 13 spellcasters for it to do anything cool. At level 3, at least they'll be encountering enemies with low enough level spells that they WILL be able to deflect a magic missile. At my table, however, I allow monks to deflect missiles back at the attacker rather than just to a nearby enemy.
LISTEN- I'm just really glad they didnt stick with the name change to discipline points... Calling it focus is so much better.
Oh hey! I didn't notice that. I had made that suggestion. I don't know if my comment was seen or not, but I am going to act like it was.
So the best grappler is now Monk 1 + Rune Knight X, I think? I love grappling in 5e. Wish they had covered how it works in One DnD in the reveal video. They did harp on how awesome this versatility of the unarmed strikes is, so it would have made sense to confirm it remained the same as the last play test or let us in on how it changed further. Can't say I'm a big fan of the STR/DEX saving throw vs Grapple DC. So I hope they changed it a bit. Maybe a passive athletics, similar to passive perception and the like? At least that way you can still invest in grappling with expertise. Although I simply really like rolling dice for every grapple instead of waiting to see if the DM makes the DC or not. I guess we'll have to wait and see. It also stings a little that advantge on athletics no longer matters for grappling. It's something that set barbarians and rune knights apart in this regard (or at least relative to how easy it is for them specifically to get advantage). Strength now feels even more useless now than it did in 5e...
As somebody currently playing a loxodon rune knight, I’m excited for the changes because expertise honestly made it way too easy for me to suplex anyone I come across. I’m also excited for the changes to the grappled condition making it function as a soft taunt, and if we update to the new rules, I’m gonna swap out Skill Expert for Grappler, which should obviously be what makes someone better at grappling.
Stunning and brave changes
Some real Focused design
Elemental burst is like Goku's Kamahamaha attack.
It's a small burst fire/ lightning/ tornado/ or geyser that covers a 40 ft diameter, just like fireball.
ya know, I heard someone else mention the two resource pools comment. I never really considered a "per day" requirement to be a resource pool, although I suppose it is. I also cant wait to play the new monk. I had a shadow monk and I had to jump through all kinds of hoops mixing with warlock to see through my own darkness. I think all I need to do is get some sort of feat in order to get hunters mark and I should be set to go straight monk.
Just take a level of Ranger, you get quite a lot from it in addition to the Wis mod free HM.
@@killcat1971 I will definitely look into that once I get the book and dig in. either a level of ranger for hunters mark, or a level of warlock for hex, or maybe a feat, I do try to go pure class when I can.
@@marcbennett9232 Ranger synergizes better due to the Wis stat.
@@killcat1971 well, as a 1 level dip, I don't think the stat matters much.
@@marcbennett9232 Well if you take a 1 level War dip for Hex you need a CHR of 13, you get 1 spell slot per SR and 2 Cantrips and an invocation (?). A single dip in Ranger well you have the WIS already and the DEX, you get WIS per LR uses of HM, a 1st level spell slot, weapon mastery (for Nick basically) and I think a skill and skill expertise (assuming starting in MNK).
One of the things that's bothered me is having Deflect Attacks changed to a saving throw rather than an attack. It would've made it seemlessly connected with Stunning Strike.
Now, akin to Rogue's Sneak Attack, it's incredibly important to skirt the "once per turn" clause with Reaction-based attacks like Sentinel/Polearm Master/Mage Slayer/ Martial Adept: Riposte/Brace or traditional Opportunity Attack.
Any ideas on how the Deflect Attacks feature interacts with the new Ice Knife spell?
The focus economy throughout a day. A lvl 5 monk with just a 16 wis gets three waves of 8 focus with just a single short rest which is extremely common. Also monk without any focus is still really good. Once per turn just delete a ton of damage for free melee or ranged and at higher levels basically anything but force damage. Monk can now dash as a bonus action for free so they can just abuse spacing with a ranged weapon if they wanna just play safe at a distance being physically impossible to get near or a positional advantage over. Along with a ranged monk being extremely safe and easy to lean into without any build crafting other then just buying darts for like 4 copper per dart stunning strike in general got massively buffed at the cost of being able to spam it. So a monk can just sit like 40-60ft away peppering enemies with darts and as soon as one hits active stunning strike and even if it misses it’ll make the target move at half speed AND make the next attack advantage so the monk can just rush them down and still can escape to a mere 25ft away and still be out of range.
This isn’t even something you have to build for this is just something monk can do on any subclass with any feats and isn’t even getting into subclasses, grappling, mid to high level monk or actual longer adventuring days with lots of short rest.
You can play reckless at the start of a day take some damage and then just do decent dpr from range abusing hit and run and at lvl 10 I think you can bring a teammate with your step of the wind so you can just dash in with like 100 movements at least, still do 2 attacks and steal your teammate from danger putting them literally anywhere
Where do you get three waves from?
@@The_RealWilliam When writing that I thought for some reason monk focus was wis mod + lvl. Most tables I've been at do about 1 short rest per long rest so: 1 set of focus from the long rest + 1 from heightened metabolism and + 1 from a short rest. But adjusting my original math to not include wis mode that'd be 15ki instead of 24 which is a massive difference
I do think this monk might end up being the strongest martial . Specially after they lost great weapon master and sharp shooter damage. Like a monk can end up doing 6 attacks a turn at level 13 . 3 with dual scimitar if they picked nick feat and then 3 flurrry of blows all with total of 6d10+24 or 30 if they picked dual two weapon fighting style. And end up with 6d12+ 42 damage at level 20 if they picked the epic boon that let them add ability score to damage thats plus 25
Idk about that, if all their attacks hit they will be outpacing Barbarian and Fighter damage wise, but both those classes have easy ways to increase their burst damage & get adv. On top of that both Fighter & Barbarian are tougher to kill & have more out of combat utility. They're all absolutely a lot closer together, but in most of tiers 1 & 2 I feel like Barbarian and Fighter are still gonna be more reliable at fulfilling the martial role in a party. Going off of the experience from the playtest and new changes: Barb will dominate early, Fighter in the mid game, and Monk will almost certainly pull ahead by the 4th tier of play.
Elemental burst is better than quivering palm. It covers more area and that means more opponents are hit, and it comes on line a lot earlier, at 6 vs 17. I can see more people playing elemental monk vs warrior of shadow.
Really hoping that they introduce classes that use Force as well as the monk cough cough psionics. Absolutely love the changes to monk though, never thought I'd ever want to play an official monk class rather than some homebrewed changes.
It’s funny, something I just now noticed is, they must have added Thunder damage to the Warrior of the Elements Monk. Before it was just Acid, Cold, Fire and Lightning.
I would say that the Thunder is Air damage. You know because sound is air particles hitting each other. I know lightning is usually used for Air and Thunder is like, Earth. It’s a little frustrating that Air, Earth and Water can’t have a proper damage type. Water gets Cold or Acid but that doesn’t always make sense.
Water could do force, and then you flavor it as a wave or ice spike, same as Earth, but force is too seldomly resisted.
10:29 I'm pretty sure the 25 is a typo. Unless you can somehow get a stat up to 21. Or would want to.
Because they added Boon at 19 level which gives you a plus one bonus to one of your attributes. He just forgot to mention this. Also, they did the same thing with barbarian.
@@The_RealWilliam for what purpose?
@@Wanderingsage7 The Epic Boons that you can start getting at lvl 19 add +1 to a score to a max of 30 (along with other effects) and after you reach lvl 20 you can keep getting more epic Boons if the campaign has content beyond lvl 20 so a Monk could end up very easily getting to 26 in a main stat shortly after hitting lvl 20
I had a quick question, I apologize if I missed it. Do Monks get Weapon Mastery?
They do not. The justification is that they can use the new unarmed strike features like grapple and shove and their Focus as a pseudo Weapon Mastery but it’s really not the same at all.
@@InsightCheck I appreciate your time and clarification. Didn't know if it was mentioned or not, and everyone is just excited for all the new changes it got overlooked. Thank you again and have been really enjoying the videos. Wishing you nothing but the best.
@callmeb.o.b.824 thank you so much and happy to help :)
@@InsightCheck You now have the chance to consider actually multi-classing the Monk for a dip into Weapon Mastery, unless there’s a new Feat for it.
Most campaigns wouldn’t last to reach capstone, so a level dip wouldn’t hurt players, likely.
element monk is now the best jedi approximate
psi warrior?
The Jedi do not use elements.
force damage and ranged shove/grapple
7:23 Monks can't get ranged weapons as a 'monk weapon' right?
Since (at least from what they've said), monk weapons are all simple melee weapons and martial melee weapons with the light property.
No ranged options at all if thats the case.
Hand Axes are simple melee weapons with the thrown property!
@@InsightCheckOh absolutely xD completely spaced that you can always chuck your handy dandy monk axe 🪓
@@MrSeals1000 Also daggers, and darts (are they a thing in 5e?) which do your MA die as damage.
And hand crossbow
With all of this I see a lot of monk taking a dip in fighters for action surge and weapon mastery
Or Ranger, HM is actually useful on the Monk.
To do so will mean losing much of your benefits at being a monk so enjoy.🙄🙄
@@The_RealWilliam One level is a delay but not much.
They lost Drunken Master. I want Jackie Chan!
Please someone help I have spent 30minutes searching and I'm afraid of the answer being "no".... Do Monks get access to any of the Weapon masterys?!?!?!
They do not. The “justification” is that Unarmed Strikes have been changed to allow grapples and shove as part of the strike. That and their Focus lets them do other things. It’s not the same in my opinion, not even close, but that’s the logic.
@@InsightCheck are monks not classified as "martial"?!?!?! This is insane...the changes are great tho
@@robertterrell7057The weapon mastery feat is the tax now if you want to actually be able to use your weapons
@@MrSeals1000 That's my first thought. But others have said it. Works but crazy no body in my have group noticed monks dont and we have been tinkering.
You forgot about Boon.
I don't understand why they changed the capstone to a 25 maximum instead of 26. Is that +1 in dex or wisdom really too powerful? Now, if i raise my dex to 22 at 19, it feels like a waste.
Good thought, I wondered the same thing about lowering the capstone limit.. But as I thought about it, that essentially means you're getting +8 as a base to dex and/or wis which I know doesn't sound like that much more than +7, but considering that it's already +2 more than 2014 version, I think it's a happy upgrade.. a lot of this is about balance. They've made so many positive changes for the monk, so I think this is just helpful to future-proof the class so it's not overpowering other martial classes at late late game.
You won't be able to raise your dex to 22 that early. You can raise it to 21, because of the epic boon at 19th level.
So 25 will be the natural cap even if you added +4 to your dex from the monk capstone.
After that point the 25 cap on it doesnt matter because you'll only be getting epic boons to increase your stats to a max of 30.
you cant raise your dex to 22 anymore, epic boon replaced that
Because they added Boon at 19 level which gives you a plus one bonus to one of your attributes. He just forgot to mention this.
Shame that Shadow Monk loses Pass Without Trace, but what can you do I guess.
They only mention changes. Hence why they skip talking about certain subclasses.
So it’s very likely (not 100%) that they still have pass without trace.
I believe they mentioned that they removed pass without trace as a spell altogether, so I definitely don't think it's going to be included
@@Maraxus34 In that case, it's a huge nerf to Druids and Rangers as well.
@@calvinwarlick8533it’s in the game still, just Monks don’t get it. At least it’s still listed for Druid and Ranger in the play test site
Not a fan of “focus” as the keyword because it doesn’t accurately describe what the monk is actually doing. Any class could be using focus for one reason or another. None of them are using their physiological/spiritual energy in the same way. At least call it “energy,” if you need a broadly western term to allow for more flavor. Or “spirit.”
Nerd
@ got me there
Holy… I just realized that this new elements monk can grapple or shove prone (or both) from 15 feet away, since the level 3 feature simply extends the reach of your unarmed strikes. That’s insane!!
🦍
Deflect Attacks is a challenge for DMs to tune fights and not make it obvious to get around monks pretty much ignore one physical attack damage a round.
Not necessarily. There’s a lot of intangible ways that this manifests anyway like high ACs and things like Shield. This at least has some significant variance given that it has to reduce the damage to 0 and it being tied to a die roll guarantees nothing.
@InsightCheck if you are fighting a properly tuned CR level creature at lvl 5 for example you negate 10-19 pts of damage a round. I'm assuming a balanced encounter one on one. Very few creatures will do more than even the 10 pts. Anyway I've playtested this and I can guarantee dms will need to ramp up attacks and creatures or the damage of the attack to hurt monks.
@@g00se99 this is a good point. although we havent seen the new monsters yet. I know theyve mentioned some rebalancing of CR.
@@g00se99 If you make a monster for CR5 then it should deal 33-38 damage per round. If it is one attack, can't block it all, if it has more attacks, can't block 'em all. That feature is just really good.
@Eisenbrei sure single big monster multi attack. There are way around it I'm not saying you can't. What I'm saying that you will need to adjust encounters and it will be obvious that you are doing it to create a challenge to hurt monks. If you throw 4 enemies vs 4 players and one is a monk and it's an encounter that is medium balanced the monk will easily survive with probably full hp.
I'm very disappointed in the dishonest presentation by WOTC of their changes. Numeric buffs, looser activation requirements, and QOL design updates do not constitute a "brand new" class. If you play basically the exact same way as before, it's not brand new. This version of Monk still misses so many marks and has so many lost opportunities for core improvements to the game.
I have a laundry list of issues with this Monk, in no particular order:
1. By removing class groups, and requiring "The Fighting Style feature", Monks cannot access Fighting Styles without multiclassing or using legacy content for the Fighting Initiate feat. Even if it wasn't granted for free, Monks should've had access to Style feats (a Monk with 10 ft. Blindsight, hello???).
2. The changes to Unarmed Strikes aren't actually new. A PHB Monk can still take the Attack action, replace each attack with a shove/trip/grapple, and then use Flurry of Blows to whoop some ass. The real change is getting to use DEX for these calculations, but a STR based multiclass could always do this anyway. Since martial arts dice were very close to your weapon dice anyway, that you can use your bonus action first on some unarmed attacks (which might grab and trip) and then attack with the weapon makes virtually no difference. Any table that let a Monk use DEX (or that used Astral Self) will feel zero real gameplay differences.
3. I despise WOTC's general lack of granular martial damage scaling. Casters get damage increases every other level, on top of regular ASIs and magic item bonuses. While the Monk got martial arts die upgrades at the cantrip scalings of 5/11/17. I don't know why they didn't just make it 1d4 to 1d12, where it scaled at something like levels 4 (d6), 8 (d8), 12 (d10), and 16 (d12). I know this is technically better to just upgrade a step, but it's a representation of an overall design problem which infuriates me.
4. This was a missed opportunity for unarmed strikes to be properly given the finesse and light properties, thereby streamlining some core mechanics (and just plain making sense). That the default damage is still 1+mods, that you need to attack with a Light weapon to use an unarmed strike for the bonus attack, and that the damage is just 1 without the TWF style, makes it beyond not broken. Monk still makes it superior to use by upgrading the damage, having no activation requirements for the Light attack, and baking the TWF style benefits in for free. It's also not broken since the Martial Arts feature itself is completely shut off if you hold a greatsword, wear armor, or carry a protective sheet of wood on your arm.
5. Unarmed Strikes should have gotten mastery properties, possibly as a level 2 feature akin to Pact Boons or the new Druid/Cleric features. Something that focused on enhancing weapons or your unarmed/unarmored abilities. Maybe the entire feature focused on selecting one permanent mastery for your unarmed strikes, or like one feature gave a couple and then the other options weren't masteries.
5.5. Making unarmed strikes into Light attacks (point #4) also works well for enabling options like the Nick mastery (which would need some clarifying text, since the default requires a bonus action but not the attack action). If you take Push or Topple, it requires a hit, but benefits from the damage and effect, instead of only one. Whereas some monsters might be harder to hit than they save, making using the default unarmed strike options instead of the mastery effect a choice that can come up in play.
6. I hate how restrictive Monk is. Unarmored Defense and Movement shouldn't care about shields, and Martial Arts shouldn't care about armor or shields. If they wanted to care about what's in your hands, then they should explicitly upgrade fist-based unarmed strikes, which explicitly requires a free hand (similar to an Armorer Artificer).
7. Waiting until a very high level to suddenly gain a bunch of saving throw proficiencies is insane, and I don't know why you don't just get to pick them regularly, one at a time. Even if you had to wait a good solid few levels of investment first, and got them relatively back-to-back, that would still be a much better design.
8. Getting to grapple/shove/trip with each unarmed strike isn't all that good, actually:
- Grappling barely does anything in 5e, unlike PF2e.
- Tripping inconveniences ranged allies.
- Shoves don't do anything unless you get like 5 different abilities to stack on a large shove distance, because movement is a separate action resource.
The only way to make those options good are generally to combine it with a spellcaster. And hey, team-based game, but it just means that spellcasters continue to be overpowered since a single spell can do a thousand damage.
And that's my list, off the top of my head.
Idk man I think the new monk is fine, this is just a lot of complaining imo
They've had 10 years to figure it out.
This is a petty take but: “focus” rather than “ki” is not a good change. Monks come from wu xia traditions, and “ki” or “chi” is a great way of giving cultural recognition to that. If WotC are happy to use the Eurocentric term “paladin” for holy knights - which is fine! - then they shouldn’t baulk at using the term that comes from another cultural tradition while still keeping the fantasy of that cultural idea.
Honest question, do we know it’s because of cultural sensitivity? Or is it for broader roleplay? I mean monks having to be spiritual fighters for “ki” to be an appropriate term is a little limiting. Not that it makes much of a difference either way lol
I would give the player the choice what to use. Depending on that just replace the word and you are done.
Because not all martial artists are from Asian cultures? African Martial arts. European martial arts. Caribbean Martial arts. MesoAmerican Martial Arts. Are you saying everyone who used unarmed combat in history used or had a concept for....ki/chi?
Do ya see the problem? Thank ya!
Also, in RL, where did BJJ come from? Brazil....South America. And they don't talk about chis or kis. 😂😅
Honest question, isn't wuxia a literary genre that was already a romanticization even before western media romaticized it even further? It's based on certain traditions as far as I know but is not a tradition in itself, I think.
I also think it's been limiting the class fantasy a lot. Calling it Focus keeps it open to a fantastical or spiritual interpretation, while Ki is much more limiting.
@@harrykirkham220 it's probably both, I would say
I don't know why stunning strike gets a consolation prize. There are dozens of spells and abilities in the game that are save or suck. Having a hold person ability that cost just a focus point that you get back on a short rest vs a caster who needs to use a 2nd level spell that is save or suck. Maybe spells like hold person will have a consolation prize too lol. Well see.
Because the class was so undertuned that since Stunning Strike was the only OP feature that the whole class needed a buff before nerfing it.
In addition to Stunning Strike still being pretty good even without the consolation price, you have to remember that its action economy is totally free. So getting any consolation prize is just frosting on a good (but thankfully, no longer overwhelmingly good) feature! I'm glad they hard-nerfed Stunning Strike...and then gave it a wee little buff.
I don't think Hold Person is a classes identity 💀.
@@robertterrell7057 what are you talking about?
@@g00se99 stunning strike v hold person, obviously.
Well, I guess it wouldnt a video without a nerf you didnt love. The Stunning Strike changes are terrible. I MIGHT have better accepted it when it was doing some damage on a fail, though really that should have been added pass or FAIL. The new Stunning Strike nerf and changes are just not necessary. LET players spam it. At least let it go to the END of the next turn. Shit the monk, even with the changes makes it playable, but its not over balanced or OP , and its STILL not going to be close to the other martials and spell casters, except Ranger, who still gets the shaft...(arrow joke). Anyway, yup, another change that wont be implemented at my games. Gotta love this being all DnD 53, just pick and choose what changes you like....ya they dont WANT you to do that, but really, when they stop fing things up, maybe I'll take em seriously. Enough with BS. And the funny thing is, even on the classes where they knew that all they had to do was NOT mess it up, they went and messed em up...Paladin, Wizard (Arcane Ward)....and they nearly hit the Rogue until the community smacked em in the face. LOL.
Bro these changes are fantastic. From my short play test and or others input monk is keeping up. No other Monk player I have ever talked to liked being a stunning strike bot. But, if that's how u noticed Monks like to be player my condolences, My group is glad it's g o n e.
@robertterrell7057 lol the OP here just hates on literally anything I do. I had banned him from commenting for about a year as he was getting too aggressive toward me and others. I recently unbanned him hoping he has changed. Mildly less aggressive now but still just hates what I do. I truly don’t know why he watches my content at all.
He’s just pissed off that things are changing. He’ll calm down once things settle down after the release of the books.
@@oatatas No, I think there are some positive changes and there are negative ones. The issue I have is that there is an over acceptance of the nerfs that are not necessary in the least. There IS a lot in the monk changes to be positive, but they didnt address some of the core issues that people wanted fixed, much how they didnt address the core issues Warlock or Ranger players needed/wanted. The devs are trying to force a particular play style rather than just let players decide for themselves how to the use the abilities. And that is the key gripe.
I am not aggressive toward IC personally, though I think he might have a rather thin skin. He SAYS he wants feedback, to tell him where you disagree and then gets upset when you do. I AM aggressive about the rah rah attitude of nerfing features simply because you might think they are strong. If a DM needs to nerf something for their table, ok, fine, but to impose that on everyone is where it gets annoying and the fact is that there are some loud voices whome the devs are listening to, and there needs to be those who are speaking up when they disagree. Otherwise only those voices who want to make everything watered down will be out there. And that is no good, cause I've been a DnD player for 40 years and want it to be good.
@@robertterrell7057 Its not that you HAVE to just spam SS, its that it should be a viable option if thats what you want to do...like using Smite to go Nova. There is no need to stop it...the Ki pts and the Spell slots act as their own limiting factors on how often the features can be used. And the nerfs made to SS are way too much.