Just so yall know, they added a simple +1,+2,+3 magical item for unarmed strikes in the book of many things. They are called the Wraps of Unarmed Prowess. They do not require attunement either.
Deflect energy. Someone casts vicious Mockery and (at this level) does 3D4 psychic damage. 6 points of damage. You do 22 points of Attack deflection. Spend a DP and speak. "I am rubber, and you are glue. whatever you say bounces off me and sticks to you." and deflect the psychic damage back at the attacker.
Fun idea in concept, but it unfortunately doesn't work like that. Deflect attacks needs an attack to work, which requires the attacker to make an attack roll. VM is save based, and so isn't an attack. The Rogue's uncanny dodge is the same. You can't use uncanny dodge to reduce damage from a save effect. There are abilites that trigger only on damage (ancestral guardian barbarian's spirit shield works like that, it just requires damage to be dealt to someone that isn't you, so you can help out the squishy that bombed the fireball's dex save or reduce some other save based damage effect)
@@verduriteProbably as in, previous to playtest 8 it was a fighter doing his best in a world where others are OP. After he lost (after playtest 8) he's stronger and more effective in a battle?
I like how this also retroactively improves the Ascendent Dragon Monk because Wings Unfurled can now be activated by the free Step of the Wind instead of the 1 Ki cost SotW
The dragon type you were wondering about is called an Amethyst Dragon as it is a Gem Dragon. Amethyst Dragon Born get resistance to this damage type where their ancestor Dragon should have immunity.
@@christianemerson4622 I suppose I could’ve been more clear. I am speaking to the current rules of 2014 players handbook versus this play test 8 UA. As of the current non-play test rules. Flurry blows (PHB p76 [lurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action] is triggered off of the attack action. Therefore the subclass features that triggered off Flurry blows must first have the attack action performed, then, subclass features based off flurry of blows, could not be used otherwise. The new flurry blows does not have a prerequisite trigger action. Therefore, giving you more options with your action, like dodge, disengage, help, grapple.
Once again the speed and quality of informative content that this duo presents us with is unparalleled! Not to mention, I'm pretty sure you are the two content creators out there more invested in the monk than any others. Your happiness while talking about this UA would have made me smile if i wasn't already giddy from the monk and Barbarian changes myself!
Keep in mind as well about fleet step is that it activates whenever you use a bonus action that's not step of the wind, not "when you flurry of blows or patient defense" it's whenever you use a bonus action so say you do have a build that sets up round one using a bonus action you can then also step of the wind and maneuver another person before anything happens
As Colby said the existing monk isn't unplayable, and I'd still call a 5E monk well worth playing - it just is more effort to create a good build and requires more skill in the play to get the most out of a monk than most classes, and because their superpower is mobility they don't work well at all in theatre of the mind style play where distances get handwaved at all times.. It is however really nice to see them get buffed to the point anybody should be able to play them usefully and you are even tempted not to multiclass - as that is a rare thing for any class, but especially martial as usually around level 10-12 you'd get more out of a multiclass even if the lvl 16+ features are alright. And monk never really had that in 5E at all, once you have got all the mobility you want out them more monk levels feel rather more like you can't be bothered to figure out a fun multiclass and think a few more Ki is good enough.
Chris -- Thematically with stunning strike you can imagine that the monk releases Ki to overwhelm the enemy's nervous system. If the effect doesn't work the energy dissipates in the body... violently.
The funny thing about Wholeness of Body is that, as an Open Hand monk, your bonus action is actually _stronger_ than your full action. And that gets even worse at 10. Pair that with the fact that Flurry of Blows no longer requires you to take the Attack action first, and that means it's actually a _nerf_ to have it use your bonus action instead of the full action like it used to.
I hear you and I get your point but there are still things you can use your action for that you cannot use your bonus action for. The use of an item, the use of a magic item, examples like that. Not a huge thing admittedly but it's worth mentioning in this context.
Strangely enough, I submitted a document on proposed Monk changes with my survey on playtest 6 and quite a few things here seem close to some of the changes I suggested. Not saying it was even read it, or that the ideas weren't considered by them or suggested by other players, but it's at least a nice thought to believe the work and consideration that was put into it was seen even if it's just a coincidence 😊.
All you need is the creature stats as a foundational starting point and a willing DM to work up a character at your table. I think Chris had a treant monk character for one of the one-shots with the Dungeon Dudes.
If the Dwarven Fortitude feat survives then the new Dwarf could make an excellent durable monk. Extra health baked into the Dwarf, Tough Feat available at from your background, and Patient Defence would give you temp hp and let you spent hit die to heal. If you could find a Periapt of Wound Closure you’d be really cooking
Yeah! I thought about this combo too. Really like the idea of this build. Suddenly, paitent defense is super good if you're healing yourself for 20+HP a turn with Max CON. Love it
wish they would have a mechanism in which the monk could "spend", that is reduce some of its speed to do monk things, such as patient defense., ie reduce your speed bu 20 feet for a round to get the dodge action, instead of using a Key point
Yep. The barbarian can now forgo advantage from Reckless Attack of extra damage plus some tactical tricks. The Rogue can for go sneak attack for some tactical tricks. Why now Monk forgoing some movement for some battle trick. Like gaining extra damage or dodge or push.
@targetdreamer257 This sounds nice in theory by your move speed (especially compared to the dodge action) is no where near impactful enough for it to be a fair trade. You could reduce your speed to 5 feet automatically, and it'd still be worth it every round past the first. Barbarians give up a class resource to get more options. Rogues give up a class resource to get more options. Why should monks be able to not have to spend class resources on those options? Discipline Points *are* their class resource they spend for more options.
@@The_Crimson_Witch Discipline points are not a fair comparison for this kind of class resource. Barbarians are giving up an advantage they can receive automatically every round. Likewise rogues are giving up sneak attack that they can receive every round. Discipline does not regen every round, whereas for a monk their extra speed *is* a resource that they regen every round. Not saying that speed would work. Maybe you could make the cost big enough to be fair, but you might still be right balance wise. And I don't love the idea of making combats more static. It is however a much better comparison to reckless attack's advantage or sneak attack dice than discipline points are because of the round by round regen.
@@The_Crimson_Witch Jeremy Crawford has explicitly said they expect rogues to have sneak attack every round. And giving up movement is a downside. Whether or not it can be made a big enough downside is debatable, but the fact still remains that it's a better place to start for this comparison than discipline points because all of those things are capable of regenerating every single round.
You guys are amazing. I love when you two team up for videos, and specially when you talk about the monk. Its my favorite class too, followed by the druid and the ranger, and i feel incredibly happy to see that all the work you guys had, plus the effort of the community, to make Wizards listen to us about the monk problems has finally been delivered with the proper answer and solution. Thank you Chris and Colby, we've done it guys
Been anxiously refreshing my TH-cam page to see if Chris would do a reaction to the new monk!!! Extra special that we get to see Colby’s reaction as well!
So here's a thought: you're a zoomy zoomy monk, and you have a cleric buddy. You step of the wind and drag your cleric around with you. Cleric has spirit guardians up. Zoomy death field.
@@jello4615I mean why risk it if you don’t know how long the campaign will go, and if you do now you have to determine if those 2 levels in fighter are better than the many improved features the monk has
Not having watched the video yet, I can’t wait to see Chris’ reaction to the level 15 feature. WotC is finally listening to him and making it so that you don’t have to be totally out of a resource to be able to regenerate it when rolling initiative!
The thing which would help Wholeness of Body is if it could be used as either an action or bonus action. With the changes to Flurry of Blows, Patient Defense, and Step of the Wind, I could foresee situations where it’s more beneficial to give up an action instead of a bonus action. And then if you really needed to heal twice you could.
I love that fantasy/thematic inspiration, mechanics, and narrative opportunity are rolled into this and realized so well here. Also the collabs with Deep Dive and DC make me smile
The Quivering Palm burst really benefits from the instant regain of all discipline from that 3rd level metabolism feature. The 11th level Fleet feature working with any bonus action other than step of the wind has an untold number of combos, but even just the bonus action attack makes for a resource free bonus action that does so much stuff every round.
This feels SO GOOD, like I read the pdf and listen to them and it just FEELS like classic martials arts abilities. That said it kinda feels a bit overshadowing compared to most of the other classes... maybe because it's such a big change. I just hope it doesn't get hit with to hard of a nerf stick.
May be controversial, but I think the main way to make monks perfect, somewhere between level 10 to 15 give monks a way to make two reactions. Whether it's you can only use one of the two once a turn, use a discipline points once a round, have two but can't be used on the same reaction you have, whatever. Yes I know action economy is a messy subject to add or subtract to, yes I know this may be broken if not done right, but I honestly think this would put monks on par with most everything else
Stunning Strike having a consolation prize is a good idea (since I see monk players ignore it due to enemies saving more often than not). Ironically, the damage is so high that monks will often hope that the opponent succeeds on their saving throw (if their HP is low enough that they could die before they get another turn anyway). Instead, I hope the designers reduce the Force damage (i.e., cut the Wisdom modifier bonus) but have the damage part take effect regardless of the save. Like a mini Staggering Smite (Playtest 6) where the damage is guaranteed but the Stunned condition depends on a failed saving throw.
Thank you both for this video, i was so excited to see the changes to monk and i love your insights into what they are now capable of. Will be great to play a monk again and not feel lackluster
I'm so happy to see you both cover the monk. Always look forward to you both collaborating. Chris and Colby on the monk? This monk is looking pretty fantastic. Makes me want to really play a high level monk. Question: How do you feel about 26 dex and wis along with proficiency in all saves? That combined with bracers of defense just gives you 28 AC outright with insanely good wisdom and dex saves, no? Edit: That thumbnail is awesome.
I don't think you can get a 26 in both stats because you can only break 20 with the level 19 ASI, so you'd need something like one of those magic books that buffs your stats. So 25AC before magic items. Still a lot, combined with best saves in the game (Paladin's the only one that comes close), spammable reaction to reduce any attack by d10+DEX+level (so up to d10+28), and the buffs to mobility, and the resistance from Superior Defense. Monk is looking genuinely really tanky now.
I think these changes are great when it comes to managing discipline points, but not as great on the survivability and damage as you think. We still have the core conflict: the monk has less HP and less AC while investing more ASIs to get there than other melee martials. And, if it uses its bonus action to increase that survivability it has to give up the bonus action attack that incentivized it to go into melee in the first place. Paladins don’t have to give up smites for their survivability. Barbarians give up only a single bonus action and then the defensive buff is usually permanent for the rest of the fight. Fighters just wholesale get extra attacks and ASIs as they level for free, and aren’t actually MAD in the first place. None of them have to give up their reaction for defensiveness, allowing/ investment in things like sentinel (also they have the ASIs free to make that kind of investment). I love that these are all flavorful ways to get the monk more survivability, I just wish they didn’t have the action economy conflict between their cool offensive ability and their cool defensive abilities that no other class has (on top of investing more ASIs than any other class does). I’m also very annoyed with them not giving anything in exchange for taking away weapon mastery. The monk is now the only martial who can't customize each of their weapon attacks to have some other effect. Hell, the barbarian just got a new kind of reckless attack that gives it tactical options on offense! And it *still* has weapon mastery! Same for the rogue as of last playtest. What the fuck?!
I would value a direct comparison between 5E and One D&D Monk base class to see the specific changes that lead to an improvement. I can see some changes, but want to learn more.
37:00 I would argue that even on the Big Bad fight you may want to go full nova with Quivering Palm anyway. If the creature has Legendary Resistances and chooses to make all those saves against your big damage then the party Wizard/Sorcerer is gonna love that you did so. :)
I just read mercy monk’s 11th lvl feature. flurry of healing harm “You can now replace each of the unarmed strikes with a use of your hands of healing, without expending (ki) points for the healing. That’s a lot of HP for 1 point!
I just realized how much more accepted I’ve seen feats from the tal’dorei campaign setting reborn are in my area now that it on dnd beyond. Remarkable recovery (TDCSR p190) would make the mercy monk’s 11th level ability even more powerful for self healing depending on your con save. It says (Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1). noticed that it says “ whenever you regain hits points” that means every time you are effected; you are effected by flurry of healing you gain your con mod of healing, that can be up to three instances of using hand of healing. This is only 1 point to use. Of course it’s modifier dependent, but that is potentially extremely powerful for keeping you in a fight or allowing you to stay in a fight much longer. And with this current UA, your attack action is not required to use your flurry of blows, meaning you can use your action to disengage or take the dodge action. If you really need to go into defensive mode, Mercy Monk especially with this feature and be quite effective as a front line tank for at least a bit.
I think there are 3 problems with wholeness of body: 1. At 10th level using patient defense will be a better option to use your bonus action as it gives more temp hp and dodge action (for the cost of a ki point). 2. This is really stepping on the toes of the mercy monk as it is similar to their healing, but worse except no ki cost. This hurts especially badly because stunning strike now also resembles mercy monk hand of harm. 3. It uses a precious bonus action for a comparatively weak effect, even against no ki cost bonus actions like disengage or BA unarmed attack. 2 options that come immediately to mind are to make it more similar to BG3 or make it at the beginning of your turn no action required like they did with superior defense. Or maybe you can use it when you hit with flurry of blows, so it’s like you are absorbing their life and vitality.
Still amazes me how many d&d types don't actively recognize/ associate the anime/ manga Fist of the North Star characters with the d&d open hand monk archetype. The meridian strikes. The multiple hit technique attacks. Its my primary inspiration for the open hand monk. Great video, though. Thanks guys.
The wording on quivering palm is weird, but I like it. I definitely read the two phrases “you can use your action to end it” and “alternatively you can replace one of your your attacks” as two separate actions, you can end it, or you can deal damage. Totally wrong but the wording is confusing.
11:00 They added a line to the ASI Improvement feat that if you take it at lvl19 you can increase stats to 22. So if you get to 20 before 19 and ASI at lvl19 to get to 22 then with capstone at 20 youll cap out at 26.
I love the concept of the monk in an RPG setting but always felt underwhelmed by or the need to do a dip in another class when playing it in DnD. This UA makes me want to take a monk all the way to 20 and I LOVE it! Druid and Monk are my favorite classes and I love this UA for them
Awesome news and awesome video! Iirc, in your video fixing the Monk, the Capstone change you suggested was increasing Dex and Con by 4 and not Dex and Wis, but still pretty close and satisfying nonetheless!
How do you kill a level 20 monk? Initiantive +8, they will go first, become resistant to all but force damage, hit you, and if you are so lucky to not get stunned, What do you do now? 25 armor class with no items, and if you manage to hit it will be resisted and deflected, so not a good choice. Well, you could go for a spell. But they have proficiency in all saving throws, that´s a minium +6 on all of them, with no items, and they can reroll any of them using 1 ki point. Dex and Wis are out of the question. Con will be at least a +8... Do you banish them? that only postpones the fight for later. Seems overpowered. I love it.
wholeness of body could be easily fixed if it said "at the start of your turn" instead of as a bonus action. it's very little healing and honestly pretty fine to just get for free a handful of times per rest.
THATS EXACTLY WHAT I WAS THINKING! getting a free heal at the start of your turn would be quite nice and it wouldn't conflict with what you want to do as a monk
This is the first time in D&D that I have wanted to play a monk unironically And it is simultaneously all of a sudden maybe my favourite class, if not one of my favourites I love crowd control and out of combat mobility and defense, old monk kind of failed at all of these, and the new monk is up there at being some of the best at all 3 There are now a few different monk builds with some different 1st level and 4th level feats (the rest are just ASIs because monks have little space) But there are good options Tank build: >Tough + Grappler(dis to hit allies while grappled) >Tough + Sentinel Skirmisher >Alert + Speedster >Alert + Weapon Master(nick) Anti-mage: >Lucky(saving throws) + Mage Slayer >Magic initiate + Mage Slayer Or, you could take no 4th level feat, and instead at 1st level use point buy for 16, 16, 16, 8, 8, 8 with any race! Old monk couldn't afford to sacrifice an ability score improvement for any reason Also, human can take 2 background feats if you really need 2, and there are honestly some that are ok, Keep in mind in the playtest the monk was banned from basically all of these feats except like speedster or whatever, and now they have all these cool options, but also could just take tough and a 16 in 3 starting stats and simply have alot of hp if all that is too complex HP is also very good on a monk because it stacks with all the new defensive features, and everything else automatically recovers on a short rest anyway, and ki comes back once per day in full regardless, so you will have ki basically every fight, meaning you now have the most uptime of any class tied with the rogue As long as you have HP, you can at least contribute, and ye every class can, but you will have significantly more uptime depending on the campaign, and when at full power other classes will still be comparable, not far and away superior, Spellcaster: 50-150% Martial: 70-130% This kind of all round buff to monk effectively puts it in line with other martials in power level (I playtested the last UA monk and, it was actually better than I thought it would be, but it was 60-90% past level 10 not 70-130%, and even then I was able to do some cool stuff with the elements monk, in playtesting, because speed can be used both offensively and defensively, only problem is I'd eventually run out of ki and slow down I am so excited to try playtest this new monk (Rest of the UA is so amazing, no time to discuss rn)
I like that quivering palm can be used more as a weird torture technique. It lasts for DAYS and if they try to run, unless it's planar, you still affect. It's taking a prisoner and crippling then, plus you can walk away, since you don't have to attack them with the attack action.
I wish they would give monk's unarmed strikes the finesse property so it would work better with a rouge multiclass. I want to sneak attack snap necks.😢
So happy about these changes, I'm the same that in concept, Monk is one of my favorite classes. I play a Kensei in one of my games and I keep some of the most consistent damage in my party. But I think that has partly to do with us only recently reaching lvl 15, I have Elven Accuracy and I am easily the best at positioning among my group. So it has taken work and our DM allowing me to make bonus action attacks/flurry with my Kensei weapons (damage caped by martial arts die). Though I do agree on the point on sometimes liking classes having weaker later options so they encourage multi-classing. Part of that is though I don't like the concept of Multi-classing in general, I think it's actually bad game designing of the base classes. I get the best builds are multi-classing, but I think that's a bad thing for the game as a whole. I always prefer mono-classing and think it should be stronger and multi more a niche option. So I think it's always best if a class is stronger the longer you stay with it.
Just wanted to add something for your potential open hand turn you showed: Because you get to use step of the wind as part of the same action, only ONE of your FoB attacks needs to be on the enemy you want to use quivering palm on. So you could use flurry of blows, apply just quivering palm to the first hit, dash/disengage to approach a new target, hit them with the other two FoB strikes (attempting stunning strike if either hit), then make 2 attacks with light/nick weapons, then use your extra attack to activate quivering palm on the first enemy. Very good for fights where 1 strike + quivering palm is most likely enough to kill a particular enemy, but using it AND the rest of your attacks on the same enemy would be overkill. side note: Open hand monk is now probably the next best thing from AoE attacks for taking out hordes of super weak enemies, since they can easily have 6 attacks every single turn using nick, and have plenty of movement to make sure they can always reach a new target when the previous one dies.
Taron and I did the same thing on his channel and... They made the monk work!!! We were so excited to see that. I'm actually quite happy how Monk works now.
It’s absolutely wonderful to see two phenomenal TH-camrs get so excited about something they are so passionate about and give such an in depth explanation why. Also the monk may have become the ultimate knight in shining armour because of their ability to move a damsel or dude in distress. Does it work on vertical surfaces? Can you run up the tower then grab the princess and run down with her?
One thing I came across in my own reading of the new monk that is probably not intended is that I think you can technically apply multiple instances of Quivering Palm to the same creature. Somewhat pointless from a gameplay perspective, unless you're also allowed to end all of them in a single action/attack replacement (this is even less supported I feel), but it does open up the door for a pretty cool "cinematic" moment. Someone under multiple charges of this suddenly starting to burst open from force damage a few days later, being tough enough to survive the first 10d12 and desperately trying to outlast the rest sounds like a good scene.
Just a to touch in something said: the suggestion to have the Wholeness of Body feature from Warrior of The Hand heal allies is literally the main gimmick of Way of Mercy Monk's "Hands of Healing"...which was also featured in these playtests (though only referenced as being the same from TCoE).
I'm happy for the monk. This version doesn't have to live in the shadow of all the other martial classes. I think the barbarian is now the worst martial, which makes me sad, but if it means that the monk escaped being the laughing stock of the fighting classes this time, so be it.
The bit about being shoved off a cliff after deflecting an attack reminds me of the time one of my players purposely provoked an opportunity attack so that the boss would waste its reaction and not be able to cast shield when the player immediately pulled out a Wand of Magic Missiles and dumped 9d4+9 unavoidable force damage right in their face.
Okay this is an extremely niche use case but if you decide to make a harengon monk, that fleet step can be used with the rabbit hop feature which means you can jump 10 times your proficiency bonus which is 40ft at level 11 as well as still having that dash and disengage and you can also bring an ally with you. That's 140ft of movement, 40ft able to be vertical.
I think they should allow you to use your action for the metabolism ability, or maybe make it a bonus action, because stuff like flurry and step of the wind are actually better than actions
To comment on Colby talking about class scaling I had an idea for a game/class redesign where subclasses are generalized then change multiclassng to work off of subclasses instead of class “dips” in order to just get the best features. An example of The benefits of doing this means you could give a nerfed version of action surge to wizards who forgo a wizard subclass in order to get the fighter multclass subclass also fighters who decide to take the wizard multiclass subclass can still double cast spells with action surge while being a one-third/half caster. Sorry is this made no sense it’s 10:40 pm when I wrote this and my brain is tired. If you’ve read all this than I hope you have a good day. Also I know it’s maybe a bad idea buts it’s my idea so constructive criticism instead of negative comments would be appreciated.
This is basically how pathfinder second edition handles multiclassing, with “archetypes,” watered down versions of each class you can take on the side of your main class. I hate it.
I personally don't like the new conjure spells for a couple reasons: Since none of the conjured spirits have hp, it makes the Shepherd Druid (the best summoner subclass in the game) virtually non-functioning, same with the Conjuration Wizard's 14th level feature. If anyone wants to play a proper summoner (aka, putting something with a statblock and hp on the board), they have to use the Tasha's summons. Since all of those spells have a huge gold cost associated with them, it makes summoning extremely DM dependent. I don't know about other games, but in the games I've played, I rarely have enough gp to buy these components, and when I do, its close the very end of the campaign. None of the conjure spells feel like I'm actually summoning something. Other than flavor text, there isn't much that's different from these spells and spells you can move around like Moonbeam (which is what the new version of Conjure Animals is, but with a few extra bonuses), Whirlwind, and Flaming Sphere. That just feels so boring. I know that the conjure spells, mainly conjure animals/woodland beings, needed to change, but this isn't it imo.
Don't let the new monk distract you from the fact that the new conjure fey summons the *awesome* presence of a Medium Fey spirit in an unoccupied space you can see within range.
You can detonate once per turn but you can apply the quivering palm twice. Fury of blows Hit, set vibrations, stunning strike 2 attacks, If stunning strike worked knock prone no save Attack action, detonate then punch again and put ANOTHER vibration in them.
Rereading is definitely a virtue. I misread/misinterpreted open hand technique at first too. My brain was inserting an extra ki point cost somehow on top of the saving throws. And I was trying to rationalize it next to the new barbarian brutal swing stuff that does similar things for what I perceived as drastically less resource cost and more importantly, Without saving throws. I still think it might be worth implementing the use of an extra DP to skip the saving throw and have the effect just happen but having it just baked into the flurry of blows cost and getting that extra attack at higher levels may in fact be enough.
Just so yall know, they added a simple +1,+2,+3 magical item for unarmed strikes in the book of many things. They are called the Wraps of Unarmed Prowess. They do not require attunement either.
Oh that's cool
So somthing good did come out of that book. The spells were all mechanically terrible.
Now they just need to let us buy parts of that book individually on dnd beyond
Also UA7 have designer note that new DMG will have magic items that will improve unarmed and improvised weapon attacks.
Simple, neat fix, this is an obvious and welcome addition
Deflect energy. Someone casts vicious Mockery and (at this level) does 3D4 psychic damage. 6 points of damage. You do 22 points of Attack deflection. Spend a DP and speak. "I am rubber, and you are glue. whatever you say bounces off me and sticks to you." and deflect the psychic damage back at the attacker.
Fun idea in concept, but it unfortunately doesn't work like that. Deflect attacks needs an attack to work, which requires the attacker to make an attack roll. VM is save based, and so isn't an attack. The Rogue's uncanny dodge is the same. You can't use uncanny dodge to reduce damage from a save effect. There are abilites that trigger only on damage (ancestral guardian barbarian's spirit shield works like that, it just requires damage to be dealt to someone that isn't you, so you can help out the squishy that bombed the fireball's dex save or reduce some other save based damage effect)
Playtest 8 Monk actually feeling like Rock Lee dropping his weights.
Actually it feels more like Rock Lee immediately after losing to Guara.
@@akmi1931 in what way?
@@verduriteProbably as in, previous to playtest 8 it was a fighter doing his best in a world where others are OP. After he lost (after playtest 8) he's stronger and more effective in a battle?
just now read the playtest and was thinking "oh yeah, Treatmonk and Colby will LOVE the monk's redemption!"
Good call.
Legitimately I was pumped to see what reaction it would get from those two after reading it
Now we just need a Ranger with this level of commitment.
I like how this also retroactively improves the Ascendent Dragon Monk because Wings Unfurled can now be activated by the free Step of the Wind instead of the 1 Ki cost SotW
It also allows you to effectively give an ally a flying speed at level 10
That's... Actually very, very good.
The dragon type you were wondering about is called an Amethyst Dragon as it is a Gem Dragon. Amethyst Dragon Born get resistance to this damage type where their ancestor Dragon should have immunity.
The Gem Dragons never get immunity, they gain an additional resistance at adult and ancient.
Specifically psychic for Amethyst
Yup, I used that for a one shot: Amethyst Dragonborn, Bear Totem Barbarian for resistance to every damage type 😁
Mercy monk also gains a lot from this new flurry of blows! Cause you don’t need to use your action to attack to get your subclass ability!
You didn't have to in the first place. What is your argument here? 🤨
@@christianemerson4622 I suppose I could’ve been more clear.
I am speaking to the current rules of 2014 players handbook versus this play test 8 UA.
As of the current non-play test rules. Flurry blows (PHB p76 [lurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action]
is triggered off of the attack action.
Therefore the subclass features that triggered off Flurry blows must first have the attack action performed, then, subclass features based off flurry of blows, could not be used otherwise.
The new flurry blows does not have a prerequisite trigger action.
Therefore, giving you more options with your action, like dodge, disengage, help, grapple.
Once again the speed and quality of informative content that this duo presents us with is unparalleled! Not to mention, I'm pretty sure you are the two content creators out there more invested in the monk than any others. Your happiness while talking about this UA would have made me smile if i wasn't already giddy from the monk and Barbarian changes myself!
We are giddy too!
Keep in mind as well about fleet step is that it activates whenever you use a bonus action that's not step of the wind, not "when you flurry of blows or patient defense" it's whenever you use a bonus action so say you do have a build that sets up round one using a bonus action you can then also step of the wind and maneuver another person before anything happens
I am just happy we have a monk worth playing now.
As Colby said the existing monk isn't unplayable, and I'd still call a 5E monk well worth playing - it just is more effort to create a good build and requires more skill in the play to get the most out of a monk than most classes, and because their superpower is mobility they don't work well at all in theatre of the mind style play where distances get handwaved at all times..
It is however really nice to see them get buffed to the point anybody should be able to play them usefully and you are even tempted not to multiclass - as that is a rare thing for any class, but especially martial as usually around level 10-12 you'd get more out of a multiclass even if the lvl 16+ features are alright. And monk never really had that in 5E at all, once you have got all the mobility you want out them more monk levels feel rather more like you can't be bothered to figure out a fun multiclass and think a few more Ki is good enough.
We do? Where?
@@akmi1931 are you blind?
Chris -- Thematically with stunning strike you can imagine that the monk releases Ki to overwhelm the enemy's nervous system. If the effect doesn't work the energy dissipates in the body... violently.
The funny thing about Wholeness of Body is that, as an Open Hand monk, your bonus action is actually _stronger_ than your full action. And that gets even worse at 10. Pair that with the fact that Flurry of Blows no longer requires you to take the Attack action first, and that means it's actually a _nerf_ to have it use your bonus action instead of the full action like it used to.
I hear you and I get your point but there are still things you can use your action for that you cannot use your bonus action for. The use of an item, the use of a magic item, examples like that. Not a huge thing admittedly but it's worth mentioning in this context.
Strangely enough, I submitted a document on proposed Monk changes with my survey on playtest 6 and quite a few things here seem close to some of the changes I suggested.
Not saying it was even read it, or that the ideas weren't considered by them or suggested by other players, but it's at least a nice thought to believe the work and consideration that was put into it was seen even if it's just a coincidence 😊.
Now we only need a treant playable race and then everything is perfect.
custom lineage can be anything
If you’re good with reflavoring, Warforged works pretty well
If you’re good with reflavoring, Warforged works pretty well
@@daloypolizeibut its mostly nothing
All you need is the creature stats as a foundational starting point and a willing DM to work up a character at your table. I think Chris had a treant monk character for one of the one-shots with the Dungeon Dudes.
So happy to hear that they actually fixed it and that you two are happy with where they've moved here. Hoping they stay this course for the finale.
I am about to say a phrase that would have been unthinkable a year ago: I would be seriously interested in playing a 4 elements monk with this.
Same, can’t wait to finally play a bender.
If the Dwarven Fortitude feat survives then the new Dwarf could make an excellent durable monk.
Extra health baked into the Dwarf, Tough Feat available at from your background, and Patient Defence would give you temp hp and let you spent hit die to heal.
If you could find a Periapt of Wound Closure you’d be really cooking
Yeah! I thought about this combo too. Really like the idea of this build. Suddenly, paitent defense is super good if you're healing yourself for 20+HP a turn with Max CON. Love it
Hill dwarfs gain an additional +1hp per level
wish they would have a mechanism in which the monk could "spend", that is reduce some of its speed to do monk things, such as patient defense., ie reduce your speed bu 20 feet for a round to get the dodge action, instead of using a Key point
Yep. The barbarian can now forgo advantage from Reckless Attack of extra damage plus some tactical tricks. The Rogue can for go sneak attack for some tactical tricks. Why now Monk forgoing some movement for some battle trick. Like gaining extra damage or dodge or push.
@targetdreamer257 This sounds nice in theory by your move speed (especially compared to the dodge action) is no where near impactful enough for it to be a fair trade.
You could reduce your speed to 5 feet automatically, and it'd still be worth it every round past the first.
Barbarians give up a class resource to get more options. Rogues give up a class resource to get more options. Why should monks be able to not have to spend class resources on those options? Discipline Points *are* their class resource they spend for more options.
@@The_Crimson_Witch Discipline points are not a fair comparison for this kind of class resource. Barbarians are giving up an advantage they can receive automatically every round. Likewise rogues are giving up sneak attack that they can receive every round. Discipline does not regen every round, whereas for a monk their extra speed *is* a resource that they regen every round.
Not saying that speed would work. Maybe you could make the cost big enough to be fair, but you might still be right balance wise. And I don't love the idea of making combats more static. It is however a much better comparison to reckless attack's advantage or sneak attack dice than discipline points are because of the round by round regen.
@@bennettellis1154 Sneak attack is conditional, Reckless has a downside
@@The_Crimson_Witch Jeremy Crawford has explicitly said they expect rogues to have sneak attack every round. And giving up movement is a downside. Whether or not it can be made a big enough downside is debatable, but the fact still remains that it's a better place to start for this comparison than discipline points because all of those things are capable of regenerating every single round.
You guys are amazing. I love when you two team up for videos, and specially when you talk about the monk. Its my favorite class too, followed by the druid and the ranger, and i feel incredibly happy to see that all the work you guys had, plus the effort of the community, to make Wizards listen to us about the monk problems has finally been delivered with the proper answer and solution. Thank you Chris and Colby, we've done it guys
Dear God.
It's so much better than it's ever been.
Why did I have to suffer the last 9 years of meh monks?! Why lord, whyyyyy?!
Been anxiously refreshing my TH-cam page to see if Chris would do a reaction to the new monk!!! Extra special that we get to see Colby’s reaction as well!
I think my dream of making a Barbarian Monk Fighter has become possible and fun.
This thumbnail has me hyped! Can't wait to see what you both have to say!
More Chris and Colby Collaboration? Yes please!
So here's a thought: you're a zoomy zoomy monk, and you have a cleric buddy. You step of the wind and drag your cleric around with you. Cleric has spirit guardians up. Zoomy death field.
Two level dip into fighter is looking really good for monks!
And give up the +4+4 no way!
@imoj idk that's kinda situational since not most campaigns make it to 20th lvl anyways but in one that does yea id probably agree
@@jello4615I mean why risk it if you don’t know how long the campaign will go, and if you do now you have to determine if those 2 levels in fighter are better than the many improved features the monk has
@@TheLegendaryLegacyi mean. If you start the campaign ate a later level (like 8) you havw a good chance of getting into 20
@@TheLegendaryLegacyIf you're playing any adventure path, you're not going to 20. Not even Dungeon of the Mad Mage.
As soon as I read the UA this morning, I was desperate to see you guy's reactions! I love it so much, haha. I just knew you'd love it :D
so fantastic watching the both of you working so hard to stifle the delighted smirks!
Not having watched the video yet, I can’t wait to see Chris’ reaction to the level 15 feature. WotC is finally listening to him and making it so that you don’t have to be totally out of a resource to be able to regenerate it when rolling initiative!
I thought they buffed the lvl 20 and made it lvl 2 at first
The thing which would help Wholeness of Body is if it could be used as either an action or bonus action. With the changes to Flurry of Blows, Patient Defense, and Step of the Wind, I could foresee situations where it’s more beneficial to give up an action instead of a bonus action. And then if you really needed to heal twice you could.
I love that fantasy/thematic inspiration, mechanics, and narrative opportunity are rolled into this and realized so well here. Also the collabs with Deep Dive and DC make me smile
The Quivering Palm burst really benefits from the instant regain of all discipline from that 3rd level metabolism feature.
The 11th level Fleet feature working with any bonus action other than step of the wind has an untold number of combos, but even just the bonus action attack makes for a resource free bonus action that does so much stuff every round.
Love to see a strong cap stone - important to reward people for single classing!!
This feels SO GOOD, like I read the pdf and listen to them and it just FEELS like classic martials arts abilities. That said it kinda feels a bit overshadowing compared to most of the other classes... maybe because it's such a big change. I just hope it doesn't get hit with to hard of a nerf stick.
May be controversial, but I think the main way to make monks perfect, somewhere between level 10 to 15 give monks a way to make two reactions. Whether it's you can only use one of the two once a turn, use a discipline points once a round, have two but can't be used on the same reaction you have, whatever. Yes I know action economy is a messy subject to add or subtract to, yes I know this may be broken if not done right, but I honestly think this would put monks on par with most everything else
Stunning Strike having a consolation prize is a good idea (since I see monk players ignore it due to enemies saving more often than not). Ironically, the damage is so high that monks will often hope that the opponent succeeds on their saving throw (if their HP is low enough that they could die before they get another turn anyway). Instead, I hope the designers reduce the Force damage (i.e., cut the Wisdom modifier bonus) but have the damage part take effect regardless of the save. Like a mini Staggering Smite (Playtest 6) where the damage is guaranteed but the Stunned condition depends on a failed saving throw.
Thank you both for this video, i was so excited to see the changes to monk and i love your insights into what they are now capable of. Will be great to play a monk again and not feel lackluster
I'm so happy to see you both cover the monk. Always look forward to you both collaborating. Chris and Colby on the monk? This monk is looking pretty fantastic. Makes me want to really play a high level monk. Question: How do you feel about 26 dex and wis along with proficiency in all saves? That combined with bracers of defense just gives you 28 AC outright with insanely good wisdom and dex saves, no?
Edit: That thumbnail is awesome.
I don't think you can get a 26 in both stats because you can only break 20 with the level 19 ASI, so you'd need something like one of those magic books that buffs your stats. So 25AC before magic items. Still a lot, combined with best saves in the game (Paladin's the only one that comes close), spammable reaction to reduce any attack by d10+DEX+level (so up to d10+28), and the buffs to mobility, and the resistance from Superior Defense. Monk is looking genuinely really tanky now.
@@life-destiny1196 you can get to 22 with the level 19 ASI, it's in the playtest
He literally mentioned that in his comment
@@verduriteThat's what they said?
Artificers have something really similar.
I think these changes are great when it comes to managing discipline points, but not as great on the survivability and damage as you think. We still have the core conflict: the monk has less HP and less AC while investing more ASIs to get there than other melee martials. And, if it uses its bonus action to increase that survivability it has to give up the bonus action attack that incentivized it to go into melee in the first place.
Paladins don’t have to give up smites for their survivability. Barbarians give up only a single bonus action and then the defensive buff is usually permanent for the rest of the fight. Fighters just wholesale get extra attacks and ASIs as they level for free, and aren’t actually MAD in the first place. None of them have to give up their reaction for defensiveness, allowing/ investment in things like sentinel (also they have the ASIs free to make that kind of investment). I love that these are all flavorful ways to get the monk more survivability, I just wish they didn’t have the action economy conflict between their cool offensive ability and their cool defensive abilities that no other class has (on top of investing more ASIs than any other class does).
I’m also very annoyed with them not giving anything in exchange for taking away weapon mastery. The monk is now the only martial who can't customize each of their weapon attacks to have some other effect. Hell, the barbarian just got a new kind of reckless attack that gives it tactical options on offense! And it *still* has weapon mastery! Same for the rogue as of last playtest. What the fuck?!
two of the best on youtube spreading the content around to each other's channels, love to see it
Looks like Christmas came early this year!!!
This is so nice. I’m ready to be a monk now
You know, I had kind of lost interest in the playtest, thought they weren't going to try anything anymore, but wow, ok, now I'm reading this PDF.
I would value a direct comparison between 5E and One D&D Monk base class to see the specific changes that lead to an improvement. I can see some changes, but want to learn more.
37:00 I would argue that even on the Big Bad fight you may want to go full nova with Quivering Palm anyway. If the creature has Legendary Resistances and chooses to make all those saves against your big damage then the party Wizard/Sorcerer is gonna love that you did so. :)
Thank you guys for being so quick on this. Was waiting for this as soon as the document dropped. Happy to know monk is sooo much better now.
Great insights, you two! Love Chris and Colby getting together every time.
I just read mercy monk’s 11th lvl feature.
flurry of healing harm
“You can now replace each of the unarmed strikes with a use of your hands of healing, without expending (ki) points for the healing.
That’s a lot of HP for 1 point!
I just realized how much more accepted I’ve seen feats from the tal’dorei campaign setting reborn are in my area now that it on dnd beyond.
Remarkable recovery (TDCSR p190) would make the mercy monk’s 11th level ability even more powerful for self healing depending on your con save.
It says (Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).
noticed that it says “ whenever you regain hits points” that means every time you are effected; you are effected by flurry of healing you gain your con mod of healing, that can be up to three instances of using hand of healing.
This is only 1 point to use.
Of course it’s modifier dependent, but that is potentially extremely powerful for keeping you in a fight or allowing you to stay in a fight much longer.
And with this current UA, your attack action is not required to use your flurry of blows, meaning you can use your action to disengage or take the dodge action.
If you really need to go into defensive mode, Mercy Monk especially with this feature and be quite effective as a front line tank for at least a bit.
I think there are 3 problems with wholeness of body:
1. At 10th level using patient defense will be a better option to use your bonus action as it gives more temp hp and dodge action (for the cost of a ki point).
2. This is really stepping on the toes of the mercy monk as it is similar to their healing, but worse except no ki cost. This hurts especially badly because stunning strike now also resembles mercy monk hand of harm.
3. It uses a precious bonus action for a comparatively weak effect, even against no ki cost bonus actions like disengage or BA unarmed attack.
2 options that come immediately to mind are to make it more similar to BG3 or make it at the beginning of your turn no action required like they did with superior defense. Or maybe you can use it when you hit with flurry of blows, so it’s like you are absorbing their life and vitality.
Still amazes me how many d&d types don't actively recognize/ associate the anime/ manga Fist of the North Star characters with the d&d open hand monk archetype.
The meridian strikes. The multiple hit technique attacks. Its my primary inspiration for the open hand monk.
Great video, though. Thanks guys.
The wording on quivering palm is weird, but I like it. I definitely read the two phrases “you can use your action to end it” and “alternatively you can replace one of your your attacks” as two separate actions, you can end it, or you can deal damage. Totally wrong but the wording is confusing.
had to go watch pt 1 first, glad to see you guys like this new monk as much as i do, really liked watching ted on nerd immersion review it too
love seeing you guys together! the dream team
11:00 They added a line to the ASI Improvement feat that if you take it at lvl19 you can increase stats to 22. So if you get to 20 before 19 and ASI at lvl19 to get to 22 then with capstone at 20 youll cap out at 26.
There is 1 more in the new playtest, the base monk becomes a actual grappler now using dex instead of strength
They covered that in Colby's vid, where they went over levels 1-10.
I love the concept of the monk in an RPG setting but always felt underwhelmed by or the need to do a dip in another class when playing it in DnD. This UA makes me want to take a monk all the way to 20 and I LOVE it! Druid and Monk are my favorite classes and I love this UA for them
Awesome news and awesome video!
Iirc, in your video fixing the Monk, the Capstone change you suggested was increasing Dex and Con by 4 and not Dex and Wis, but still pretty close and satisfying nonetheless!
I briefly thought this would be a DC20 video. Great team up regardless!
How do you kill a level 20 monk?
Initiantive +8, they will go first, become resistant to all but force damage, hit you, and if you are so lucky to not get stunned, What do you do now?
25 armor class with no items, and if you manage to hit it will be resisted and deflected, so not a good choice.
Well, you could go for a spell. But they have proficiency in all saving throws, that´s a minium +6 on all of them, with no items, and they can reroll any of them using 1 ki point. Dex and Wis are out of the question. Con will be at least a +8... Do you banish them? that only postpones the fight for later.
Seems overpowered. I love it.
Artificers have the best capstone in the game..... But this is pretty close!
I really enjoyed this and gained some extra insight after reading the UA! Thanks!
I'm happy with the monk and I'm happy to see you happy, Chris
wholeness of body could be easily fixed if it said "at the start of your turn" instead of as a bonus action. it's very little healing and honestly pretty fine to just get for free a handful of times per rest.
THATS EXACTLY WHAT I WAS THINKING! getting a free heal at the start of your turn would be quite nice and it wouldn't conflict with what you want to do as a monk
Thanks Treantmonk! We love you! ❤
I'm so excited. Haven't even seen this yet, and dont know the changes but yay
This is the first time in D&D that I have wanted to play a monk unironically
And it is simultaneously all of a sudden maybe my favourite class, if not one of my favourites
I love crowd control and out of combat mobility and defense, old monk kind of failed at all of these, and the new monk is up there at being some of the best at all 3
There are now a few different monk builds with some different 1st level and 4th level feats (the rest are just ASIs because monks have little space)
But there are good options
Tank build:
>Tough + Grappler(dis to hit allies while grappled)
>Tough + Sentinel
Skirmisher
>Alert + Speedster
>Alert + Weapon Master(nick)
Anti-mage:
>Lucky(saving throws) + Mage Slayer
>Magic initiate + Mage Slayer
Or, you could take no 4th level feat, and instead at 1st level use point buy for 16, 16, 16, 8, 8, 8 with any race!
Old monk couldn't afford to sacrifice an ability score improvement for any reason
Also, human can take 2 background feats if you really need 2, and there are honestly some that are ok,
Keep in mind in the playtest the monk was banned from basically all of these feats except like speedster or whatever, and now they have all these cool options, but also could just take tough and a 16 in 3 starting stats and simply have alot of hp if all that is too complex
HP is also very good on a monk because it stacks with all the new defensive features, and everything else automatically recovers on a short rest anyway, and ki comes back once per day in full regardless, so you will have ki basically every fight, meaning you now have the most uptime of any class tied with the rogue
As long as you have HP, you can at least contribute, and ye every class can, but you will have significantly more uptime depending on the campaign, and when at full power other classes will still be comparable, not far and away superior,
Spellcaster: 50-150%
Martial: 70-130%
This kind of all round buff to monk effectively puts it in line with other martials in power level (I playtested the last UA monk and, it was actually better than I thought it would be, but it was 60-90% past level 10 not 70-130%, and even then I was able to do some cool stuff with the elements monk, in playtesting, because speed can be used both offensively and defensively, only problem is I'd eventually run out of ki and slow down
I am so excited to try playtest this new monk
(Rest of the UA is so amazing, no time to discuss rn)
I like that quivering palm can be used more as a weird torture technique. It lasts for DAYS and if they try to run, unless it's planar, you still affect. It's taking a prisoner and crippling then, plus you can walk away, since you don't have to attack them with the attack action.
I wish they would give monk's unarmed strikes the finesse property so it would work better with a rouge multiclass. I want to sneak attack snap necks.😢
Great idea! Shadow monk assassin rouge……
Thanks for you analysis. Greetings from Edmonton.
So Mr Miagi hand clap heal with Wholeness of Body.
oh damn, Chris mirrored his whole set between last video and this one.
Love these colabs ! Keep doing them lads ! 10/10
So happy about these changes, I'm the same that in concept, Monk is one of my favorite classes. I play a Kensei in one of my games and I keep some of the most consistent damage in my party. But I think that has partly to do with us only recently reaching lvl 15, I have Elven Accuracy and I am easily the best at positioning among my group. So it has taken work and our DM allowing me to make bonus action attacks/flurry with my Kensei weapons (damage caped by martial arts die).
Though I do agree on the point on sometimes liking classes having weaker later options so they encourage multi-classing. Part of that is though I don't like the concept of Multi-classing in general, I think it's actually bad game designing of the base classes. I get the best builds are multi-classing, but I think that's a bad thing for the game as a whole. I always prefer mono-classing and think it should be stronger and multi more a niche option. So I think it's always best if a class is stronger the longer you stay with it.
Just wanted to add something for your potential open hand turn you showed:
Because you get to use step of the wind as part of the same action, only ONE of your FoB attacks needs to be on the enemy you want to use quivering palm on.
So you could use flurry of blows, apply just quivering palm to the first hit, dash/disengage to approach a new target, hit them with the other two FoB strikes (attempting stunning strike if either hit), then make 2 attacks with light/nick weapons, then use your extra attack to activate quivering palm on the first enemy.
Very good for fights where 1 strike + quivering palm is most likely enough to kill a particular enemy, but using it AND the rest of your attacks on the same enemy would be overkill.
side note: Open hand monk is now probably the next best thing from AoE attacks for taking out hordes of super weak enemies, since they can easily have 6 attacks every single turn using nick, and have plenty of movement to make sure they can always reach a new target when the previous one dies.
These will never get old
Tha ks for the great breakdown Chris and Colby! The first 5e class I player was a Monk. History may repeat itself with 5.5e haha!
Hey! We want your comments on the official release video! Ad yeah, this was a great video, and you two are my favorite D-tubers (DnD TH-camrs).
17:48 now you can also Topple and Grapple with the same Flurry of Blows to set up your action!
Taron and I did the same thing on his channel and... They made the monk work!!! We were so excited to see that. I'm actually quite happy how Monk works now.
Just want a ribbon feature easily accessible to change your unarmed damage type to another mundane type. Where are my piercing stabbie hand strikes?
It’s absolutely wonderful to see two phenomenal TH-camrs get so excited about something they are so passionate about and give such an in depth explanation why.
Also the monk may have become the ultimate knight in shining armour because of their ability to move a damsel or dude in distress. Does it work on vertical surfaces? Can you run up the tower then grab the princess and run down with her?
One thing I came across in my own reading of the new monk that is probably not intended is that I think you can technically apply multiple instances of Quivering Palm to the same creature.
Somewhat pointless from a gameplay perspective, unless you're also allowed to end all of them in a single action/attack replacement (this is even less supported I feel), but it does open up the door for a pretty cool "cinematic" moment.
Someone under multiple charges of this suddenly starting to burst open from force damage a few days later, being tough enough to survive the first 10d12 and desperately trying to outlast the rest sounds like a good scene.
Still plugging the armored monk! And thanks for the videos guys!
Just a to touch in something said: the suggestion to have the Wholeness of Body feature from Warrior of The Hand heal allies is literally the main gimmick of Way of Mercy Monk's "Hands of Healing"...which was also featured in these playtests (though only referenced as being the same from TCoE).
I'm happy for the monk. This version doesn't have to live in the shadow of all the other martial classes. I think the barbarian is now the worst martial, which makes me sad, but if it means that the monk escaped being the laughing stock of the fighting classes this time, so be it.
The bit about being shoved off a cliff after deflecting an attack reminds me of the time one of my players purposely provoked an opportunity attack so that the boss would waste its reaction and not be able to cast shield when the player immediately pulled out a Wand of Magic Missiles and dumped 9d4+9 unavoidable force damage right in their face.
Thank you both for your information video
For the level 15 feature, dont forget that the level 2 feature still allows you to regain all expendes discipline points
Okay this is an extremely niche use case but if you decide to make a harengon monk, that fleet step can be used with the rabbit hop feature which means you can jump 10 times your proficiency bonus which is 40ft at level 11 as well as still having that dash and disengage and you can also bring an ally with you. That's 140ft of movement, 40ft able to be vertical.
I think they should allow you to use your action for the metabolism ability, or maybe make it a bonus action, because stuff like flurry and step of the wind are actually better than actions
Good job!
My inner monk smiles a little, even if it stays serenity otherwise….
😊
To comment on Colby talking about class scaling I had an idea for a game/class redesign where subclasses are generalized then change multiclassng to work off of subclasses instead of class “dips” in order to just get the best features. An example of The benefits of doing this means you could give a nerfed version of action surge to wizards who forgo a wizard subclass in order to get the fighter multclass subclass also fighters who decide to take the wizard multiclass subclass can still double cast spells with action surge while being a one-third/half caster. Sorry is this made no sense it’s 10:40 pm when I wrote this and my brain is tired. If you’ve read all this than I hope you have a good day. Also I know it’s maybe a bad idea buts it’s my idea so constructive criticism instead of negative comments would be appreciated.
This is basically how pathfinder second edition handles multiclassing, with “archetypes,” watered down versions of each class you can take on the side of your main class.
I hate it.
I think wholeness of body should give the option to heal at the start of your turn, without using an action or bonus action.
I personally don't like the new conjure spells for a couple reasons:
Since none of the conjured spirits have hp, it makes the Shepherd Druid (the best summoner subclass in the game) virtually non-functioning, same with the Conjuration Wizard's 14th level feature.
If anyone wants to play a proper summoner (aka, putting something with a statblock and hp on the board), they have to use the Tasha's summons. Since all of those spells have a huge gold cost associated with them, it makes summoning extremely DM dependent. I don't know about other games, but in the games I've played, I rarely have enough gp to buy these components, and when I do, its close the very end of the campaign.
None of the conjure spells feel like I'm actually summoning something. Other than flavor text, there isn't much that's different from these spells and spells you can move around like Moonbeam (which is what the new version of Conjure Animals is, but with a few extra bonuses), Whirlwind, and Flaming Sphere. That just feels so boring.
I know that the conjure spells, mainly conjure animals/woodland beings, needed to change, but this isn't it imo.
You can push vertically with Open Hand Tech... then with Fleet Step, leap to the air and do air combos + fall damage + prone?
Don't let the new monk distract you from the fact that the new conjure fey summons the *awesome* presence of a Medium Fey spirit in an unoccupied space you can see within range.
I'm just imagining a level 20 open hand monk pushing an ememy 45 feet with their flurry of blows. Insanely cool.
I can't believe I'm excited to play and optimize a monk.
You can detonate once per turn but you can apply the quivering palm twice.
Fury of blows
Hit, set vibrations, stunning strike
2 attacks, If stunning strike worked knock prone no save
Attack action, detonate then punch again and put ANOTHER vibration in them.
At the end of the Quivering Palm feature it says "You can have only one creature under the effect of this feature at a time"
Rereading is definitely a virtue. I misread/misinterpreted open hand technique at first too. My brain was inserting an extra ki point cost somehow on top of the saving throws. And I was trying to rationalize it next to the new barbarian brutal swing stuff that does similar things for what I perceived as drastically less resource cost and more importantly, Without saving throws. I still think it might be worth implementing the use of an extra DP to skip the saving throw and have the effect just happen but having it just baked into the flurry of blows cost and getting that extra attack at higher levels may in fact be enough.