shadowoflameth
Adventurer
With the play tests ongoing and Warriors likely to come soon, I've been thinking about the Monk, and what I might recommend based on what we've seen of One D&D so far.
My thoughts:
Martial Arts. Generally a good ability. Give the Monk a fighting style at 1st. The Unarmed style shores up the 1d4 to start if you feel that it's weak, D6 if you are using a Monk Weapon or D8 if not. It looks like melee attacks might be doing some things differently too which might affect the Way of the Open Hand.
Ki Points. Not a bad mechanic but some abilities overdraw on them.
1 Ki Point to do Flurry of Blows is OK but does not scale very well. Make it 1 ki point to do a second Attack action. Then at 5th with Extra Attack, it will scale at least a little.
Patient Defense and Step of the Wind don't need to require Ki Points. Just make the Monk able to Dodge, Disengage or Dash as a bonus action without spending a resource to do it.
Unarmored Movement is fine. If you're a skirmisher, more speed is a strong ability.
The Monastic Traditions deserve their own attention and fixes.
Deflect Missile is fine. It scales well and doesn't break anything.
Ability Score Improvement and Feats working the same for the Monk as with other classes is fine now and with the play test changes that we've seen so far.
Slow Fall is fine but streamline it. Just say you reduce falls up to your walking speed. That scales, it's impressive when it comes up and doesn't break the game.
Extra Attack is fine. It works like it works for other classes that get it.
Stunning Strike is strong and this deserves to cost a Ki Point.
Ki-Empowered Strikes is fine. It's in line with what other classes with similar abilities get at 6th.
Evasion is strong. The level may need to adjust as some other abilities are in the play test. It works fine.
Stillness of Mind is situational, but strong when it comes up. Does it need to be an action? Maybe. IMHO.
Purity of Body is a nice ability. Poison comes up often. Neat, simple and gives you something useful.
Tongue of the Sun and Moon Neat, simple and gives you something useful.
Diamond Soul is strong. I don't know that the Ki Point to re-roll is even needed. Had multiple Monks during 5E and never seen a player need it.
Timeless Body, mostly flavor but fine.
Empty Body is strong and it should be at 18th level, or 17th if the play test adjusts it. The Ki Point cost may need to adjust.
Perfect Self is bad. Really bad compared to some capstones. It's bad at 20th and would still be bad at 18th. Just say 1/day the monk can regain all Ki Points on a rest.
Epic Boons becoming the 20th level capstone, I have the same thought as with all classes. I like this, but make an epic boon truly epic in power. It's likely the last ability your character will ever gain.
I have thoughts on the sub-classes in the PHB too. Generally though, I just want to say, sub-classes need to have abilities at least as effective as the options that the class gets at the same level. I hope they get that.
As ever, I respect the thoughts of my fellow gamers and these are IMHO only
My thoughts:
Martial Arts. Generally a good ability. Give the Monk a fighting style at 1st. The Unarmed style shores up the 1d4 to start if you feel that it's weak, D6 if you are using a Monk Weapon or D8 if not. It looks like melee attacks might be doing some things differently too which might affect the Way of the Open Hand.
Ki Points. Not a bad mechanic but some abilities overdraw on them.
1 Ki Point to do Flurry of Blows is OK but does not scale very well. Make it 1 ki point to do a second Attack action. Then at 5th with Extra Attack, it will scale at least a little.
Patient Defense and Step of the Wind don't need to require Ki Points. Just make the Monk able to Dodge, Disengage or Dash as a bonus action without spending a resource to do it.
Unarmored Movement is fine. If you're a skirmisher, more speed is a strong ability.
The Monastic Traditions deserve their own attention and fixes.
Deflect Missile is fine. It scales well and doesn't break anything.
Ability Score Improvement and Feats working the same for the Monk as with other classes is fine now and with the play test changes that we've seen so far.
Slow Fall is fine but streamline it. Just say you reduce falls up to your walking speed. That scales, it's impressive when it comes up and doesn't break the game.
Extra Attack is fine. It works like it works for other classes that get it.
Stunning Strike is strong and this deserves to cost a Ki Point.
Ki-Empowered Strikes is fine. It's in line with what other classes with similar abilities get at 6th.
Evasion is strong. The level may need to adjust as some other abilities are in the play test. It works fine.
Stillness of Mind is situational, but strong when it comes up. Does it need to be an action? Maybe. IMHO.
Purity of Body is a nice ability. Poison comes up often. Neat, simple and gives you something useful.
Tongue of the Sun and Moon Neat, simple and gives you something useful.
Diamond Soul is strong. I don't know that the Ki Point to re-roll is even needed. Had multiple Monks during 5E and never seen a player need it.
Timeless Body, mostly flavor but fine.
Empty Body is strong and it should be at 18th level, or 17th if the play test adjusts it. The Ki Point cost may need to adjust.
Perfect Self is bad. Really bad compared to some capstones. It's bad at 20th and would still be bad at 18th. Just say 1/day the monk can regain all Ki Points on a rest.
Epic Boons becoming the 20th level capstone, I have the same thought as with all classes. I like this, but make an epic boon truly epic in power. It's likely the last ability your character will ever gain.
I have thoughts on the sub-classes in the PHB too. Generally though, I just want to say, sub-classes need to have abilities at least as effective as the options that the class gets at the same level. I hope they get that.
As ever, I respect the thoughts of my fellow gamers and these are IMHO only