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2024 Player's Handbook reveal: "New Monk"
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<blockquote data-quote="Milieu" data-source="post: 9397590" data-attributes="member: 7041560"><p>My notes from the video:</p><ul> <li data-xf-list-type="ul">Monk and the ranger are "largely new classes".</li> <li data-xf-list-type="ul">Lv 1 Martial Arts:<ul> <li data-xf-list-type="ul">Monk weapons are Simple Melee Weapons and Martial Melee Weapons with the Light property.</li> <li data-xf-list-type="ul">Unarmed strike can be used as a bonus action, no longer tied to Attack action.</li> <li data-xf-list-type="ul">Unarmed strike can do damage, grapple, or shove.</li> <li data-xf-list-type="ul">Can use Dexterity instead of Strength to set DC for Grapple and Shove <strong>(does not mention using it for damage as in UA8?)</strong></li> <li data-xf-list-type="ul">Martial Arts Die starts at d6 and goes up to d12</li> </ul></li> <li data-xf-list-type="ul">Lv 2: Monk's Focus - Ki points are now Focus points <strong>(not Discipline as in UA8)</strong><ul> <li data-xf-list-type="ul">Features under it return "in name only".</li> <li data-xf-list-type="ul">Flurry of Blows - Spend 1 Focus point to make 2 Unarmed Strikes as a Bonus Action. (Doesn't have a free option, because you get that at level 1.)</li> <li data-xf-list-type="ul">Patient Defense - Can take Disengage action as a bonus action. Spend 1 Focus Point to also Dodge action.</li> <li data-xf-list-type="ul">Step of the Wind - Can Dash action as a bonus action. Spend 1 Focus Point to also Disengage and double jump distance.</li> </ul></li> <li data-xf-list-type="ul">Lv 2: Uncanny Metabolism: When you roll initiative, once per long rest, you get all Focus points back and a certain number of hit points back.</li> <li data-xf-list-type="ul">Lv 3: Deflect Attacks: deflect attacks that do Bludgeoning Piercing, or Slashing. Reduce damage by 1d10 + Dex mod + Monk level. If it's reduced to 0, spend a Focus point to redirect to another creature. Target makes a save. If they fail, they take <strong>Force</strong> damage based on your Martial Arts die. <strong>(In UA 8, the damage type was the same as the original attack.)</strong><ul> <li data-xf-list-type="ul">Lv 13: Deflect Energy: upgrades Deflect Attacks to work on any damage type.</li> </ul></li> <li data-xf-list-type="ul">Stunning Strike - "One of the only places in the monk where a feature got toned down a bit". Can only be used once per turn. If the target fails the save, they are stunned; if the target succeeds on the save, their speed is halved until the start of your next turn and the next attack roll against them has advantage. <strong>(In UA8, target took some damage on a successful save.)</strong></li> <li data-xf-list-type="ul">Lv 10: Self-Restoration: Combines at elements they used to have in other features. At the end of your turn remove Charmed, Frightened, or Poisoned. No longer has an action economy cost.</li> <li data-xf-list-type="ul">Lv 10: Heightened Focus - upgrades the Monk's Focus options.</li> <li data-xf-list-type="ul">Disciplined Survivor - lets you reroll saving throws (no level mentioned, but was 14 in UA8)</li> <li data-xf-list-type="ul">Lv 18: Superior Defense - not explained apart from helping survivability, but in UA 8 it let you spend 3 points to give resistance to all damage except Force damage for 1 minute or until incapacitated.</li> <li data-xf-list-type="ul">Lv 19: Epic Boon</li> <li data-xf-list-type="ul">Subclasses - subclass names have been unified to "Warrior of __" format, similar to Sorcerer and other classes<ul> <li data-xf-list-type="ul">Warrior of Mercy (from Tasha's Way of Mercy):<ul> <li data-xf-list-type="ul">Pretty much the same, with minor tweaks</li> </ul></li> <li data-xf-list-type="ul">Warrior of Elements (replaces Way of 4 Elements):<ul> <li data-xf-list-type="ul">Lv 3: Elemental Attunement - Spend focus points to turn on increased reach of unarmed strikes using tendrils of air/water/fire/earth</li> <li data-xf-list-type="ul">Lv 3: New Elementalism cantrip - can be used to shape elements around them</li> <li data-xf-list-type="ul">Lv 3: When you hit a target with Elemental Attunement, you can change damage type to elemental, and make them save or be pushed.</li> <li data-xf-list-type="ul">Lv 6: Can use the Magic action and spend Focus Points to cause an elemental explosion in a 20' radius sphere, range 120 ft, damage based on martial arts die.</li> <li data-xf-list-type="ul">You aren't locked to one particular element. You can pick the element every time you use one of these features.</li> <li data-xf-list-type="ul">Lv 11: You get a fly speed and a swim speed.</li> <li data-xf-list-type="ul">Lv 17: Elemental Epitome:<ul> <li data-xf-list-type="ul">Choose elemental damage resistance at the start of each turn: acid, cold, fire, lightning, or thunder.</li> <li data-xf-list-type="ul">Increases speed when using step of the wind and causes damage to foes you move by.</li> </ul></li> </ul></li> <li data-xf-list-type="ul">Warrior of Shadow:<ul> <li data-xf-list-type="ul">Can still cast <em>Darkness</em>, but can now see in it.</li> <li data-xf-list-type="ul">Lv 11: Spend 1 focus point to make Shadow Step not require starting or ending dim light or darkness. Can make an Unarmed Strike as a bonus action after teleporting.</li> <li data-xf-list-type="ul">Lv 17: Cloak of Shadows: Turn invisible and partially incorporeal: pass through occupied squares as difficult terrain. Can use Flurry of Blows for free while in this state.</li> </ul></li> <li data-xf-list-type="ul">Warrior of the Open Hand:<ul> <li data-xf-list-type="ul">Wholeness of Body: Heal as a bonus action, multiple times per day</li> <li data-xf-list-type="ul">Can use Step of the Wind after any bonus action (except when using the bonus action to Step of the Wind in the first place).</li> <li data-xf-list-type="ul">Quivering Palm: Deals "a truckload of damage" on a failed save, and "a smaller truckload of damage" on a successful save. No longer instant death.</li> </ul></li> </ul></li> </ul></blockquote><p></p>
[QUOTE="Milieu, post: 9397590, member: 7041560"] My notes from the video: [LIST] [*]Monk and the ranger are "largely new classes". [*]Lv 1 Martial Arts: [LIST] [*]Monk weapons are Simple Melee Weapons and Martial Melee Weapons with the Light property. [*]Unarmed strike can be used as a bonus action, no longer tied to Attack action. [*]Unarmed strike can do damage, grapple, or shove. [*]Can use Dexterity instead of Strength to set DC for Grapple and Shove [B](does not mention using it for damage as in UA8?)[/B] [*]Martial Arts Die starts at d6 and goes up to d12 [/LIST] [*]Lv 2: Monk's Focus - Ki points are now Focus points [B](not Discipline as in UA8)[/B] [LIST] [*]Features under it return "in name only". [*]Flurry of Blows - Spend 1 Focus point to make 2 Unarmed Strikes as a Bonus Action. (Doesn't have a free option, because you get that at level 1.) [*]Patient Defense - Can take Disengage action as a bonus action. Spend 1 Focus Point to also Dodge action. [*]Step of the Wind - Can Dash action as a bonus action. Spend 1 Focus Point to also Disengage and double jump distance. [/LIST] [*]Lv 2: Uncanny Metabolism: When you roll initiative, once per long rest, you get all Focus points back and a certain number of hit points back. [*]Lv 3: Deflect Attacks: deflect attacks that do Bludgeoning Piercing, or Slashing. Reduce damage by 1d10 + Dex mod + Monk level. If it's reduced to 0, spend a Focus point to redirect to another creature. Target makes a save. If they fail, they take [B]Force[/B] damage based on your Martial Arts die. [B](In UA 8, the damage type was the same as the original attack.)[/B] [LIST] [*]Lv 13: Deflect Energy: upgrades Deflect Attacks to work on any damage type. [/LIST] [*]Stunning Strike - "One of the only places in the monk where a feature got toned down a bit". Can only be used once per turn. If the target fails the save, they are stunned; if the target succeeds on the save, their speed is halved until the start of your next turn and the next attack roll against them has advantage. [B](In UA8, target took some damage on a successful save.)[/B] [*]Lv 10: Self-Restoration: Combines at elements they used to have in other features. At the end of your turn remove Charmed, Frightened, or Poisoned. No longer has an action economy cost. [*]Lv 10: Heightened Focus - upgrades the Monk's Focus options. [*]Disciplined Survivor - lets you reroll saving throws (no level mentioned, but was 14 in UA8) [*]Lv 18: Superior Defense - not explained apart from helping survivability, but in UA 8 it let you spend 3 points to give resistance to all damage except Force damage for 1 minute or until incapacitated. [*]Lv 19: Epic Boon [*]Subclasses - subclass names have been unified to "Warrior of __" format, similar to Sorcerer and other classes [LIST] [*]Warrior of Mercy (from Tasha's Way of Mercy): [LIST] [*]Pretty much the same, with minor tweaks [/LIST] [*]Warrior of Elements (replaces Way of 4 Elements): [LIST] [*]Lv 3: Elemental Attunement - Spend focus points to turn on increased reach of unarmed strikes using tendrils of air/water/fire/earth [*]Lv 3: New Elementalism cantrip - can be used to shape elements around them [*]Lv 3: When you hit a target with Elemental Attunement, you can change damage type to elemental, and make them save or be pushed. [*]Lv 6: Can use the Magic action and spend Focus Points to cause an elemental explosion in a 20' radius sphere, range 120 ft, damage based on martial arts die. [*]You aren't locked to one particular element. You can pick the element every time you use one of these features. [*]Lv 11: You get a fly speed and a swim speed. [*]Lv 17: Elemental Epitome: [LIST] [*]Choose elemental damage resistance at the start of each turn: acid, cold, fire, lightning, or thunder. [*]Increases speed when using step of the wind and causes damage to foes you move by. [/LIST] [/LIST] [*]Warrior of Shadow: [LIST] [*]Can still cast [I]Darkness[/I], but can now see in it. [*]Lv 11: Spend 1 focus point to make Shadow Step not require starting or ending dim light or darkness. Can make an Unarmed Strike as a bonus action after teleporting. [*]Lv 17: Cloak of Shadows: Turn invisible and partially incorporeal: pass through occupied squares as difficult terrain. Can use Flurry of Blows for free while in this state. [/LIST] [*]Warrior of the Open Hand: [LIST] [*]Wholeness of Body: Heal as a bonus action, multiple times per day [*]Can use Step of the Wind after any bonus action (except when using the bonus action to Step of the Wind in the first place). [*]Quivering Palm: Deals "a truckload of damage" on a failed save, and "a smaller truckload of damage" on a successful save. No longer instant death. [/LIST] [/LIST] [/LIST] [/QUOTE]
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