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2024 Player's Handbook reveal: "New Monk"
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<blockquote data-quote="Mistwell" data-source="post: 9398196" data-attributes="member: 2525"><p>Noteworthy:</p><p></p><p><strong>Base Class:</strong></p><p></p><p>1. Monks can now use Great Club as a monk weapon</p><p>2. Bonus action unarmed strike is a big improvement, decoupling it from the attack action.</p><p>3. Grappling and Shoving at the start of your turn before your action. That's a big deal.</p><p>4. Dex instead of Str as the DC for the grapple and shoves is very helpful. Monks will grapple and shove a lot.</p><p>5. Dash and disengage as bonus action without expending resources is good and matches Rogue, but only monks can enhance those things.</p><p>6. Deflect attacks and deflect energy are big changes here that I like for survivability in melee.</p><p>7. Step of the Wind moving a willing creature with you at level 10 is so much more powerful than I think people realize, particularly with flight.</p><p>8. I am glad the taking of damage on a failed save was removed, from a narrative standpoint. A mini-stun makes more sense.</p><p>9. Recovering focus points more often is crucial, and makes me happy.</p><p>10. You can now deliver a stunning strike with a thrown monk weapon. Interesting.</p><p></p><p><strong>Subclasses:</strong></p><p></p><p>11. Mercy: Not happy they changed Flurry of Healing and Harm can only be used Wis Mod per day. Big downgrade.</p><p>12. Elements: Powerful third level feature, and I like that it's usable all through higher levels. Extended reach with all attacks, move foe around battlefield with each attack, changing element type, really good. Fly speed is so great at lev 11, when combined with moving allies and enemies, and I think you'll have enough Focus to use this every combat.</p><p>13. Shadow: Looks like it's the playtest version.</p><p>14. Open Hand: fleet step slightly nerfed from playtest, must be <strong>after </strong>bonus action now.</p><p></p><p>Overall I am happy with this new monk!</p></blockquote><p></p>
[QUOTE="Mistwell, post: 9398196, member: 2525"] Noteworthy: [B]Base Class:[/B] 1. Monks can now use Great Club as a monk weapon 2. Bonus action unarmed strike is a big improvement, decoupling it from the attack action. 3. Grappling and Shoving at the start of your turn before your action. That's a big deal. 4. Dex instead of Str as the DC for the grapple and shoves is very helpful. Monks will grapple and shove a lot. 5. Dash and disengage as bonus action without expending resources is good and matches Rogue, but only monks can enhance those things. 6. Deflect attacks and deflect energy are big changes here that I like for survivability in melee. 7. Step of the Wind moving a willing creature with you at level 10 is so much more powerful than I think people realize, particularly with flight. 8. I am glad the taking of damage on a failed save was removed, from a narrative standpoint. A mini-stun makes more sense. 9. Recovering focus points more often is crucial, and makes me happy. 10. You can now deliver a stunning strike with a thrown monk weapon. Interesting. [B]Subclasses:[/B] 11. Mercy: Not happy they changed Flurry of Healing and Harm can only be used Wis Mod per day. Big downgrade. 12. Elements: Powerful third level feature, and I like that it's usable all through higher levels. Extended reach with all attacks, move foe around battlefield with each attack, changing element type, really good. Fly speed is so great at lev 11, when combined with moving allies and enemies, and I think you'll have enough Focus to use this every combat. 13. Shadow: Looks like it's the playtest version. 14. Open Hand: fleet step slightly nerfed from playtest, must be [B]after [/B]bonus action now. Overall I am happy with this new monk! [/QUOTE]
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2024 Player's Handbook reveal: "New Monk"
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