Clint_L
Hero
My initial thoughts (spoiler alert: I love these changes):
Level 1:
Removed weapon mastery: It was becoming too ubiquitous and monks have other stuff they can do. Plus, if you really want it you can play Open Hand. The previous version didn't really help monks anyway. Good.
Improved martial arts die: small but necessary damage bump. Good.
Unarmed strike as a bonus action: Yes - simpler. Makes sense. Good.
Dextrous attacks: Monks should be good at grappling and tripping opponents. Great.
Level 2:
Flurry of Blows: Functionally more or less the same, but cleaner. Good.
Patient Defence: Improved...though wanting to take both disengage and dodge at the same time probably won't happen that often. Good
Step of the Wind: Improved. Good.
Uncanny Metabolism: Addresses monk squishiness slightly, and monk resource starvation substantially. FANTASTIC!
Level 3:
Deflect Attacks: Someone on this subform pitched almost exactly this...and WotC made it even better by also buffing the counterattack to make it potentially worthwhile. This makes monks viable tanks in certain situations. They've transformed a more or less ribbon ability into a game-changer for monks. FANTASTIC!
Level 5:
Stunning Strike: They kept the nerf to one attempt per round, but added damage if the target saves. I agree with that nerf, but it's kind of weird to have the damage only happen on a save, because that can create situations where you would actually prefer the target makes its save. Unlikely, but possible. Why not just have the damage happen no matter what? Good (but a bit strange).
Level 10:
Heightened Discipline Flurry of Blows: Allows monks to keep up with other martial classes at the level where they previously started to really fall off. FANTASTIC!
HD Patient Defence: Builds on monk's improved survivability. Good.
HD Step of the Wind: Adds a great new tactical option. Great.
Self Restoration: This is really cool because it's a free effect. Great.
Level 13:
Deflect Energy: basically keeps Deflect Attacks viable at higher levels. Necessary. Good.
Level 15:
Perfect Discipline: fixes the weirdness of the current version and gives it at a lower level, so it might occasionally be useful. Good.
Level 18:
Superior Defence: I loved that monks go invisible and do Astral Travel, but this still makes them amazing tanks at high levels, especially when you consider the other stuff they got. Okay.
Level 20:
Body and Mind: Simple and always useful; just ask barbarians. Gives monks more damage, a higher DC, and a WAY higher AC. A level 20 monk would now be a stupid good tank.
My initial takeaway is that if you are a monk and don't love these changes, you are crazy. They address all of the flaws with the class and mostly turn them into strengths. If anything, this version of monk might be over-tuned. I haven't mathed it out yet, but it is shaping up very well, especially when it comes to survivability.
Level 1:
Removed weapon mastery: It was becoming too ubiquitous and monks have other stuff they can do. Plus, if you really want it you can play Open Hand. The previous version didn't really help monks anyway. Good.
Improved martial arts die: small but necessary damage bump. Good.
Unarmed strike as a bonus action: Yes - simpler. Makes sense. Good.
Dextrous attacks: Monks should be good at grappling and tripping opponents. Great.
Level 2:
Flurry of Blows: Functionally more or less the same, but cleaner. Good.
Patient Defence: Improved...though wanting to take both disengage and dodge at the same time probably won't happen that often. Good
Step of the Wind: Improved. Good.
Uncanny Metabolism: Addresses monk squishiness slightly, and monk resource starvation substantially. FANTASTIC!
Level 3:
Deflect Attacks: Someone on this subform pitched almost exactly this...and WotC made it even better by also buffing the counterattack to make it potentially worthwhile. This makes monks viable tanks in certain situations. They've transformed a more or less ribbon ability into a game-changer for monks. FANTASTIC!
Level 5:
Stunning Strike: They kept the nerf to one attempt per round, but added damage if the target saves. I agree with that nerf, but it's kind of weird to have the damage only happen on a save, because that can create situations where you would actually prefer the target makes its save. Unlikely, but possible. Why not just have the damage happen no matter what? Good (but a bit strange).
Level 10:
Heightened Discipline Flurry of Blows: Allows monks to keep up with other martial classes at the level where they previously started to really fall off. FANTASTIC!
HD Patient Defence: Builds on monk's improved survivability. Good.
HD Step of the Wind: Adds a great new tactical option. Great.
Self Restoration: This is really cool because it's a free effect. Great.
Level 13:
Deflect Energy: basically keeps Deflect Attacks viable at higher levels. Necessary. Good.
Level 15:
Perfect Discipline: fixes the weirdness of the current version and gives it at a lower level, so it might occasionally be useful. Good.
Level 18:
Superior Defence: I loved that monks go invisible and do Astral Travel, but this still makes them amazing tanks at high levels, especially when you consider the other stuff they got. Okay.
Level 20:
Body and Mind: Simple and always useful; just ask barbarians. Gives monks more damage, a higher DC, and a WAY higher AC. A level 20 monk would now be a stupid good tank.
My initial takeaway is that if you are a monk and don't love these changes, you are crazy. They address all of the flaws with the class and mostly turn them into strengths. If anything, this version of monk might be over-tuned. I haven't mathed it out yet, but it is shaping up very well, especially when it comes to survivability.