MostlyHarmless42
Adventurer
Agree with all of this. I frankly don't understand where people are coming away from this thinking the monk is "better" than the 2014 version when 95% of it is the same and the few tweaks they did add neither address the actual issues with the class or consider the mechanical implications that other martial classes gaining weapon mastery will have.Okay, more detailed thoughts on the base class:
Level 1: Martial arts, unarmored defence, weapon mastery. Martial arts die goes up by one, apparently to keep up with weapon mastery. This does not let it keep up with weapon mastery. Also give the monk's unarmed attack a weapon mastery feature, because otherwise it becomes a significant disadvantage compared to other melee attacks (plus Warrior of Open Hand is severely disadvantaged; more on that later). Unarmoured defence and martial arts are unchanged.
Okay, just let monks use discipline points from level 1, and let them add their wisdom modifier to their di points pool. This is the defining feature of monks and making them wait is akin to making full casters wait until level 2 to cast spells, and then only giving them two spells. Just give monks di points and step of the wind at level 1.
Level 2: Martial discipline (see above), unarmored movement. See above. Adding disengage to step of the wind is great and actually makes it worth spending a di on.
Level 3: Deflect Missiles improvement. A tiny bit better, depending on what you just deflected? Still situational but fun when you can use it. The counterattack feature might actually be worthwhile more frequently.
Level 5: Stunning Strike reduced to one attempt per turn. I think most of us agree with this, but why not give a SECOND option for spending di to go with it, so there is more choice? Most folks spammed Stunning Strike because they had nothing better to do.
Level 6: Empowered Strikes letting unarmored attacks do force damage. So...hmmm. This is a probably a wash, since very few creatures resist magical b/p/s attacks (swarms and demi-liches?), but a similarly few things resist force damage. Definitely makes the monk more effective against demi-liches!
Level 7: Heightened metabolism - so after 7 levels monks go from famine to feast as far as di points go. Just give them more di points to start with and give them something fun here, instead. Like stillness of mind, but make it a bonus action..oh wait, that's now wrapped up with purity of body at level 10 and called "self-restoration."
Level 10: Self-restoration. So this is kind of lame. Disease is no longer a thing, okay, but instead of being immune to poison damage you now can use a bonus action to remove the poisoned condition - that's a huge nerf against some fairly common opponents. On the other hand, being able to remove charm or frightened as a bonus action rather than an action is an improvement, but you have to wait until level 10 to get it. Overall this is at best a wash, but it feels like a nerf. It'll sure feel like a nerf when you are fighting anything that does poison damage!
Level 13: Deflect Energy instead of Tongue of the Sun and Moon. Why not both? Deflect Energy is a modest upgrade, since it will only affect targeted spells, and it's not like Tongue of Sun and Moon was that great in most campaigns.
Level 15: Perfect Discipline: again an ability that seeks to address the fundamental flaw with monks, resource scarcity, but does it at a level where that is much less of an issue. Just fix the fundamental problem at level 1, FFS!
Level 18: Superior Defence: So it costs 1 di less than Empty Body, but you no longer get to be invisible, which feels like a nerf. And you lose the ability to cast astral projection, which was very situational but cool.
Level 20: Defy Death: similar to Mastery of Death, which Way of the Long Death monks get at level 11, except it costs 4 points (or more) instead of 1. This is a terrible capstone (and no capstone at all for Way of the Long Death monks; hello backwards compatibility).
So, overall, I'm super disappointed. The big problem with monks, particularly at low levels, is resource scarcity plus lack of options, and this is barely addressed. Your unarmed damage gets buffed by +1, but those attacks lose out on mastery. Other than that...a few tweaks and a terrible capstone to replace the previous terrible capstone. But step of the wind is improved so that it is no longer "cunning action but much worse."
1) First, raising the martial arts die by one step is good. But it is not a fair compensation for weapon mastery not applying to unamed stikes, especially when it needed it to be done in the first place. Monks fall behind on damage quite a bit compared to other martials, especially at higher levels if (even more so if Magic items are added to the equation).
2) Unarmed Strikes need to be able to benefit from weapon mastery. It's stupid that this version incentives monks to use weapons over unarmed Strikes. Ideally they should get a base mastert that apllies and then maybe a feature later that let's them spend a di to apply a different mastery on their strike. If I'm reading it correctly Way of the Hand sort of does this, but not enough and that is really something that shouldn't be relegated to a subclass.
Like it or not weapon mastery is the new "fix" to martials and monks being hamstringed but not having proper access to it is an issue, especially when you consider every other martial class will get it on all of their attacks for free endlessly. Giving monks an ability to apply masteries on their unarmed attacks would be similar to but still distinctly different from the fighter. It needs to happen.
3) It is absurd they didn't make it a d10 class. Their AC is often lower than other martials and they are literally the only class with extra attack that doesn't have at least a d10.
4) Step of the wind is improved. I like it. But patient defense is still not going to see use a lot, especially at lower levels where di is in short supply.
5) Related to point 4. Stunning Strike nerf was both required and good to see. However it doesn't address the main complaint I often see from monk players who tend to spam stunning strike: monks don't have much else that is actually worth it to use di on that isn't stunning strike. Letting them use di to apply various masteries to their unarmed strikes would fix this.
6) Heightened metabolism is great and is exactly what warlocks should have for pact magic, though that is a whole tangent. For monks? It's useful, but frankly should be something they get sooner, where di shortage is actually a problem. I get why it may be an issue though because if I'm understanding it correctly the player can also use short rest dice to heal when they use it so I get that it's potent for more than just recovering di.
7) I get that the monk is already sort of feature packed and moving things around would be difficult, but I still feel like Acrobatic movement not coming online until 9th level is a bit...awkward. This literally came up in my game the other way where my monk player had to explain to another player that "all the typical monk s*** doesn't actually work until level 9" after the other player asked why he doesn't just wall run around a monster. Anecdotal I get but it points out the issue with it where what people think monks and do and what they actually do are often not the same.
8) I like deflect Energy, though point out most Energy damage sources are saving throws at higher levels, not attack rolls (tgough to evasion does sort of cover much of them, and 6 levels sooner ironically). This ability isn't as powerful as people might think.
9) The actual subclasses I have little to comment on other than Open Hand Technique should be baseline and just generically applying to Masteries in general, and that while the new Elemental Monk is functional, it feels a bit...boring. personally I wish they'd have made them 1/3 casters instead and given them access to whatever list has the most "elemental" stuff. It would've been nice to be able to cast fly and fluff it as wind based, or enlarge/reduce fluffed as adding stone to your body, etc.