Level 1
- Monk: Martial Arts.
- Barbarian: 2 Rages
- Fighter: Fighting Style, Second Wind
- Rogue: Sneak Attack, Expertise
- Ranger: Spellcasting, Expertise
So:
- Monk's Martial Arts is roughly equivalent to the Fighting Style that fighter gets.
- Barbarian gets offense+defense in Rage. Two Rages should cover about as many fights as you're likely to get per day.
- Fighter has a little extra survivability with Second Wind, and a baseline fighting boost with their chosen Fighting Style.
- Rogue gets extra damage, though no attribute mod added on offhand attacks. They also get Expertise for non-combat stuff.
- Ranger gets a couple spells and Expertise.
Everyone gets a small boost to damage compared to non-martials, except possibly for ranger (depends on spells picked). Barbarian and fighter both get a little extra defense/survivability. Monk's Unarmored Defense is just armor without armor, so nothing beyond any other class just getting armor proficiency.
All classes get Weapon Mastery.
So at level 1, monk feels a little lacking. The other martial classes all got something on top of a very basic boost to offense, but all monk gets is Unarmored Defense.
Level 2
- Monk: 2 Discipline Points (DP). +10 speed.
- Barbarian: Reckless Attack
- Fighter: Action Surge
- Rogue: Cunning Action
- Ranger: Favored Enemy, Fighting Style
So:
- Monk gets DP. You get 2 points per short rest, which might be expected to cover 3-6 rounds of combat. Out of one or two combats, you can make two extra attacks, have a couple rounds of extra defense or movement, or a balance of the above.
- Barbarian gets the feature that allows sacrificing defense for offense, infinitely usable.
- Fighter also gets a boost to a single turn over one to two fights, but that boost is an entire extra action. Which, at these levels means just one extra attack, or other actions which other classes might get as bonus actions. Fairly flexible option.
- Rogue can Dash, Disengage, or Hide as a bonus action, without cost. Reasonable tactical options.
- Ranger gets its Fighting Style one level later than fighter, and Favored Enemy gives it a free spell (Hunter's Mark), and free castings of that spell (up to Wis mod times). This is basically all the offensive bonuses it didn't get at level 1 with the other classes.
Everyone except rogue gets some sort of extra offense option. Rogue gets no-cost tactical options. Fighter's Action Surge is considered great, but it's actually kinda middling at this level. It becomes more impressive as the fighter gets to attack more at later levels.
And monk gets started on its DP track. At this level it can be considered two uses of Action Surge, where you can do extra damage, or move better, or dodge. It mainly seems lacking in comparison to the rogue, which can make those tactical options for free, while also using an offhand weapon (equivalent to the extra Martial Arts unarmed strike) with the Nick weapon mastery so as not to interfere with the use of its bonus action.
Monk has some flexibility in going offense or tactics, but while the offense boosts damage, the tactics decrease damage by using up the bonus action.
The conflict with the bonus action has been a long-standing friction issue, which Mike Mearls commented on in his YouTube videos many years ago. The early playtests briefly toyed with making offhand weapon attacks not use the bonus action at all, but then reverted that and instead allowed it as an option with a weapon mastery.
Since making use of the extra DP abilities costs a resource, it shouldn't have a secondary hidden cost of
taking away your first level damage boost. (Note: I just realized that my spreadsheet didn't account for that damage reduction when FoB was not used. I'm not going to try to add it, but it does mean there's a slight drop in expected damage.) The rogue's Cunning Action also contests with using an offhand weapon, but it doesn't take away the rogue's basic damage boost (Sneak Attack), and doesn't make you pay for the option to do so.
* If I were to adjust this, I'd integrate the bonus unarmed strike into the Attack Action itself. That leaves the bonus action open for any Martial Discipline action without penalizing your Martial Arts bonus damage.
Ranger can dual wield + Hunter's Mark for ~3d6 + 2xMod. Rogue can dual wield for ~3d6 + 2xMod. Barbarian can dual wield for 2x6 + 2xMod + 2xRage (roughly equivalent to another d6). A dual wielding monk could do 3d6 + 2xMod, while still having options open for using DP. You would have to sacrifice the offhand attack (unless you went 1d4 instead of 1d6), but at least it's not reducing a feature you already gained.
Level 3
Everyone gets subclasses. I won't try to get into them, as they're too varied.
Monk gets Deflect Missiles, which is a low value feature, which is why it can be stacked with the subclasses.
Level 4
Monk gets Slow Fall, which is basically a ribbon feature here. No other class gets a feature at an ASI level, that I can think of.
Everyone gets an ASI. Because all level 4 feats are half feats now, you can reach 18 in your primary stat at this point if you focused on building that way. I'll assume there's no major differential in that regard here.
So, while we can maybe spend another ASI point on a stat, the real factor at this level is your first feat. There are many options available, and what's actually chosen will be heavily player, character concept, and table-dependent. However, what is it that you "can" do? I'm mostly focusing on monk here.
All feats are from the Expert Classes playtest.
Charger improves the distance you can Dash, which is a nice bonus for Step of the Wind. Rogue can also use it with Cunning Action, though I'd expect them to be more likely to want to Hide for Sneak Attack (unless you're in a sucky game where there's never anywhere to hide). This is a lower priority for the other martial classes (except maybe Eagle barbarian).
Charger also gives you an extra 1d8 (or a 10' shove) when you move in to attack a target. This works very well with monk, since Step of the Wind also provides a Disengage, so you can move away afterwards, giving you room to charge in again next turn. This is basically giving you 1d8 damage as a bonus action with SotW, on top of the unarmed strike that FoB gives you.
Defensive Duelist is interesting. It's usable by a monk using a dagger in the offhand (using it for Nick, to leave the bonus action free). More interesting would be considering that the monk's unarmed strikes are essentially a finesse weapon, since you're allowed to use Dex for them rather than Str. (Or maybe all simple weapons, too, for monk.) If so, this would be a nice defensive boost for monk.
Grappler is a reasonable choice. If you're not dual wielding or using a staff in two hands, you always have a hand free to grapple, and none of the features interfere with your bonus actions. You can grapple as part of an attack, so it doesn't interfere with your damage output or bonus action. This gives you advantage on further attacks, plus being able to easily move grappled creatures around.
Great Weapon Master does nothing for monk, though it's one of the better offensive choices for several other builds. I would not be surprised to see a barbarian or fighter take it at this level. Same for
Polearm Master.
Skulker might be taken by a Shadow monk.
Speedster feeds the need for a faster monk, but getting it probably mostly depends on whether you want to be able to ignore difficult terrain when you Dash (SotW). It can certainly be useful, but it's also a niche requirement. Probably not my first choice at level 4.
So Charger and Grappler both seem like good options that would be regularly used, with Defensive Duelist being added if the monk's unarmed strikes (and simple weapons?) can be considered finesse weapons. These are not major boosts to damage, but they're solid tactical options that fit with various approaches to playing a monk.
Level 5
Extra attack for everyone.
Monk gets Stunning Strike. This is controversial, and the one overpowered feature of the PHB version. It was nerfed, but that nerf seems needed.
I am not sure what, if anything, I would revise with Stunning Strike. It's a complicated feature to consider. However it definitely feels like something that encourages draining your DP pool for, rather than using your other DP options. This is likely a primary culprit in diminishing the "feel" of the monk.
I think I would probably move Stunning Strike into the Warrior of the Hand subclass, using the level 6 feature. Let it be a signature move of that subclass, rather than draining attention and resources from what the rest of the monk class and other subclasses can do. Might need a replacement feature if so, but there's tons of options for that.
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So, early DP usage is weak, but it's actually similar to other classes in overall effectiveness. As long as you don't have to sacrifice your bonus action damage in order to use your DP options, I would not consider monk to be in a bad position.
The fourth level feat should give you decent options, on top of what you get from the subclass. (Only Hand has been noted as not doing well, and is going back for a major revision; the other subclasses will likely stay pretty much as they are.) And you should be able to use DP options most of the time by level 7, due to the new feature that gives you a short rest recovery in 1 minute.
So changes I would make:
- Move the bonus unarmed strikes from Martial Arts into the Attack Action itself, instead of an external bonus action. Flurry of Blows then simply gives a single unarmed strike as a bonus action. (The Mercy subclass would need some revision to account for this.)
- Give monk some small extra (probably defensive) benefit at level 1 aside from Unarmored Defense (which is functionally just leather armor).
- Make it clear that the monk's unarmed strikes and simple weapons can be treated as having the "finesse" property for the purposes of other game features, such as the Defensive Duelist feat