D&D (2024) 2024 Player's Handbook reveal: "New Monk"

"Largely a new class!"


Video Breakdown

Base Monk Class Notes
  • Knew monk was going to get a lot of attention - both satisfaction scores and actual play numbers have historically tended to be a bit low
  • Similar to ranger, monk is largely a "new class"
  • Martial Arts feature at 1st level
    • Monk weapons have been broadened to all simple melee weapons and martial melee weapons with light property
    • Can make an unarmed strike as bonus action
    • Can choose to use Dex to set DCs for unarmed strike grapple and shove options (see general notes below)
    • Martial Arts die - starts at d6 at level 1, scales to d12 at level 17
  • Monk's Focus feature at 2nd level
    • Ki/Discipline Points are now Focus Points
    • Patient Defense - can Disengage as bonus action for free
      • Spending 1 Focus Point lets you both Disengage and Dodge at the same time
    • Step of the Wind - can Dash as bonus action for free
      • Spending 1 Focus Point lets you both Dash and Disengage at the same time, and additionally your Jump distance is doubled for the rest of your turn
    • Flurry of Blows - Spend 1 Focus Point to make two unarmed strikes as bonus action
  • Uncanny Metabolism feature at 2nd level ("I didn't hear no bell.")
    • When rolling initiative, can regain all expended Focus Points and restore a number of hit points (1/long rest)
  • Redesigned Deflect Attacks feature at 3rd level
    • Roll d10 + Dex + Monk level to reduce damage from any attack that deals bludgeoning, piercing, or slashing damage
    • If damage is reduced to zero, can spend Focus Point to redirect force of attack to someone else - target makes a saving throw and on failure suffers an amount of Force damage based on your Martial Arts die
    • Upgrades to Deflect Energy at 13th level - can deflect any damage type
  • Self Restoration feature at 10th level
    • Can end Charmed, Frightened, or Poisoned condition on self at end of monk's turn for free
  • Heightened Focus feature at 10th level - further enhancements to Patient Defense, Step of the Wind, and Flurry of Blows (not detailed)
  • Superior Defense feature at 18th level - mentioned as example of ways they've increased monk survivability, but not detailed
  • Disciplined Survivor feature (level not mentioned) - mentioned as example of ways they've increased monk survivability, allows monk to reroll saving throws
  • Stunning Strike feature
    • Can only be used once per turn, but always does something
    • If target fails saving throw, they are stunned
    • If target succeeds on saving throw, their speed is halved and the next attack roll against them has advantage
  • Epic Boon at 19th level - no example specified

Subclass Notes
  • Warrior of Mercy
    • Largely the same, save for tweaks to better integrate subclass with new version of the base monk class
  • Warrior of the Elements
    • Completely replaces Way of the Four Elements
    • Elemental Attunement - not always active, costs Focus Points to "turn on"
      • Can increase reach of unarmed strikes using elemental power ("Not a Mr. Fantastic or One Piece style stretchy punch" :p)
      • Can change damage type to one of elemental themed options (not specified, but generally guessable)
      • Can force target to make a saving throw and move them around battlefield on a failure
    • Gain Elementalism cantrip
    • At 6th level, can take Magic action and expend some Focus Points to cause elemental explosion in 20-foot radius sphere up to 120 feet away, dealing damage based on Martial Arts Die
    • Themed around tapping into Elemental Chaos as a whole, rather than just one of the Elemental Planes
    • At 11th level, gain fly and swim speed when Elemental Attunement is active
    • Elemental Epitome at 17th level
      • Further improves Elemental Attunement
      • Gain elemental damage resistance (can be changed at start of every turn)
      • When using Step of the Wind, speed is increased and you can cause damage to enemies you pass
      • Additional option to deal bonus elemental damage once per turn (not elaborated)
  • Warrior of Shadow
    • Can cast Darkness spell as before, but can now see through that darkness
    • Improved Shadowstep at 11th level
      • Can expend Focus Point to remove requirement to start/end teleportation in dim light or darkness, and can make an unarmed strike as part Shadowstep bonus action
    • Cloak of Shadows at 17th level
      • Turn invisible and partially incorporeal (can pass through occupied spaces as difficult terrain), and Flurry of Blows does not cost Focus Points while Cloak of Shadows is active
    • Kendrick: "Would love to see the Archfey Warlock and Shadow Monk teleporting around the battlefield fighting each other."
      • Crawford: "Not a PvP game." :p
  • Warrior of the Open Hand
    • Wholeness of Body feature at 6th level
      • Now a bonus action and can be used multiple times per day
    • Fleet Step feature (level not specified)
      • Whenever you take a bonus action to do anything other than Step of the Wind, you can also use Step of the Wind immediately after that bonus action
    • Revised Quivering Palm
      • Deals a "truckload" of damage on failed save and a "smaller truckload" of damage on a successful one, but can no longer instantly drop creatures down to 0 hp

General Notes
  • Baseline (gold?) dragonborn monk iconic art has a tail.
  • Unarmed strike redesigned, intended to grant similar tactical versatility to that offered by weapon mastery - now includes three options:
    • Deal damage
    • Attempt to start a grapple
    • Attempt to shove target
 

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deadman1204

Explorer
Alot of these changes are good. I especially like changing deflect arrows into deflect melee to. My DMs never used arrows or if they did, it was just once a fight. This turned a pointless ability into a good one.

I am unhappy about the huge nerfage to stunning fist - specifically once a round. Monks are MAD, and even more so now because wis handles resists, and you can only stun once a round. Thus stun becomes FAR FAR less dependable. On top of that, stun is now worthless against big baddies, as they can just legendary save you away for several rounds. Yes some games might have alot of casters that can team up to burn legendary saves, but if you don't (small table or no casters) then the bbeg will save all legendary saves for the stuns.

Edit: I do have one question. Did monks lose a 2nd attack? If so thats a crazy nerf, having to wait until lvl 10 for the attack increase - which also has a bonus action charge as well.
 
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Alot of these changes are good. I especially like changing deflect arrows into deflect melee to. My DMs never used arrows or if they did, it was just once a fight. This turned a pointless ability into a good one.

I am unhappy about the huge nerfage to stunning fist - specifically once a round. Monks are MAD, and even more so now because wis handles resists, and you can only stun once a round.
Stunning Strike was made the Monk too one note. Yes a failed Stunning Strike is like hitting something with a Weapon Mastery of Slow+Vex, but it does setup the opponent for another party member to do something else to them.

And I'd say they're less MAD than before, they don't need to invest in STR to grapple or shove anymore. They're as MAD as Paladins, Rangers, and some Bards and Clerics are now.
 

deadman1204

Explorer
Stunning Strike was made the Monk too one note. Yes a failed Stunning Strike is like hitting something with a Weapon Mastery of Slow+Vex, but it does setup the opponent for another party member to do something else to them.

And I'd say they're less MAD than before, they don't need to invest in STR to grapple or shove anymore. They're as MAD as Paladins, Rangers, and some Bards and Clerics are now.
you do have a point that weapon mastery really detracts from monks in ways most do not realize yet. Alot of monk combat utility is now free for every melee to use, whereas monks need to spend class abilities to do those things.
 

Clint_L

Legend
Alot of these changes are good. I especially like changing deflect arrows into deflect melee to. My DMs never used arrows or if they did, it was just once a fight. This turned a pointless ability into a good one.

I am unhappy about the huge nerfage to stunning fist - specifically once a round. Monks are MAD, and even more so now because wis handles resists, and you can only stun once a round. Thus stun becomes FAR FAR less dependable. On top of that, stun is now worthless against big baddies, as they can just legendary save you away for several rounds. Yes some games might have alot of casters that can team up to burn legendary saves, but if you don't (small table or no casters) then the bbeg will save all legendary saves for the stuns.

Edit: I do have one question. Did monks lose a 2nd attack? If so thats a crazy nerf, having to wait until lvl 10 for the attack increase - which also has a bonus action charge as well.
No, they didn’t lose extra attack at level 5. Stuff that isn’t specifically addressed is more or less unchanged (some language changes and clarification).

re. Stunning strike: you make a valid point. I’m of the camp that it did make monks too one note. Also, note that with the new version, even if a mob uses a legendary save against it, they still get slowed and the next attack on them has advantage, which is a big upgrade in that circumstance.

I’ve been playing for months with this change, and haven’t missed it because there are now so many worthwhile options for using focus points that you don’t want to spam them all on stunning strike. So yeah, a nerf in some situations, but more than made up for by all the other goodies monks got, IMO.

Edit: Consider: currently, you can spam Stunning Strike, which has a pretty high failure rate. With nu monk, you can grapple them on your first attack, then just pound them with 3-4 punches with advantage while taking all the initiative from them. SS is still nice to have in the back pocket, but it’s no longer the go-to move.
 
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Chaosmancer

Legend
Alot of these changes are good. I especially like changing deflect arrows into deflect melee to. My DMs never used arrows or if they did, it was just once a fight. This turned a pointless ability into a good one.

I am unhappy about the huge nerfage to stunning fist - specifically once a round. Monks are MAD, and even more so now because wis handles resists, and you can only stun once a round. Thus stun becomes FAR FAR less dependable. On top of that, stun is now worthless against big baddies, as they can just legendary save you away for several rounds. Yes some games might have alot of casters that can team up to burn legendary saves, but if you don't (small table or no casters) then the bbeg will save all legendary saves for the stuns.

Edit: I do have one question. Did monks lose a 2nd attack? If so thats a crazy nerf, having to wait until lvl 10 for the attack increase - which also has a bonus action charge as well.

Completely disagree.

Probably one of the most reliable "real world" measurements of Stunning strike in a campaign comes from Critical Role Stats, and the character of Beau. According to the meticulous (they have time stamps of the attempts) record keeping, Beau attempted Stunning Strike 116 times. She succeeded 33 times, three of those success were canceled by legendary resistance.

This gave her Stunning Strike a success rate of about 28%, which makes some sense, as the most common advice for a monk to land Stunning strike was "Use Flurry of Blows and apply stunning strike to every attack" so they would succeed about 1-in-4 times.

This wasted a lot of Ki, on an ability that often did nothing. [Except when it landed and ruined someone's day]

Now, you go in to Stunning Strike, and you have a real decision to make... do you attempt to stun on your FIRST strike or your LAST strike? IF you do it on your first strike, you are guaranteed to give yourself advantage on your second. IF you do it on your last strike, you are guaranteed to give an ally advantage. And this is a guarantee, even if the enemy uses Legendary Resistance to automatically succeed on the save, they are reduced to half speed and the next attack against them has advantage.

The Monk can disengage and move away from the enemy as well, as since they have half movement, even if the enemy dashes they are far more likely to not be able of getting away from the monk, or getting to the monk.

And this is the FAILURE state of Stunning Strike. This is the BAD outcome, at the cost of 1 Focus. Whereas the previous bad outcome was -5 ki and nothing happened. Sure, you might be less likely to land the stun, since you can't spam it, but you will ALWAYS grant advantage on the next attack against the enemy, and that's not shabby.
 

deadman1204

Explorer
Completely disagree.

Probably one of the most reliable "real world" measurements of Stunning strike in a campaign comes from Critical Role Stats, and the character of Beau. According to the meticulous (they have time stamps of the attempts) record keeping, Beau attempted Stunning Strike 116 times. She succeeded 33 times, three of those success were canceled by legendary resistance.

This gave her Stunning Strike a success rate of about 28%, which makes some sense, as the most common advice for a monk to land Stunning strike was "Use Flurry of Blows and apply stunning strike to every attack" so they would succeed about 1-in-4 times.

This wasted a lot of Ki, on an ability that often did nothing. [Except when it landed and ruined someone's day]

Now, you go in to Stunning Strike, and you have a real decision to make... do you attempt to stun on your FIRST strike or your LAST strike? IF you do it on your first strike, you are guaranteed to give yourself advantage on your second. IF you do it on your last strike, you are guaranteed to give an ally advantage. And this is a guarantee, even if the enemy uses Legendary Resistance to automatically succeed on the save, they are reduced to half speed and the next attack against them has advantage.

The Monk can disengage and move away from the enemy as well, as since they have half movement, even if the enemy dashes they are far more likely to not be able of getting away from the monk, or getting to the monk.

And this is the FAILURE state of Stunning Strike. This is the BAD outcome, at the cost of 1 Focus. Whereas the previous bad outcome was -5 ki and nothing happened. Sure, you might be less likely to land the stun, since you can't spam it, but you will ALWAYS grant advantage on the next attack against the enemy, and that's not shabby.
One game with 1 dm is a poor way to measure it. CR has a very specific running and play style of the character. I will often run up and try to stun important things to keep them under control, so I see alot of legendary resists. If that CR player didnt, then you get a different ratio. MAybe CR campaigns have less stunnable important bad guys for example.

As well, a 30% success rate only enforces my point. If its gonna fail alot then you must use it more than once a round to be useful. The 5.5 monk cannot, so stunning fist becomes a garbage ability.
 
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deadman1204

Explorer
No, they didn’t lose extra attack at level 5. Stuff that isn’t specifically addressed is more or less unchanged (some language changes and clarification).

re. Stunning strike: you make a valid point. I’m of the camp that it did make monks too one note. Also, note that with the new version, even if a mob uses a legendary save against it, they still get slowed and the next attack on them has advantage, which is a big upgrade in that circumstance.

I’ve been playing for months with this change, and haven’t missed it because there are now so many worthwhile options for using focus points that you don’t want to spam them all on stunning strike. So yeah, a nerf in some situations, but more than made up for by all the other goodies monks got, IMO.

Edit: Consider: currently, you can spam Stunning Strike, which has a pretty high failure rate. With nu monk, you can grapple them on your first attack, then just pound them with 3-4 punches with advantage while taking all the initiative from them. SS is still nice to have in the back pocket, but it’s no longer the go-to move.
you do have a point that stunning strike did have the problem of "why should I use anything else instead".
 

Chaosmancer

Legend
One game with 1 dm is a poor way to measure it. CR has a very specific running and play style of the character. I will often run up and try to stun important things to keep them under control, so I see alot of legendary resists. If that CR player didnt, then you get a different ratio. MAybe CR campaigns have less stunnable important bad guys for example.

As well, a 30% success rate only enforces my point. If its gonna fail alot then you must use it more than once a round to be useful. The 5.5 monk cannot, so stunning fist becomes a garbage ability.

Please explain to me why halving the enemies speed and granting advantage to your allies next attack against the enemy is garbage.
 

deadman1204

Explorer
Please explain to me why halving the enemies speed and granting advantage to your allies next attack against the enemy is garbage.
Its not in a vacuum, its in comparison to what was lost.
Also, you choose stunning fist over a different option so there is an opportunity cost. Is stunning fist worthless? OF course not. Is the monk a reliable class to lock down a caster? Laughably no now, monks are no long capable of CC.
Thats the problem, monks had non-magical cc and now its effectively gone.
 

OB1

Jedi Master
Its not in a vacuum, its in comparison to what was lost.
Also, you choose stunning fist over a different option so there is an opportunity cost. Is stunning fist worthless? OF course not. Is the monk a reliable class to lock down a caster? Laughably no now, monks are no long capable of CC.
Thats the problem, monks had non-magical cc and now its effectively gone.
They'll still stun on 50%+ of their attempts against a typical caster, taking them out of half of all rounds and when they don't, can set up a Paladin, Rogue or Battle Master fighter for a nasty crit on the next attack.
 

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