5e '24 vs '14 - Class: Monk

The Monk is a fast-moving skirmisher that excels at disrupting enemies during combat and performing astounding feats of acrobatics out of combat. The core of the class is its use of Focus (formerly Ki) to power additional attacks, deal extra damage, move incredible distances, and power subclass features. Monks are also martial artists, performing most of their attacks with Unarmed Strikes.

Here is the run-down of what has changed for the new handbook

Core Class

The starting weapon proficiencies are now “Simple Weapons and Martial Weapons with the Light property” rather than “simple and shortswords”. Light was also a property of weapons in PHB14 with the same meaning as in PHB24.

Starting equipment swaps out the Shortsword for a Spear and 10 Darts for 5 Daggers. The Monk now also gets the Artisan tools or Musical Instrument they chose a proficiency with, which was not the case in '14.

Martial Arts

At 1st level, the description of which weapons count as Monk weapons is now the same as the Monk class’s weapon proficiency: “Simple Weapons and Martial Weapons with the Light property.” PHB14 stated similar conditions with negating language - “not two-handed”, “not heavy”. The set of qualifying weapons differs between the two versions.

Unarmed Strike may now also be a Bonus Action without PHB14’s requirement of first making an Attack action. Monks may still use an Action to make an Unarmed Strike as well.

The Martial Arts Die has been increased one size at all levels. The Monk now starts with a d6 MAD and sees it increase to a d8, d10, and d12 at 5th, 11th, and 17th levels.

Finally, Grapple and Shove saving throw DC’s are set with the Monk’s Dexterity, not Strength.

Monk’s Focus

The DC to save against the Monk’s features is always 8 + Wisdom modifier + Proficiency Bonus.

  • Flurry of Blows - 2nd level, no longer requires an Attack to use as a Bonus Action.
  • Patient Defense - 2nd, now allows Disengage as a Bonus Action, and spending 1 Focus Point triggers both Disengage and Dodge as part of the Bonus Action.
  • Step of the Wind = 2nd, now allows Dash as Bonus Action, and spending 1 Focus Point triggers both Disengage and Dash as part of the Bonus Action. Jump distance is also doubled.

Uncanny Metabolism, 2nd, is a new feature that, once per Long Rest, grants all spent Focus Points and heals HP equal to 1 Martial Arts Die (MAD) + Monk Level when rolling Initiative.

Deflect Attacks, 3rd, renames Deflect Missiles and expands it to reduce total damage from any attack roll with damage that includes Bludgeoning, Piercing, or Slashing (emphasis mine). An attack that would do both Piercing and Piercing damage could have the total of both damages reduced. Ranges to redirect the reduced damage are set at 5’ for Melee and 60’ for Ranged, and the target (not required to be the original attacker) makes a Dexterity saving throw (DC = 8 + Wisdom modifier + Proficiency Bonus) to take half the damage.

Stunning Strike, 5th, adds Unarmed Strike to the qualifying Attack types. Also new is if the target succeeds on their saving throw, their Speed is halved and the next attack against them has Advantage.

Empowered Strike renames Ki-Empowered Strikes at 6th level and replaces dealing magical damage with the choice to do Force damage or the normal damage.

Acrobatic Movement renames '14’s Unarmored Movement at 9th level, no other changes.

Heightened Focus, 10th:

  • Flurry of Blows now does 3 attacks, which was previously unlocked at 17th level.
  • Patient Defense adds 2 MAD gain of Temporary HP when spending a Focus Point to activate
  • Step of the Wind Focus Point spend lets you move a willing creature along with you without provoking Opportunity Attacks until the end of the turn.

The 10th level Purity of Body has been removed.

Self-Restoration, 10th, was previously Stillness of Mind at 7th and can now also end Poisoned (previously just Charmed and Frightened). Monks can now also go without food and water without incurring Exhaustion.

Tongue of the Sun and Moon, 13th, has been removed.

Deflect Energy, 13th, enhances Deflect Attacks to apply to any damage type.

At 14th, Diamond Soul becomes Disciplined Survivor.

15th level Timeless Body is removed and Monks age like everyone else.

Perfect Focus, 15th, restores 4 Focus Points when rolling Initiative and not using Uncanny Metabolism,

Empty Body, 18th, is removed and replaced with Superior Defense, granting Resistance to all damage types except Force for 1 minute, at the cost of 3 Focus Points.

The Epic Boons Feat becomes available.

Perfect Self, 20th, is replaced by Body and Mind, granting +4 to both Dexterity and Wisdom, to a maximum of 25.


Subclass Options (Warrior of the…)

The Monk subclasses were previously called “Way of the…”, but have been renamed “Warrior”.

Warrior of Mercy

This subclass originally appeared in Tasha’s Cauldron of Everything and appears in PHB24 nearly unchanged.

The Implements of Mercy, 3rd, sees its table of cosmetic masks removed, but still grants proficiencies as before.

Flurry of Healing and Harm, 11th, gains a rate limit per Long Rest equal to your Wisdom modifier.

Warrior of the Shadow

Shadow Arts, 3rd, no longer includes casting Pass Without Trace or Silence.

Shadow Step now receives the Improved Shadow Step upgrade at 11th, removing the required to both start and end Shadow Step in Dim Light or Darkness. Additionally, you can make an Unarmed Strike immediately after the teleport. The wording on this feature is unclear, likely intending that only one of the departing and arriving points of Shadow Step needs to be in Dim Light or Darkness, but not both.

Cloak of Shadows moves from 11th level to 17th. It still grants the Invisible condition, as well as:

  • Partially Incorporeal - move through occupied spaces as though they are Difficult Terrain
  • Shadow Flurry - Flurry of Blows can be used without a Focus Point spend.

The 17th level Opportunist is removed.

Warrior of the Elements

This class is similarly-named to Way of the Four Elements that appeared in PHB14, but is different to so great an extent that it is a wholly different subclass.

It enables the Monk to deal Acid, Cold, Fire, Thunder, or Lightning damage in a variety of ways, often at extended distances.

Warrior of the Open Hand

The sub-features of Open Hand Technique, 3rd, receive the descriptive names Addle, Push, and Topple. Rather than affecting the target’s Reaction, Addle now prevents only Opportunity Attacks.

Wholeness of Body, 6th, heals the Monk for 1 MAD of Hit Points a number of times per Long Rest equal to their Wisdom modifier. Previously it provided HP of 3x Monk level once per Long Rest.

Fleet Step, 11th, immediately provides the Step of the Wind benefit any time the Monk takes a Bonus Action other than Step of the Wind.

The 11th level Tranquility has been removed.

Quivering Palm, 17th, now costs 4 Focus Points (previously 3 Ki Points), to make no roll for one of the Monk’s Attacks to end the feature’s vibrations. The feature’s effect has been changed to deal 10d12 Force, half as much on a Constitution save. The '14 version would either set the target to 0 HP (failed save), or deal 10d10 damage.

In my experience playing an Open Hand monk, and having a player run one while I GM (until he re-built), the core of the class has a lot of compelling options to tempt you on any given turn. Unfortunately, the bonus damage potential from the Martial Arts Die left the Monk badly lagging other attacking types, so its special attacks and movement were critical to its relevance.

With the die-type increases and increased uses of Flurry of Blows, the Monk feels like it’s on better footing relative to its peers, and each of the subclass options feels like a winner for combat pillar experiences, with plenty to contribute to physically-demanding exploration.

The higher-level ability to replenish Focus Points is incredibly welcome, as it limits the sort of self-rationing and calls for Short Rest that mar the otherwise excellent experience of playing a Monk.

I resemble that player!

Agree based on experience that the '24 monk feels much more capable. Having thought about what monks can and cannot do I feel like they seem be more effective with another melee dmg class in the party. The knock down / stun effects give a party the most bang for the buck someone can follow behind the monk exploiting the prone/stunned baddies.

The improved damage mitigation/reflect is quite welcome as well.

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