the last UA monk was the worst monk they've made for 5e...in last UA , it was at least weapons mastery.
I can agree to that, but removing mastery did not help this version of it.the last UA monk was the worst monk they've made for 5e...
I actually disagree with this. Mastery did little to nothing good for the monk before. It made for a weird tug of war, where you had to choose between doing higher damage with your unnarmed strike or having the utility of the mastery. Unless you make a mastery for unnarmed strikes, or do something clunky like what they did for the brawler, mastery will always interact badly with the class. Also there is th point of the "power budget" for the class. This version gave us a lot of improvement, and some of that improvement would have to be cut to keep weapon mastery.I can agree to that, but removing mastery did not help this version of it.
It's a good counterpart to the Rogue's Uncanny Dodge, with enough downsides that I don't think it'll make them into tanks. It has a higher minimum than Uncanny Dodge, able to negate smaller hits entirely, but doesn't scale up against big hits. It only works on physical damage until 13th Level, which might or might not be a big deal depending on how the Monster Manual is styled now. And it only works on one hit a round, so it's not as good at holding the front line against multiple foes as a Barbarian, say.1) Deflect Attack honestly maybe OP. Basically once every round, you will knock out damage = 5 + Monk Level + 1d10. That's practically just dropping the damage of most attacks to 0. And then not to mention you can spend points to damage other targets. Now that its both melee and ranged, this maybe one of the new go to damag reduction options....enough that even barb's might feel a bit jealous at times. Its a brand new ballgame in Monk defense.
or just add weapons masteries to this version and be done with it.I actually disagree with this. Mastery did little to nothing good for the monk before. It made for a weird tug of war, where you had to choose between doing higher damage with your unnarmed strike or having the utility of the mastery. Unless you make a mastery for unnarmed strikes, or do something clunky like what they did for the brawler, mastery will always interact badly with the class. Also there is th point of the "power budget" for the class. This version gave us a lot of improvement, and some of that improvement would have to be cut to keep weapon mastery.
I would much rather have deflecting attacks than weapon materies. Weapon masteries serve to give a class utility options and tactical choices. The monk always had those, so adding masteries, without creating unarmed masteries would be, as crawford said, "a hat on a hat" and a clunky secondary hat at that.or just add weapons masteries to this version and be done with it.
and return deflect attacks to deflect arrows.
There is solving an issue and there is overdoing it where no one asked for it.
deflect missiles is for monks general lack of good ranged options.
At least since 2014. It was an improvement over the PHB monk. But this is looking a lot better.the last UA monk was the worst monk they've made for 5e...