The monk is...okay. The hit points, hit dice, key abilities (Wisdom and Dexterity), weapon proficiencies, armor proficiencies (none!), and attack bonus all seem appropriate when compared to the other core classes of D&D Next. The class includes some familiar D&D monk features like self-healing and immunities, and a "ki" feature that allows monks to use special offensive or defensive powers a certain number of times per day (starting with one at first level).
Like fighters and rogues, monks use expertise dice to perform combat maneuvers each round. Those expecting a return of the ridiculously overpowered engine of destruction from 3e D&D, however, are in for a big disappointment. The D&D Next monk, like the rogue, is simply a less-powerful version of the fighter. The monk is forced to share most combat maneuvers with those other two classes, and the handful of monk-only maneuvers are a mixed bag at best:
- Deflect Missiles: You can spend expertise dice to deflect a projectile weapon, catch it, or catch it and throw it back at the attacker. Sounds like a cool 3e-style feature, right? The problem is that you need to expend two expertise dice to catch a projectile, and three to catch it and throw it back. Expertise dice are a scarce resource; I'm not sure many players will be willing to "invest" so many dice on this maneuver, especially because the damage for a missile thrown back at the attacker is very low.
- Flurry of Blows: It blows. Okay, that was cheap...but not inaccurate. This maneuver may be good for wiping out low-hit-point minion-type creatures (it gives you the ability to attack more than one foe on your turn), but in terms of pure damage output, the Deadly Strike maneuver is better. Fighters get that maneuver for free, and monks can pick it up later.
- Hurricane Strike: When you hit, you can spend expertise dice to throw the enemy away from you. This one seems reasonably useful.
- Iron Root Defense: You can spend expertise dice to gain damage resistance, but only if you don't move. This is cool, but aren't monks supposed to be mobile?
- Step of the Wind: You can spend expertise dice to increase your speed, walk up vertical surfaces, or even walk across liquids. This looks like a very useful maneuver.
The worst part about monks and maneuvers? Players can't make their own selection until fourth level.
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