So, this is going to be a little tricky because while the presumably final version of the subclass is locked, and the YouTube channel Insight Check has a break-down of it, I cannot seem to find a written version of the subclass. For readers, that won't be a big deal, but for me it will mean referring to the video that breaks it down.
Still, the playtest version in the UA seems to have largely come through unchanged, with the exception of the nonfunctional capstone, which was fixed to now replace attacks within a Flurry of Blows rather than the attack action. This does mean that it will cost a Focus Point to get that spell in, but I think it's probably worth it, as you'll likely be doing that every turn by that level anyway.
We also don't really need to worry about it too much, as we'll only really care about the 3rd and 6th level subclass features, which I believe are unchanged.
So: what are the relevant features?
Well, first off: spellcasting. At level 10, we'll have 1st and 2nd level spells, along with cantrips. Like Eldritch Knights, Enlarge/Reduce is probably going to be our best concentration spell to boost our damage, as we'll be adding 1d4 to each of our hits with the Enlarge effect active on us. It'll also potentially help us grapple, as we'll now be able to grapple Huge sized creatures. Arguably, we'll actually get a greater benefit from this spell than EKs do because we can do more attacks in a turn with the level 10 boost to Flurry of Blows.
The other relevant piece here will be that we can weave a cantrip into our extra attack feature. Many of the same cantrips are available to us. Blade Ward can, of course, be a nice defensive option, and one that is probably more "affordable" to us because any given attack on a Monk isn't that much damage. But as I'd suggest with Bladesingers, EKs, Valor Bards (though they won't be able to pick them up immediately) I'd really suggest getting the excellent Booming Blade and Green-Flame Blade cantrips to let us do enhanced versions of attacks we'd want to make anyway. If you can't get these, True Strike is certainly an option, though note that this spell requires us to use our spellcasting ability, rather than merely allowing us to do so.
In terms of feats, I'd guess that Mystic Art Monks are probably going to want to lean a little further into Wisdom than some other Monks. You might choose to just go straight ASIs at each feat level to ensure you cap Dex, Wisdom, and get Con as high as you can. That said, I'm always down for taking Grappler on a 5.5 Monk. Weapon Master actually could be a decent choice if we want to dual-wield two light weapons - the damage dice for them will upgrade for us, so it's a nice little d8 boost of damage (at level 10).
Let's assume, though, that we're just getting raw stats with our feats, and we'll also be primarily using spells that are Wisdom-agnostic. We're going to assume, then, that by level 10, we've capped Dex so we can just focus our late-game feats on bumping Wisdom.
In order to use Booming Blade (our assumption for single-target situations, though GFB will always slot in for when there's cleave potential unless we're sure we can force them to move and get the punishment damage) we do need to be using a weapon that is worth at least 1sp. Luckily, Spears and Quarterstaffs both cost more than that. I'd guess that Spears are the better option (unless you're fighting skeletons) simply because of the option to throw them, though thanks to Martial Arts, we can really use any Simple melee weapon, or even martial melee weapons with the light property (which I think is just shortswords and scimitars?) They'll all be doing a d8 of damage, and the light property on weapons if we don't also somehow have Nick is kind of irrelevant in the face of our Martial Arts ability, so it's pretty arbitrary. (Actually, daggers can be great on a Monk because their damage will be just as good as anything else, and like spears, they can be thrown).
Now, a quick calculation: if we assume that the monster will move if we shove them away from us after hitting with Booming Blade, that'll add 2d8 damage. But if we just make another attack, we'll get 1d8+5, which is very slightly higher damage, so we're not going to pull those shenanigans unless we have a way to guarantee a knockback without sacrificing our damage.
So, the gameplan is this:
Turn one, we use our Action to cast Enlarge/Reduce on ourselves, growing to Large size and adding a d4 to each of our attacks. We then use Flurry of Blows to attack the target three times with unarmed strikes. On the first hit, we'll attempt a Stunning Strike.
Turn two, we will use our (let's say) Quarterstaff to attack first with Booming Blade, and also attempt a Stunning Strike. Then, we make an additional attack (it doesn't matter if we make an unarmed strike or quarterstaff attack) and then again Flurry of Blows for three additional attack.
Let's figure out what kind of damage we're doing.
Actually, one last thing: let's assume we started with a 16 Wisdom and have not yet been able to raise that.
Ok:
Turn One:
Again, we Enlarge ourselves with our action. Then, it's three Flurry of Blows attack.
We have a +9 to hit, and so we hit the Wyvern's AC of 14 on a roll of 5 or higher, meaning an 80% hit chance. Each hit does 1d8+1d4+5 damage, or 12 average, with an additional 7 on a crit. So, 12x80% is 9.6 and 7x5% is .35, so we are doing 9.95 damage on that first attack.
Now, in the 80% chance that we hit on this attack, we will also try to Stunning Strike. Our DC will be 15. The Wyvern has a +3 to Con saves, so they fail on an 11 or lower, meaning a 55% chance to fail and 45% chance to succeed.
Here's where it gets a little messy: we get advantage on the next attack regardless, but we won't get it on the third attack unless they fail. But also, in the 20% chance that we miss, we won't have been able to use Stunning Strike. This isn't that hard to do for attack number 2, but it'll get more complicated the more attacks we get (turn two will be a lot crazier).
So, attack #2 is guaranteed to have advantage if we hit with the first attack. So, 20% of the time, it'll be the same average damage as the first attack, but 80% of the time, our hit chance grows to 96% and our crit chance to 9.75%. 12x96% is 11.52 and 7x9.75% is .6825, so with advantage our average damage is roughly 12.2. 12.2x80% is 9.76 and 9.95x20% is 1.99, so this attack will do 11.75 damage on average.
Now, attack 3 is where the headaches begin. We have advantage under the following circumstances: if the target failed the Con save versus Stunning Strike on attack 1, or if we hit the target on attack 2 after missing on attack 1.
So, the chance for that first scenario is 80%x55%, or 44% (the chance we hit on the first attack times the chance that the Wyvern failed). The chance for the second scenario is 80%x20%, or 16% (the chance we hit on the second attack without advantage times the chance we missed on the first attack). So, I believe this comes to a 60% chance that we get advantage on attack 3. Thus, we take the 11.75 average damage when we have advantage and multiply it by 60%, giving us 7.05 and then the 9.95 average damage when we don't have advantage and multiply it by the remaining 40%, giving us 3.98, for a total of 11.03.
Thus, on turn 1, totaling this, we can expect to deal an average of 32.73 damage. Frankly not too shabby for a set-up round.
Now, onto turn two:
Here, that complexity is going to start going crazy as we have to figure it out over the course of 5 attacks.
Our first attack is now a Booming Blade attack, meaning it will hit for 2d8+1d4+5, so the damage and crit bonus goes up by 4.5, meaning average damage of 16.5 and crit bonus of 11.5.
Stunning Strike's effects, on a success or failure, end at the start our turn, so no worries about advantage on this first attack... which actually means we should probably save Booming Blade for our second attack.
If we then do so, we'll thus just do the familiar 9.95 average damage on this attack.
Booming Blade's advantage/disadvantage chances are the same as attack 2's on the first turn, so we're looking at an 80% hit and 5% crit chance 20% of the time and a 96%/9.75% 80% of the time. Without advantage, we're looking at 13.2 plus .575, for 13.775, and then with advantage, we're looking at 15.84 plus roughly 1.12, so 16.96. 13.775x20% is about 2.76, and 16.96x80% is about 13.57, so in total, this is doing 16.33 damage.
Now, our first Flurry of Blows attack should look identical to the first turn's attack 3, so we'll just use that value again, adding 11.03 damage.
Attack 4 on this turn is going to get really complicated: we get advantage if we hit on attack 1 and the Wyvern failed the save, if we missed on attack 1 and then hit on attack 2 and the wyvern failed, or if we missed on attacks 1 and 2 and then hit on attack 3. So, the first is the same familiar 80%x55%, or 44%. The second scenario is again 20%x that same 44%, or 8.8%. The third scenario is 80%x20%x20%, or 3.2%. So the chance we have advantage (if I've kept all these concept straight in my head) is 56%. So, we are looking at 11.75x56% and 9.95x44%, giving us 6.58+4.38(ish) for a total of 10.96.
Attack 5 (this is the last one, thank the gods) adds one more iteration onto this. Thus, we need to have missed with the first three attack and then hit with the fourth attack, or we need to have missed with attack 1 and hit with attack 2 and then the Wyvern must have failed their save, or missed with attacks 1 and 2 and hit with attack 3 and the Wyvern failed their save. Oh, or we need to have hit on the first attack and the wyvern failed their save, of course.
So, the first scenario is 20%x20%x20%x80%, or .64%. Scenario two is 20%x80%x55%, or 8.8%. Scenario three is 20%x20%x80%x55%, or 1.76%. Scenario four is that original 44%. Boy, I hope I didn't leave something out. Anyway, this gives us a 55.2% chance to have advantage. For sanity, I'm going to round that to 55%, and so we have 11.75x55%, or 6.46ish and 9.95x45%, or 4.48ish, giving this attack an average damage of 10.94, which you'll note is only .02 less than attack 4, meaning we might have been able to just approximate all of this.
Anyway, this means that by turn two, the average damage is 59.21, which is actually really freaking good.
This does require us to expend two FP each turn, but at level 10, that can be sustained for 5 turns. Concentration might not be the easiest thing to maintain here, given that we're probably going to be looking at a +3 bonus at most (and likely only a +2,) though Deflect Attacks can make Concentration saves a little easier.
We do have a set-up turn, but again, thanks to the fact that we're actually making more attacks with our bonus action than with our attack action, that doesn't punish us nearly as much as some other classes. Even if the combat only lasts two rounds, we average out to 45.97 damage, and that goes up if things get to round three.
This is beating a lot of my other builds. Indeed, if you didn't even use Stunning Strike and were making all attacks without advantage, you're still looking at 53.575 average damage on turn 2. It turns out that if you can add damage to every attack a Monk makes, they start really taking off, damage-wise.
And the nice thing is that this is relatively sustainable if you get some short rests in there. Assuming I have the numbers right, getting a 2nd level spell slot back can be done with 3 FP with a bonus action. While that'd be rough in combat, it's a great thing to do right before a short rest. At this level, you'll have 3 2nd level spell slots, so you might not even need to do that, but I think that's enough that you can probably afford to cast the spell every combat. Protecting concentration will be important, so you might consider delaying your Dex progression to take War Caster (which will feed into your Wisdom progression) but it's not the end of the world if you drop concentration, given how relatively easy it is to get those spell slots back.
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