so lets say for instance we look at a lvl 5 monk when they first get stunning fist (way too late imho) at this level they have 5 ki points so they theoretically have 5 stunning fists in the tank if they need them but they give up a flurry for every one they use dropping their damage parse.
compare that to a 5th level cleric of war. they have 3 2nd level spell slots, and 2 3rd level spell slots. each second level spell slot provides one "hold person" and each third provides 2 "hold persons" giving us a total of 7 potential hold person's. now you might at first glance think that's fine because the monk gets theirs back on short rest, but you are missing a very important duo of details number one its a wisdom savings throw to break out of hold person a MUCH higher probability to be a monster slower save ESPECIALLY on targets you want to cc like bugbears and ogres. Also each hold person has the potential to perpetuate its "stun" indefinitely until the monster is killed. Sure in most cases its only going to last 2-3 rounds and it could theoretically only last 1 round after application but the monks stuns have absolutely no potential to continue after the round they succeed on. it also is a ranged ability and can be safely cast while approaching enemies or while enemies approach you and aren't in melee yet.
Even worse this isn't even the cleric whole tank that leaves thier lvl 1 spells for whatever they may need (ac from shield of faith). All on a class with the same hit die, probably better ac through platemail and flurries just like the monk although only equivalent to a third level monk in number they are more potent because bigger and better weapons can be used by the warpriest and their flurry synergizes with their proficient weapons while the monks do not. Warpreists can equip shields without deleting their character sheet, they can heal, buff, use a bow and flurry with it. they still have channel divinity in the tank to make those big flurry hits hit.
If we scale up to 10th level it only gets worse hold monster comes online as do higher spell slots that allow hold person to function on up to 3 targets if needed.
not even figuring in that if the warpriest gets a second round out of a hold spell they can helicopter the helpless target with martial weapons or attack spells that don't require concentration. and considering the PARTY gets an additional turn to helicopter the helpless target as well if needs be.
Last edited by Snardbuckett; 06/10/20 11:42 AM.