Verdict
A much better class than it was in 2014, but still one that rewards players who know the rules. You get several attacks a turn, the best speed in the game and Stunning Strike to shut down a single enemy. You also have a d8 hit die and no armor, so you have to hit and get out rather than stand in front.
Class basics
| Hit die | d8 |
|---|---|
| Primary abilities | Dexterity and Wisdom |
| Saving throws | Strength and Dexterity (all saves from level 14) |
| Armor | None |
| Weapons | Simple, plus martial weapons with the Light property |
| Spellcasting | None |
Features by level
| Level | Features |
|---|---|
| 1 | Martial Arts, Unarmored Defense |
| 2 | Monk's Focus, Unarmored Movement, Uncanny Metabolism |
| 3 | Deflect Attacks, Monk subclass |
| 4 | Ability Score Improvement, Slow Fall |
| 5 | Extra Attack, Stunning Strike |
| 6 | Empowered Strikes, Subclass feature |
| 7 | Evasion |
| 8 | Ability Score Improvement |
| 9 | Acrobatic Movement |
| 10 | Heightened Focus, Self-Restoration |
| 11 | Subclass feature |
| 12 | Ability Score Improvement |
| 13 | Deflect Energy |
| 14 | Disciplined Survivor |
| 15 | Perfect Focus |
| 16 | Ability Score Improvement |
| 17 | Subclass feature |
| 18 | Superior Defense |
| 19 | Epic Boon |
| 20 | Body and Mind |
Focus points and Martial Arts die by level
Three numbers drive the monk. Your Martial Arts die sets your unarmed damage, your Focus points pay for your special moves, and Unarmored Movement adds to your speed as long as you wear no armor and carry no shield. Focus points equal your monk level and come back on a short or long rest.
| Monk levels | Martial Arts die | Focus points | Extra speed |
|---|---|---|---|
| 1 | d6 | — | — |
| 2–4 | d6 | 2–4 | +10 ft. |
| 5 | d8 | 5 | +10 ft. |
| 6–9 | d8 | 6–9 | +15 ft. |
| 10 | d8 | 10 | +20 ft. |
| 11–13 | d10 | 11–13 | +20 ft. |
| 14–16 | d10 | 14–16 | +25 ft. |
| 17 | d12 | 17 | +25 ft. |
| 18–20 | d12 | 18–20 | +30 ft. |
The save DC for your Focus features is 8 plus your Wisdom modifier plus your proficiency bonus. That's why Wisdom sits right behind Dexterity in every monk build.
The features that matter
Martial Arts (level 1)
You can use Dexterity for unarmed strikes and monk weapons, roll your Martial Arts die for their damage when it beats the weapon's, and make an unarmed strike as a bonus action. Monks don't get Weapon Mastery, so your bonus-action strike and Focus spending are what fill your turn.
Monk's Focus (level 2)
Three options. Flurry of Blows costs 1 point for two bonus-action unarmed strikes. Patient Defense lets you Disengage as a bonus action for free, or Disengage and Dodge for 1 point. Step of the Wind lets you Dash as a bonus action for free, or Disengage and Dash with a longer jump for 1 point. At level 10 each one improves: three strikes with Flurry, temporary hit points with Patient Defense, and the option to carry an ally with Step of the Wind.
Uncanny Metabolism (level 2)
Once per long rest, when you roll initiative, you regain all your Focus points and heal your Martial Arts die plus your monk level. This fixes the old problem of running dry after one fight.
Deflect Attacks (level 3)
When an attack hits you with bludgeoning, piercing or slashing damage, your reaction cuts it by 1d10 plus your Dexterity modifier plus your monk level. If that brings it to zero, you can spend 1 Focus point to blast a creature near you with the force of the hit. At level 13 it works on any damage type.
Stunning Strike (level 5)
Once per turn, after you hit, spend 1 Focus point to force a Constitution save. On a failure the target is stunned until the start of your next turn. Even on a success its speed is halved and the next attack against it has advantage.
Evasion and Superior Defense (levels 7 and 18)
Evasion lets you take no damage from a Dexterity save you pass, and half from one you fail. Superior Defense spends 3 Focus points for a minute of resistance to everything except force damage.
What changed from 2014
- Ki is now called Focus. It works much the same, but Uncanny Metabolism and Perfect Focus give you points back at the start of fights.
- The Martial Arts die starts at d6 instead of d4 and reaches d12 at level 17.
- Patient Defense and Step of the Wind have free versions. The basic Disengage or Dash costs nothing, so you only spend Focus for the upgraded effect.
- Deflect Attacks covers melee too. The 2014 feature only caught missiles. Now it reduces any weapon hit, and at level 13 any damage.
- Stunning Strike is once per turn. You can't spend all your Focus fishing for a stun in one turn, but a failed save still gives you something.
- Mercy and Elements are core subclasses. The Four Elements was reworked into the Warrior of the Elements.
The old monk spent its ki in one fight and then had nothing. The new one has a steadier supply, and it plays much better for it.
Subclasses
You pick a subclass at level 3. Only the Warrior of the Open Hand is in the free SRD; the others are in the 2024 Player's Handbook.
| Subclass | Plays like | Pick it if |
|---|---|---|
| Warrior of Mercy | A healer-assassin who restores allies and harms enemies with the same touch | You want to help the party and still deal damage |
| Warrior of Shadow | A ninja who creates darkness and steps from shadow to shadow | You want stealth and teleporting |
| Warrior of the Elements | A martial artist whose strikes reach farther, carry elemental damage and later erupt in a burst | You want some range and area damage |
| Warrior of the Open Hand | The classic: Flurry of Blows hits can push, knock prone or stop opportunity attacks | You want a simple, strong first monk |
Open Hand is the best starting point. Mercy is the one we'd pick for a party with no healer.
Building one
- Ability scores: Dexterity first, Wisdom second, Constitution third. Unarmored Defense adds both Dex and Wis to your AC.
- Weapons: a quarterstaff or spear early. Once your Martial Arts die passes the weapon die, unarmed strikes are just as good.
- Feats: raise Dexterity, then Wisdom. You don't need feats for mobility, because the basic Dash and Disengage from Step of the Wind and Patient Defense cost no Focus.
- Tactics: move in, use Stunning Strike on the enemy caster or boss, then step back out. Don't trade blows with the biggest monster.
New monk players tend to spend Focus on Flurry every turn. Hold back enough for a Stunning Strike when the right target shows up.
Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.