Class guide

Monk guide for the 2024 rules

d8 hit dieNon-casterDexterity + Wisdom

The 2024 Monk is fast, slippery and much less starved for resources than the old version. Uncanny Metabolism refills your Focus points when you roll initiative, and Deflect Attacks works from level 3. Here's every feature from level 1 to 20.

CABy Corin Ashdown · Updated · 9 min read

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.

Damage3/5
Toughness3/5
Support2/5
Out of combat2/5
Ease for beginners2/5

Class basics

Hit died8
Primary abilitiesDexterity and Wisdom
Saving throwsStrength and Dexterity (all saves from level 14)
ArmorNone
WeaponsSimple, plus martial weapons with the Light property
SpellcastingNone

Features by level

LevelFeatures
1Martial Arts, Unarmored Defense
2Monk's Focus, Unarmored Movement, Uncanny Metabolism
3Deflect Attacks, Monk subclass
4Ability Score Improvement, Slow Fall
5Extra Attack, Stunning Strike
6Empowered Strikes, Subclass feature
7Evasion
8Ability Score Improvement
9Acrobatic Movement
10Heightened Focus, Self-Restoration
11Subclass feature
12Ability Score Improvement
13Deflect Energy
14Disciplined Survivor
15Perfect Focus
16Ability Score Improvement
17Subclass feature
18Superior Defense
19Epic Boon
20Body 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 levelsMartial Arts dieFocus pointsExtra speed
1d6——
2–4d62–4+10 ft.
5d85+10 ft.
6–9d86–9+15 ft.
10d810+20 ft.
11–13d1011–13+20 ft.
14–16d1014–16+25 ft.
17d1217+25 ft.
18–20d1218–20+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.

SubclassPlays likePick it if
Warrior of MercyA healer-assassin who restores allies and harms enemies with the same touchYou want to help the party and still deal damage
Warrior of ShadowA ninja who creates darkness and steps from shadow to shadowYou want stealth and teleporting
Warrior of the ElementsA martial artist whose strikes reach farther, carry elemental damage and later erupt in a burstYou want some range and area damage
Warrior of the Open HandThe classic: Flurry of Blows hits can push, knock prone or stop opportunity attacksYou 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.

Source: paraphrased from the 2024 Player's Handbook and the System Reference Document 5.2 (CC-BY-4.0). New to the game? Start with how to start playing D&D.
CA
Corin Ashdown · Editor

Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.