The 2024 Player’s Handbook brings the return of one of the most distinctive classes in Dungeons & Dragons. Almost every aspect of the Monk has seen improvements and refinements, from Martial Arts at level 1 to the new Body and Mind feature at level 20.
In this article, we’ll look at all the key improvements of the 2024 Monk that you’ll find within the new Player’s Handbook. While most of the Monk’s features saw some improvements or have been fully replaced, those that remain unchanged or changed very marginally may not appear in this article.
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Perfect Focus |
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2024 Monk Class Features Overview

Martial Arts — Level 1
Changes to the Monk come early with adjustments to Martial Arts. The biggest change is that the Monk’s Martial Arts die starts one size larger at 1d6 and now goes all the way to 1d12. Next up, Monk weapons have been simplified. Now any Martial Melee weapon with the Light property qualifies as a Monk weapon. All Simple Melee weapons are also considered Monk weapons. Finally, you can now use Dexterity instead of Strength when attempting to Grapple or Shove a creature.
Also, you can now make an Unarmed Strike as a Bonus Action, even if you don't take the Attack action on your turn, which is an upgrade from the 2014 version of Martial Arts.
Monk's Focus — Level 2
Monk's Focus is a new name for a familiar level 2 feature where you’ll find Flurry of Blows, Patient Defense, and Step of the Wind, the last two having seen some fun improvements.
Patient Defense now allows you to take the Disengage action as a Bonus Action without spending any Focus Points, but if you do spend a Focus Point, you can Disengage and Dodge as the same Bonus Action.
Likewise, Step of the Wind allows you to Dash as a Bonus Action, no Focus Point required, but spending one allows you to Disengage and Dash as part of the same Bonus Action. Using a Focus Point for Step of the Wind also doubles your jump distance for a turn, so go ahead, you can definitely clear that gap.
Finally, similar to Martial Art's Bonus Unarmed Strike, Flurry of Blows no longer requires the Monk to take the Attack action first.
Uncanny Metabolism — Level 2
This new level 2 feature allows a Monk character to regain all expended Focus Points when they roll Initiative once per Long Rest. Additionally, when you use this feature, you also regain Hit Points equal to your Monk level plus a roll of your Martial Arts die.
Deflect Attacks — Level 3
Formerly Deflect Missiles, as the name might suggest, Deflect Attacks now has much more usability. No longer limited to Ranged weapon attacks, Deflect Attacks allows you to reduce the damage of any attack that includes Bludgeoning, Piercing, or Slashing damage. The damage is reduced by 1d10 plus your Dexterity modifier and Monk Level, and if you reduce that damage to 0, you can use a Focus Point to redirect the attack.
Depending on if the attack was a melee or ranged attack, you can target a creature within 5 feet or 60 feet, respectively, and force them to make a saving throw against damage based on your Martial Arts die and your Dexterity modifier.
Monk Subclass— Level 3

At level 3 the Monk class gets to pick its subclass, choosing from four options: Warrior of Mercy, Warrior of Shadow, Warrior of the Elements, or Warrior of the Open Hand.
- Warrior of Mercy: First appearing in Tasha’s Cauldron of Everything, the 2024 Warrior of Mercy subclass has seen the fewest changes of all the Monk subclasses. The familiar features such as Hand of Harm and Implements of Mercy return, albeit with some minor tweaks. Hand of Healing, for example, is now classed as a Magic action, a new action classification to improve clarity of the rules. The most significant change is that Flurry of Healing and Harm can now be used a number of times per Long Rest equal to your Wisdom modifier. While there haven't been too many major tweaks, the updated Monk class features ripple into this subclass to improve its abilities. For example, now that Monks can use Flurry of Blows to make up to three Unarmed Strikes at level 10, Flurry of Healing and Harm can heal up to three times now instead of two.
- Warrior of Shadow: The Warrior of Shadow really shines in 2024, pun intended. Shadow Arts has been reworked, allowing you to cast Darkness and Minor Illusion, and you can move the field of Darkness you create. The feature also gives you Darkvision (or upgrades yours if you have it) and lets you see through the Darkness of your own Darkness spell. As you level up, your level 11 Improved Shadow Step allows you to spend a Focus Point to ignore the Dim Light or Darkness restriction of Shadow Step and make an Unarmed Strike immediately after you teleport as part of the same Bonus Action. Finally, Cloak of Shadow is a new level 17 feature that allows you to wreath yourself in shadows. This effect lasts for 1 minute, until you’re Incapacitated, or you end your turn in Bright Light. While it’s active, you have the Invisible condition, which persists even if you attack or cast a spell; you can move through occupied spaces as if they were Difficult Terrain; and you can use Flurry of Blows without needing to spend any Focus Points.
- Warrior of the Elements: The Warrior of the Elements has had the most number of changes and has received a lot of new and exciting changes. Elemental Attunement now gives you 10-foot reach of your Unarmed Strikes and deals your choice of Acid, Cold, Fire, Lightning, or Thunder damage. You can also push or pull a target 10 feet on a failed save. On top of that, you learn the new Elementalism cantrip. As you level up, you'll get the ability to create AoE elemental bursts, fun ways to navigate the battlefield, and damage resistances to aid survivability.
- Warrior of the Open Hand: Open Hand Technique remains largely unchanged, with the exception of one of its options only blocking Opportunity Attacks rather than all Reactions. Wholeness of Body has been moved to a Bonus Action and now heals a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom Modifier, rather than three times your Monk level. However, you can now use it a number of times equal to your Wisdom modifier per Long Rest rather than just once. The new Fleet Step feature allows you to use Step of the Wind as part of any Bonus Action that wasn’t already used to perform Step of the Wind, and Quivering Palm has been rebalanced. It now costs 4 Focus Points and does 10d12 Force damage on a failed save rather than reducing the target to 0 Hit Points, and half as much on a successful save. While it might not insta-kill any longer, you can end the vibrations by forgoing one attack granted by the Attack action rather than taking your entire action.
Stunning Strike — Level 5
Stunning Strike, a popular Monk feature, has received a rebalance in the 2024 version of the class. It now requires the use of a Monk weapon or Unarmed Strike. If successfully applied, the Stunned condition now ends at the start of your next turn rather than the end, and it can only be used once per turn. However, if the target succeeds on their saving throw against Stunning Strike, their Speed is halved until the start of your next turn, and the next attack made against them is done so with Advantage.
Empowered Strike — Level 5
With this new version of Ki-Empowered Strike, you can change the damage type of your Unarmed Strikes to Force damage. Handy for getting around those resistances.
Heightened Focus — Level 10
Heightened Focus is a new level 10 feature that improves several of your core Monk features. First, Flurry of Blows gains an additional attack, bringing the total to three per Bonus Action. Next up, Patient Defense now grants you Temporary Hit Points based on two rolls of your Martial Arts die. Finally, when you use Step of the Wind you can move one willing creature that’s Large or smaller along with you until the end of your turn, and they don’t provoke Opportunity Attacks as you do.
Self-Restoration — Level 10
Another new level 10 feature, Self-Restoration lets you avoid the levels of Exhaustion you would normally accumulate when going without food or water, and at the end of your turn, end the Charmed, Frightened, or Poisoned condition on yourself.
Deflect Energy — Level 13
An upgrade to Deflect Attacks, Deflect Energy allows you to reduce the damage of attacks of any damage type.
Perfect Focus — Level 15
If when you roll Initiative, you’re below 4 Focus Points and don’t use Uncanny Metabolism, you immediately regain enough Focus Points to bring you back up to 4, perfect for when you’re on your fifth or sixth encounter of the day!
Superior Defense — Level 18
At the start of your turn you can expend 3 Focus Points to gain Resistance to all damage types except Force for 1 minute, or until you’re Incapacitated. It’s ideal when you’re up against high-level enemies that are pummeling you with elemental damage, like the Ancient White Dragon’s Cold Breath, or a Fire Giant Dreadnought's Shield Charge
Epic Boon — Level 19
In the 2014 Dungeon Master’s Guide, Epic Boons were a special reward handed out at the Dungeon Master’s discretion. Now they’ve made their way over to the 2024 Player’s Handbook as a new type of feat with the prerequisite of being level 19+. While Monks can take any Epic Boon, the recommended pick is the Boon of Irresistible Offense, which we’ll look at here:
- Boon of Irresistible Offense: First, increase your Strength or Dexterity ability score by 1, up to a maximum of 30. Next, Bludgeoning, Piercing, and Slashing damage you deal always ignores resistance. Additionally, when you roll a 20 on an attack roll, you can deal additional damage equal to the ability score you increased with this feat.
Body and Mind — Level 20
As the level 20 feature of the Monk, Body and Mind increases your Dexterity and Wisdom scores by 4 each, up to a maximum of 25.
Putting the Art Into Martial Artist
The 2024 Player’s Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
The 2024 Player’s Handbook brings with it probably the most changes for the Monk out of all of the classes, revitalizing the class and solving many of its weaknesses and pain points. The Warrior of the Elements probably showcases this most, a completely redesigned subclass that still captures the theme of its 2014 predecessor but delivers it much more effectively.
We’re delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!

Davyd is a moderator for D&D Beyond. A Dungeon Master of over fifteen years, he enjoys Marvel movies, writing, and of course running D&D for his friends and family, including his daughter Willow (well, one day). The three of them live with their two cats Asker and Khatleesi in south of England.
This article was updated on August 13, 2024, to issue corrections or expand coverage for the following features and subclasses:
- Martial Arts: Added that you no longer have to take the Attack action before being able to use your Bonus Action Unarmed Strike.
- Monk’s Focus: Added that you no longer have to take the Attack action before being able to use Flurry of Blows.
- Monk Subclass (Warrior of Mercy): Expanded coverage to detail how the improved base Monk class impacts the subclass's features.
- Monk Subclass (Warrior of Shadow): Added a note that the subclass allows you to see through the Darkness spell that you cast.
- Monk Subclass (Warrior of the Open Hand): Clarified that Quivering Palm's vibrations can be ended by forgoing one of your attacks granted by the Attack action.
Remind me again what is a "Spellcasting Focus" or a "Magical Focus" or any item in DND is called or referred as a "Focus." As for the Weapons Monks can use now cool here is a question can you make this make sense the new Monk can use "Light" Weapons as Monk weapons they can't use a Rapier because they aren't "Light", but they use can a Short Sword which weighs the same as Rapier. They cannot use a Javelin because it doesn't have the "Light" properties it only has "Thrown" ,but a Monk can use a Quarterstaff and Spear which are both heavier than the Javelin because they are "Versatile." Hell according to these fun rules a Monk couldn't use a Whip because they don't have "Light" but they can use the Hand Crossbow. On top of that you know it is interesting that Monks don't have a Weapon Mastery like the Spellcasters. Yet every other Martial Class has a Weapon Mastery. Isn't that interesting 🤔
Kensei Monk was like the walk arsenal of Monks, but hey Monks don't have a Fighting Style or Weapon Mastery. So you probably right. Hey doesn't every other Martial Class have a Weapon Mastery? It's only the Spell Casters that don't have a Weapon Mastery that's kind of interesting 🤔
You're still way off on what weapons a monk can use. This is from UA 8 but I'm pretty sure it made it into the game unchanged:
PROFICIENCIES:
Weapons: Simple Weapons, Martial Weapons that have the Light property
LEVEL 1: MARTIAL ARTS Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk Weapons, which are Simple Melee Weapons and Martial Weapons with the Light property.
Javelins are simple melee weapons so they are monk weapons. The light property is only required for martial melee weapons. They don't have proficiency with the hand crossbow because they don't have proficiency in ranged martial weapons even if they are light.
Monks have proficiency in simple ranged weapons like the short bow but they are not monk weapons so they can't use any feature that requires that they be using a monk weapon like stunning strike with these weapons. They can however using stunning strike with a thrown weapon now like a spear; this wasn't allowed in 2014.
I was being facetious about the Javelin. I was using the weight and the wording of "Light" because before it was any Simple Weapon and Short Swords now it is any Light Weapon and Simple Weapon which is cool, but still makes no sense because a Monk can't use a Whip or Rapier even though they use things heavier then both. Like the way it works a Monk can not use a Net or Trident which is just a Specific Spear and a Monk can use a Spear
Sometimes choices are made for balance and not realism. A rapier is not a light weapon so that it won't work with two weapon fighting. Why? Because it has a d8 damage die and all light weapons have either a d4 or a d6 damage die.
I mean it makes no sense that a Heavy Crossbow is a martial weapon as they are no harder to use than a light crossbow just heavier but it makes sense for game balance because they deal more damage and have a longer range.
Whips are not light weapons because they are heavy it's because they have reach and they don't want players dual wielding reach weapons even if the damage die is low.
Finally it's not a big deal that a monk can't use a rapier because starting at level 5 monks deal the same damage with all their monk weapons anyways (d8).
Again you don't have have to give it the light properties just say Monks can use any weapon that is not considered "Heavy"
Yeah, there isn't a whole lot of coherent 'sense' in the rules when it comes to monk weapons. There are explanations; I'm not sure I find any of them particularly satisfying.
"Light" is a weapon property, it's not actually based on (just) weight. Unlike "Focus", the term "Light" as used in 5e does actually have an express and explanatory RAW definition within the text of the rules, and it does not refer to literal weight. While this might seem a little weird, it's likely based on at least two things other than weight, which include size and center of balance.
IRL, two weapons can weigh the same but have very different handling characteristics based on where the distribution of mass and/or center of balance are, which can totally change their angular momentum in practice (i.e. whether you command the leverage, or it commands you) and how "heavy" or "light" they feel as a result. Weapons with a center of balance closer to the hand tend to be nimble but don't deliver cleaving or percussive attacks well, and advantage in a bind requires using the part of the weapon closer to the hand. Weapons with a center of balance closer to their striking end deliver stronger cleaving or percussive attacks by relying a lot more on momentum, but that also means they're less nimble because the wielder has to contend with more inertia. It's not just about weight.
That said, I wouldn't be able to tell you exactly why the designers limited the weapons that monks have access to; it doesn't make any great deal of sense to me as you can find martial arts traditions IRL that include polearm training, including some pretty massive glaive-type weapons. The most I could say about that is that it's one of the D&D monk's inherited stereotypes that's a lot closer to Okinawan Karate ("it is illegal to carry a sword here") than Shaolin Kung Fu ("swords and spears are good, but so are meteor hammers, glaives, dual-wielded axes and maces, and double-ended weapons, sometimes two at a time"). Even if you took the Kensei subclass, you wouldn't be able to get past a lot of this.
Maybe it's game balance. Maybe it's stereotype. But monk weapon selection is one of those things I remain pretty dissatisfied with.
You are probably right about all this. I think some of the features of the subclass could probably still work as is or with some small modification, but I would like to see a Fighting Style and at least one Weapon Mastery, in addition to access to all weapons and something to distinguish the Kensei from a fighter dip.
Name-calling now? Look, you said that a 2024 Rogue can do what a 2024 Monk can, but better. All these things you list are failing to demonstrate this in any measurable way. Dodge or Stealth as a Bonus Action is not as good as Dodge and Disengage at the same time as a Bonus Action. Sorry, but it is the reality of the game mechanics. It seems that you are trying to draw comparisons on damage in your second sentence. Rogues and Monks are at least comparable, but go about their attacking in very different ways, particularly in that Rogues are generally limited to single target, single attack, while Monks are not. I find that drawn comparison laughable for the simple fact that this does not do what you said Rogues can do, which is that Rogues can do what Monks do, but better. That was the stated claim. Another miss. Poison resistance? Really!? Setting aside the fact that Envenom Weapons is an Assassin's feature only and that (as far as I have seen) is not confirmed to have made it from UA to publication, there are only 6 pages of monsters Resistant to Poison Damage and 37 pages of monsters Immune to Poison Damage compared to the combined half page of those resistant or immune to Force Damage. Poison Damage is like, the 1st or 2nd most Immune damage in the game. LOL! Armor doesn't mean you grapple better either and Monks can have better AC than Rogues... Monks also get magical weapons and they will be able to hit with them multiple times to a Rogue's single attack even with a Weapon Mastery. This is not demonstrating that a Rogue is better, only that it is also effective in combat, but different. Maybe you just like Rogues play style better. That's okay.
You're going to have to collect and organize your thoughts a bit before I can respond in a meaningful way to this post. I do not understand what you are even trying to say here.
It might up the subclass' power level a bit, but it needed it. Although I don't have any statistical figures for it (how would I?), the anecdotal impressions I got were that most people who took the Kensei subclass was to make a ranged monk character (gunk or longbow, generally, but sometimes darts). It got a boost with some of the optional features from Tasha's, but also lost ground to the Dedicated Weapon option as well.
Agile Parry only made you use your weapon less, which was a strange effect. Reworking it to make it lean into the improved Deflect Attacks could be thematic, though. Deft strike is unimpressive compared to things like Hand of Harm, but the Way of Mercy monk came well after the Kensei was introduced, so maybe they could add another effect onto it.
As I've noted in some of my other comments, I find the whole thing about monk weapon selection to be a thematic holdover from previous editions. I'd mind all of that a lot less if the Kensei represented a worthwhile unlock of that potential, and with the Kensei being a subclass introduced in 2017 I can understand if it was very conservatively designed at the time. Hopefully they'll be a little less apprehensive about it now, and it'll be a little more badass in view of how much more cohesive the Elements monk has become.
Funnily enough, Kensei is one of the few Monk subclasses that has not been played at a table I have played at, along with Sun Soul, Four Elements, and Ascendant Dragon. I had made an Ascendant Dragon for a game, but the game fell apart before we even played. Unfortunately then, it means my commentary on the Kensei is from the comfort of an armchair. I spent my morning perusing some Kensei reviews and they more or less support what you are saying; ranged and, paradoxically, less weapon use. Agile Parry seems to be the only high value feature according to the Internet, and it triggers from not using your weapon. In my opinion, it would be great to do something like what you recommend, where using the weapon in some way applies the effect. Deflect Attacks is one way. I was thinking maybe burning a Focus Point upon hit to boost AC. Or maybe whenever you use a Focus Point, you get a boost to AC as a rider effect. That may be overpowered, but I am sure the game designers could find some middle ground. The important part, in my opinion, is to have active features that the players use rather than some passive effect. That makes it feel more tangible as a feature to me.
I love passive effects. The more passives you can grab, the better the overall action economy you have. Not saying that I dont like having SOME active abilities, but dont sleep on passives. Course it could just be a play style preference.
not a big monk fan but i might make one for my next chater now
Honestly, I'm what I'm hoping that happens is a couple more minor changes to the subclass to be more inline with the current rule-set.
Level 3
A) Change Kensei Weapons to choosing 1 Ranged & 1 Melee Monk weapon and give the Monk Weapon Mastery for those weapons
B) Change Agile Parry to activate if the DO use their Kensei Weapon
C) Change Kensei Shot to have the additional damage be equal to the Martial Arts Dice
Level 6
A) Allow weapon to change to Force damage like the Monk's Unarmed Strike
B) Deft strike change to be used Proficiency uses per day
Couple simple changes make it more in line with current design philosophy (from what I can see) and brings in a feature a that really plays into this being a weapon monk
This part doesn't match current design philosophy:
B) Deft strike change to be used Proficiency uses per day
instead it should be Wis or Dex modify uses for day. They moved away from prof uses per day in class/subclass features.
That's fair, I think it should be Wis in that case, but the tend to like to use Dex for a lot of Monk features
That's fair
probably not, likely just unchanged and therefore not mentioned
so, quivering palm was nerfed because it was "too powerful" to kill a creature after it makes a constitution saving throw to see if takes damage or if it can kill it, or at least make damage -10d10 maximum of 100 damage- but at the same level the wizard gets power word kill which can otright kill a creature from range if has at least 100hp or less? how is that balanced? why not just restrict the same way than power word kill the quivering palm making it that keep the 2014 effect of vibrations and killing if the creature has less than 100hp when you activated the feature on it, or if it has more then is just the new damage ? so basically nerfed the feature but now it also cost more?... where's the logic in that? someone in WotC just hate martials and half casters, isn't?
Yup. Jeremy is basically all spin no substance. He TRIES to sell that they are improvements or enhancements, but its just nerfing any type of play style that he deems offensive. Apparently only the full casters get any actually interesting or unique or powerful abilities. Yes, Monks got some improvements, but offset all that with the idiotic nerfs. Then they give the same kind of feature across every class because hell forbid that a class is not as good at something as another....They just turned DnD into generic fantasy game X, and that is really a shame.
And the funniest part of all of this, is you have you tubers and others out there saying how DnD 5e is crunchy or rules difficult....cracks me up every time some one makes THAT claim.
Do Monk's Unarmed Strikes also count as finesse for other class abilities now?