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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10 |
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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.
Because the D&D monks are 100% modeled on Eastern cultures. Without any question. If you disagree, please tell me another culture that had/has warrior monks of the D&D monk style. Christendom had warrior monks but they were in the mold of fighters, or clerics, not martial arts masters. That's just reality. And, as someone else pointed out, several of the character classes have a decidedly Western feel.
I am really struggling with the inclusion of all these evil humanoid species as player character races. I believe it takes something away from the game, unless you want to run a game that is entirely evil humanoids. Otherwise, I just don't see and am strongly inclined to not allow them as PCs in my games.
Monks make up a lot of my builds good to see that there finally great
* I'm fine admitting there are problematic aspects to the game. I don't feel personally challenged by the system changing to address that.
* DnD is "about" whatever we want it to be. Changing the base system doesn't take away your style/preference or mine, but I can see it helping others decide more freely what they want their style to be.
As for Monks--I mean, I can't look at the book yet to verify--but I suspect there's still tons of flavor in the class and much more in the subclasses. Removing some of the real-world links of a fantasy-world role doesn't sound like a bad thing. Again, it's shifting the default understanding about the class. Those who are super into playing a character rooted in shaolin monks from history don't have to go far to read up on how to go about doing that.
The concern that I think you start to get at, however, is removing too much flavor or world details definitely feels too generic to me. Some of the species descriptions I've seen so far... man, there's barely anything to go on. I tend to like more of the world-building details to riff off of (to go along with or go against). That's what's bothered me most about some of the parts that have been released so far. I want the details of the world, but they've definitely made the world very generic in order to remove some of the prejudices.
Does this mean that the Monk still has Evasion (level 7), Stillness of Mind (level 7 but could be redundant with Self-Restoration), Unarmored Movement Improvement (level 10), Tongue of the Sun and Moon (level 13), Diamond Soul (level 14), Tireless Body (level 15) and Empty Body (level 18) ? Since I believe if a feature is not mentionned, it is kept. Is this right ?
Its still quite terrible at high level, your better off multi attacking with flurry for better aoe. hopefully when they redo dragon monk or sunsoul they give them better aoe.
Am I the only one who is still calling Ki Points that and not that other term?
No, I refuse to do so too...lol.
That is great for you and your games, but historically evil humanoid species being cartoonishly evil and unplayable has always been the norm. It's about time the game moves in a better direction. The great thing is that you are free to continue with that tradition in your game, but that is not the direction Wotc needs to move in.
Forcing racism into the worldbuilding of the game isn't good actually. It is something that can be used as a worldbuilding device, but that should be something you as a dm put into your setting, it shouldn't be standard. The idea that this is a flaw of trying to be inclusive is a strange take, are you really implying that combating prejudice and trying to be more inclusive is bad for the game because now you can't have your fantasy version of racism? Mind you, the new PHB isn't forcing you to go along with it. Do what you want with your setting, but complaining about other groups of people being included in the marketing just makes it seem like you prefer the game only pandering to one demographic.
im with ya on that.
Listen y'all..."I'm still calling them ki points" isn't the brave stance you seem to think it is.
Absolutely no one is bothered if you call them ki points. Go ahead. No one at WOTC will even hint that the term you personally use is an issue. They are just trying to avoid "baking in" a specific theme to the class. They are distilling it to theme-neutral documentation of rules. Unarmed attacks, focus, etc...
Then you add on all the flavour you want. YOUR monk wearrs a saffron colour robe and uses ki. Awesome, I hope they have a great campaign. Some OTHER monk comes from Ravenloft and learned deadly hand to hand fighting because Strahd outlawed weaponry and uses..... I don't know, trance points because they eat mushrooms.
That's all character-building, you pick. All they did was to reduce the asian theming that is built into the rules, they didn't eliminate it from your set of options. No one ever suggested you can't have a tibetan themed paladin, just like you can have a germanic themed monk.
No, everyone should just continue calling them ki points without exception. It was utterly stupid for them to change what they were called period.
Changing Ki to Focus was completely and totally unnecessary and them doing so was a demonstration of how completely racist and anti-Asian WotC and Hasbro are. If using Ki points as the name links a specific real world culture to monks and that allegedly doesn't make sense for a fantasy game, then they need to completely come up with new new names for all of the classes and languages too, because literally everything that exists in D&D without exception links classes and races to specific real world cultures in ways that "don't make sense for a fantasy game."
There is no culture presupposed by "fighter". No culture assumed by "wizard". I mean some classes have a bit more of a lean, no one is going to suggest "druid" doesn't have a clearly celtic origin, but even so, no one for a second has suggested there is anything wrong with a druid from ...an Indian culture. It's not somehow anti-celtic to design your druid as someone from a setting that is analogous to Mongolia.
Saying "focus points" is somehow anti-asian is a WILD take. We all know monks have an asian themed origin, just like druids have a celtic one. Everyone gets that, but there is a reason that the rules don't try and press you into making only celtic themed druids.
So calling them KI pressed you into making only Asia theme Monks? That's like saying every Fighter had to be European base except the Samurai. Because the fighting styles, weapons and armor are European Base. That because I play a Barbarian my character is pressed to a tribal character.
In my game, we called them Chi points because it worked better thematically for our game. (Everybody was Kung-Fu Fighting, the setting had no Karatekas).
Ultimately I don't mind that they're being re-branded Focus points because it's a generic term, and many cultures in the real world developed martial arts with varying philosophical concepts. Some believed in an 'inner power', variously metaphysical or physiological, and some didn't address it. To our point, more than one culture in our real world believed in the concept and they had different names for it because they spoke different languages.
In fantasy, it's not necessarily the case that fist-and-foot Monks necessarily had Asian origins. The Bard's Tale monk's depiction hewed close to Friar Tuck, rather than a Shaolin monk or Japanese sohei. Diablo III's monks look somewhere between Indian and Slavic; while some of their clothing looks Asian-inspired, their features do not. Since you're in command of where your own campaign worlds draw their influences from, you can call it anything you want; the rules can use a generic term and that doesn't fuss me. In our game, we're not going to call them Focus points, we'll call them Chi points or Ki points or Force points or Chakra points or whatever, or even words from Giant, Elvish, or Primordial if they're what are appropriate to the monasteries, dojos, schools, or academies that teach the art.
Even with Asian martial arts that embraced the concept, most of the generally accepted history of propagation suggests that the temple fighting arts followed cultural and migration patterns that started in India, spread to China, and then finally to Japan. Using the term "Ki" would be using a more recent rather than foundational or original terminology, which again, doesn't just pigeonhole it to Asian martial arts, but Japanese martial arts specifically. If I have a Shaolin monk character, he's not going to be calling them "Ki" points. If I'm playing a Karateka, he will.
We're no more likely to use the term "Focus Points" any more than we're likely to call our days of the week Monday, Tuesday, Wednesday, etc., but that doesn't mean we dislike the term as it's used in the base ruleset. I think it's fine for the rules to use a generic term that begs to be reflavored in your own setting.
First off, I respect your opinion. Am I correct to say that the main point of your statement is that you don't like how D&D is becoming "easier and more inclusive"?
When you say "Don't bring people with wheelchairs into dungeons, the weak wouldn't survive this world", that tells me how your campaign setting operates. For the record, I also enjoy the type of world you're describing, my 2nd edition homebrew campaign was like that; super gritty, it was brutal and unforgiving, and I loved it. But for years now I've been homebrewing a setting where goblins are business owners, orc tribes are being reached out to for diplomacy, and artificers are making battle wheelchairs. It has all the inclusivity that you seem threatened by. But it turns out, it's just as much fun as that brutal world I played in. It's simply a different kind of fun for us.
My question: I have yet to hear of a campaign that's entirely RAW. What is stopping you from homebrewing to have all of this "ease and inclusivity" absent from your world?
It's easy, here I'll do it for ya
1. "Eliminate player failure": Make higher DC's
2. "Weaking Character Power": Use higher CR encounters
3. "Impose modern Western idiotic notions in the game": Base your fantasy setting on the Dark Ages
4. "Eliminate any real sense of risk, culture, attitude in the game lore": As a DM, it's up to you to create these aspects, not a WOTC Book. And if you're not a DM I encourage you to try it out.
Games continue to modernize this way because we modernize as a culture. Art and entertainment reflect that culture. That's why you're seeing all these changes. If you don't like this direction; Go vote and try to implement your ideals on a cultural level or get into the business of making games so you can put out a product that reflects your viewpoints.
Best of luck out there.
Dont misuse the word "inclusive" here. When it comes to PLAYERS, I think it makes sense that we accommodate and welcome new players of all stripes. THAT has never been the issue. When it comes to "inclusive" in the game world, that is where I am suggesting more common sense and less real world sensibilities. Take that as you will.
You also confuse "annoyed" with "threatened". I am not threatened by these changes, I find them terrible, lazy, and boring. In other words annoying.
Also, yes, one CAN homebrew many things, though you misunderstood number 2 but lets ignore that. The fact that game went from threatening, dangerous, mysterious and epic to fuzzy slice of life is just not the same game. Its not DnD in the classic sense. I realize some people like it, I dont. I think they have thrown out all the flavor that made DnD what it was and that;s too bad. I also think you are woefully incorrect that the Lore not being fundemental to the game. It always has been.
But even more than the poor DEI choices, the mechanics themselves are largely being further messed up. They couldnt even be bothered to put more than 1 brain cell into the Ranger class, you know the worst mechanical class in the game, tossed all the non Hunter Mark features and then did nothing of consequence to making Hunter;s Mark the Ranger's key feature. It could have been really well done, but they are afraid of actually having the class be functional. Let alone the bad choices made to Paladin Smite, Stunning Strike, and Wild Shape, all of which I will let players decide which feature to use 2024 or 2014....I can guess what they will take if given the option.
All that WotC did was strip the theming from the ONE non-western culture based class in the game, but has actively left all of the Western themed classes completely intact and not removed a single thing from them that makes them neutral. It is the apex of hypocrisy.