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.
But historically It hasn't even been particularly good Asian theming, though. "Ki" is a Japanese term, what about Thai, Filipino, Chinese, Korean, Indian, Indonesian, Vietnamese, etc. etc., there are lots of martial arts, so many disciplines, and by the rules the Monk isn't particularly good at representing a lot of these traditions. The 2014 Monk is excessively Dex-based while also managing to be horribly MAD, and relies overmuch on a single gimmick - stunlocking. It didn't do a great job in representing the diversity of even Asian martial arts, which includes and encompasses styles that rely on resilience or equilibrium over agility or mobility (like Wing Chun, Aikido, or Tai Chi), those that cultivate strength and defense, or those that include training in a greater variety of weapons that the military typically uses (D&D monks just aren't allowed, even as Kensei, to build into the Monk's Spade or Kwandao because those are almost certainly Heavy, Two-Handed weapons, or use their Flurry of Blows with fighting sticks or knives like you might in Silat or Escrima). Monks can't even use Shields!! Darts aren't Monk weapons, so even your Way of the Shadow monk is pretty awkward at using the classic 80's ninja kit. This is all made weirder by the presence of martial-arts themed Humanoid monsters that fully integrate darts and chainwhips into their combat actions in ways that are off limits to player monks. All the various subclasses did add some flavor - the Way of Mercy allows a Wong Fei Hung/Wong Kei Ying style martial arts doctor, and the Kensei somewhat increases the weapon options, but they all still lean into the same sorts of play - speed and stunlocking. You can play differently but everyone in the party will keep asking why you aren't doing monk stuff.
The Ki theming and stun-speedster gimmick, even for Asian theming, was and remains rather limiting and even excludes lots of other Asian martial arts, cultures and disciplines. It seems like the specific reference to "Ki" was, more than anything, the result of early designers' very limited exposure to and understanding of Asian cultures, owing more to stereotype (and the Destroyer novels, apparently) than any great familiarity with any of the actual arts or history. In many ways it's as bad as D&D's continuing use and reference to things that have relatively little basis in history or even myth or legend, like studded leather armor If you didn't want to rename Ki to Focus because it abandons Asian theming too much, I understand that perspective, but I also think that a lot of people feel like they "can't" do something if the rules don't allow it. Rather than arguing, I'd like to know what ideas you might have for broadening the Monk's playstyle options and Asian cultural reach without bleaching away its cultural identity, because it's something I'm interested in myself. Even if Focus is a bridge too far, I do think it's time to grow beyond Ki.
Thank you for the response, I think it's good to have conversations like these.
And thank you for clarifying what you meant by inclusivity being regulated to an in-game context. I think it's great that we both want to see new players of all stripes. On this topic, we do see inclusivity differently though as I think that more inclusivity in the game drives more inclusivity out of game. If there's a player in real life who uses a wheelchair, who sees that artwork and wants to play a wheelchair character in Faerun, I wouldn't tell them no. In fact, I'd be jazzed to see how to work that in. It's that kind of creativity that I love so much about this fantasy world.
-I apologize for using the word threatened when you felt annoyed, thank you for pointing that out for me.
-You said to ignore this, but I'm curious. What did you mean by "Weakening Character Power"? I thought you meant from a combative perspective, but I guess I was wrong, what did you mean with that statement?
-For the record, I do think lore is fundamental to building a world, but what I meant it that it's up to the DM on how they want to implement it or what kind of lore they want to have. I personally am not heavy handed with lore, but I have it ready in case a character wants to learn more
- I hear you about DnD not being the same as it used to be in the classic sense. Like I mentioned I'm originally a 2nd edition player, and I have a friend who's hated every edition since 2nd often citing how they keep making the game too easy. And I get that. 2nd edition was brutal in comparison to 3.5, 4e, and 5e. But I never saw them as easier, instead I saw them as more accessible. That accessibility meant I could play dnd with more friends. And that's all I want, to play more dnd with more friends.
-In my games D&D is still threatening, dangerous, mysterious at times, but it's also fuzzy, cozy, and silly at other times. All of those elements are in my games, and I find that it gives my players a really well-rounded experience. But that's me meeting my players where they're at. If I was your DM, I wouldn't include any fuzzy stuff, I'd cater to your preferences. Both types of play can exist and be great. I'm sorry you feel like you're losing your version D&D, and I'd hope to show you that your version isn't gone, it's just sharing space with other types of play too.
-As for the class changes, I'll have to try those changes out in a game. I wanna play them first, who knows maybe I'll be surprised.
Thanks for the chat
Agreed.
Has the ability t to not get an epic boon and just get a +2 to your main stat with increaseing the max to a 22 disapeared ? In playtests the wording was off since with that feature your max should increase to 26 not 25 wasting a single stat point
So don't play it then. There is nothing inherently 'western' about a fighter, wizard, ranger or any other class. You can find approximations for all in countless cultures. A monk doesn't need to be based on any particular culture to be an unarmed fighter.
Except you know it was part of what made the monk fun, interesting, and flavorful. The problem with people today is that they want everything to be this white board where there is nothing that distinguishes one thing from another..that everything is exactly the same, not just in "value" but in history, depth, texture, taste, etc. And that is such a boneheaded approach. When you sanitize everything then whats the pt? If DnD were simply a set of mechanics, it would be Gurps core. Here is the mechanics, and then here is a bunch of splat books for different worlds in which each class there has a more defined history, theme, role, etc. But that was never DnD. Yes, they may have had some major campaign worlds like Forgotten Realms, or Black Sun, but in the end the definition of what these classes where, what makes them different where inherent to the class themselves.
Look, the world I understand is confusing inclusivity with non-offense and/or uniqueness. I think its a stupid road to go down, cause its just so boring. There is no vision, no meat on the bone. But while I think this way, apparently people WANT mediocrity and blandness and just just watered down game design. Not just with DnD, but with so many of the systems and games I enjoyed from WoD to Shadowrun. Its just too bad that the designers all got this memo....and actually listened to it. And then you add to this mess the absolute failure on the mechanics and the dishonest speaking of the changes.
Crawford saying, oh we weakened Stunning Strike but really its a buff...bs. And not putting more than a single brain cell into the design of the now even worst Ranger. Let alone the unnecessary nerfs.
I THINK the improved Exh., so ok good for them, and I will give credit that there are several improvements to get the Monk to a base level of functionality. Still not enough but its a start. But all the fawning over a lackluster and often breaking of things that worked when they specifically said some classes their goal was NOT to break them, is just dishonest.
You don't think the monk is fun, interesting, or flavorful as a fleshed out, functional unarmed fighting class unless you have license from a company to insert and act out harmful stereotypes? Gotta admit, that's a weird take.
And even if you did want to act out a stereotype, I feel like subclass options are a good way to do it. You get what you want without restricting the entire player base in favor of your own preferences.
Fighter -> Samurai
Monk -> Kensei
Agreed. One doesn't need WotC's permission in the form of a summary of the class to act out their fantasies. Flavor is free and there isn't a single character I have ever played where I didn't think of some way to distinguish them from another person of the same class. For example, right now I play a wizard. I cast spells by drawing complex math equations in the air as my somatic component. That is not written anywhere as required to perform the somatic component of the spell. Similarly, if one feels the need to play a samurai warrior, they can do that in their character description, character choices, and the backstory that their DM approves. There is no need for WotC to do it for them or impose them on everyone else playing the game.
This right here is exactly the PROBLEM. You say this is a harmful steroetype...but it isnt. Its allowing a class that was so obviously and factually tied to a particular group to be white washed away. Its just a silly argument to have....Its not a problem to look at something from another culture and create something from that culture that is a unique flavor as compared to other items in the game. The fighter, wizard and rogue were all western centric. The Monk was eastern centric, and it fulfills that fantasy. Again, they screwed up on this approach. There was NO harm here, just people being overly sensitive as is the issue of the current culture. Everyone is trying to out virtue signal each other.
Its the same issue they have with changes to Races, which I will ignore. At least the AIS and naming. No thanks.
Its just very odd to me how this is all suddenly offensive to have one class out of 13 be Eastern based where the the 12 are Western, clearly. In fact, I'd have liked more classes created that drew inspiration from other areas, something that was unique and buildable around those various cultural icons and be distinctive. A voodo Class for example. Now there would be a thought.
Maybe flavor is free, but while I totally hate the super hyper focus on new players to the pt of watering down the game to a terrible level of blandness in mechanics, I think there is REAL value in providing a solid background/lore/setting for people. DnD isnt Gurps. Its not just a set of mechanics and a lot of splat campaign setting booths, like Rifts, TmnT, etc. I think having a solid description and tie in of the classes to the setting helps to get people on board and understand the game as a whole and THEN individuals and tables can mix it up. Its basically the 180 perspective of your own....and again because of the KIND of game DnD is. Or at least had always been....
There is literally nothing in any class description that is obviously western. You project interpretation onto the classes. Sorry you feel that new players are getting the attention but that is not true. What is true is that people who have a stronger grasp of cultural sensitivity are being appealed to with new rules and that frustrates people who don't care about that.
Setting books get lore, rule books do not need that and should not have it because there is an implied requirement to apply those descriptions to other worlds if it is baked into the very rules. You want culture: buy the setting books that have that information. It really shouldn't be that hard to allow people to play RAW without the baggage you insist on having in your games.
And we even have a reverse example of that from older editions, showing that even they weren't strongly dedicated to eastern cultural class theming. Monks in Dragonlance are mainly from the Order of Majere. They're still described as practicing martial arts, abstaining from the use of most weapons, and adopting certain trappings that look vaguely Eastern monk-ish (like shaving their heads and wearing sandals) but there's absolutely nothing about them that describes them as being culturally or ethnically Eastern or Asian. Because they're not; they're from Krynn. And while there is a vaguely Mongolian-themed culture tucked away in a corner of Krynn, they're barely a footnote in the lore as far as I've ever seen and don't have anything to do with the Order of Majere.
It was an awkward adaptation in that they included monks in Krynn and felt compelled to make some aspects of them look vaguely Eastern without having much of a cultural basis in the game world to do so. Personal opinion: that's just... bad cosplay.
I'm all for allowing room and support for specifically Asian-inspired fantasy cultures, if anything I would like more of it. But I would rather see it expanded through the introduction of new settings and content and additional subclasses than trying to hoard the identity of a base class. Base classes are so fundamental that I don't think it's fair for *any* culture to lay exclusive claim to one. It's hard to argue that Paladins and Druids, for example, aren't Western European in their 1e and 2e origins, I don't think we need or want to forget that, it's part of the game's history. But we have nature magicians from all over the world in all kinds of cultures, from elemental-focused shugenja to the shamanic traditions of Polynesia. I don't care that much if the source history of D&D's Druids are mostly Western European as long as I'm allowed to interpret my Druid in other ways that I find interesting. Similarly, the Monk is the toolset I'd look at first if I were to build a character inspired by a Mortal Kombat, Street Fighter, or Tekken character in appearance, design, or fighting style, some of whom are Asian but many of whom are not, and the more RAW is drafted against that, the harder it is to bring it to the table.
To argue that none of these belong or even has a place at the D&D table is... well, rather stifling to me. It wouldn't belong in every game, but it's rough to suggest that it doesn't belong in any game.
Once again I find myself in full agreement. I do think there can be settings inspired by other cultures. Journeys through the Radiant Citadel is a great example of this and most of the short adventures are pretty solid with clear inspiration drawn from real world cultures in a respectful way. I love that. I just also believe that we should be making the rules accessible for the DMs and players who do not want to include borrowed cultural themes. In my opinion, the 2024 PHB Monk accomplishes this very well. It is one of the classes I am most interested in trying out, followed by the Ranger.
Look I don't care if your Monk is Asian based, European base, or even a Wild West base. That's up to player and DM. My issues with changing Monk form Ki to Focus is that WOTC DND the word "Focus" is associated with Spellcasters. Because they have "Spellcasting Focus." So by changing Monks from Ki to Focus WOTC is basically lumping all Monks special abilities as nothing more then MAGIC.
I have not seen anything to suggest this is the case.
O really Monk unarmed attacks use to just be considered magical to get around resistances but, it did not give it a damage type. It just said that it got around resistances. Now it actually gets a damage type Force damage. Force damage is actually a magical damage that is from actual spells.
And this means that all Monk abilities are magic somehow? Also, since you believe that Force damage is actually a magical damage that is from actual spells, and Empowered Strike is not a spell being used in the 2024 rules, then there is a hole in this theory that you have not yet accounted for. Maybe you should wait for the release of the book.
Under the 2014 rules, Force was one of the least-resisted damage types, so it had particular value. However, I believe the devs said that they were likely to get rid of resistance to nonmagical slash/pierce/bludgeon, so there wouldn't be magical vs. nonmagical slash/pierce/bludgeon anymore, you either have resistance/immunity to a physical damage type or you don't. Doesn't matter if it's magical or not anymore.
If that sounds weird, well, I suppose it's only weird if you're accustomed to handling magical vs. nommagical physical damage. In previous editions of D&D there was a difference between magical and nonmagical fire, for example. Did that add much to the game, aside from the need for additional recordkeeping and provoking the occasional metaphysical debate in the middle of a combat session? In my experience it was mostly the latter (a good way to stretch a 6-second combat round out into an additional hour of real time). So it might be that they're having Force damage stand in for resistance or susceptibility to "mundane" damage caused by physical impact of any kind. Does it mean that magical weapons in general have the option (or are mandated) to deal Force damage from now on? Do magical weapons just deal regular physical damage and the number of monsters that get tougher vs. weapons effectively increases? Hard to know any of that until the Monster Manual comes out.
With this change it's worth mentioning that we don't yet know whether or not Force will continue to be one of the least-resisted damage types in 2024 5e. If Force is going to supplant magical physical damage as a resistance and become a 'common' damage type as a result, who knows if it will continue to be the go-to damage type for circumventing resistance in the 2024 ruleset.
I'm not 100% for converting magical physical damage and resistance to Force damage, but I do think a lot of resistances need to be reworked. There's way too much poison immunity in most of the monster stats, for example. Reasonable for monsters that don't have regular animal physiology, but it's not the case that a venomous creature generally can't be affected by poison, it's not at all like saying a fire elemental can't be harmed by fire. A fire elemental is made of fire. But a venomous snake's nervous and respiratory systems are not made of venom.
Wrong because look up Damage Types and tell me where "Force Damage" is and what it falls under. Because before Monks "Ki-Empowered Strike" the wording was " starting at 6 level, your unarmed strikes count as magical for the purpose of overcoming resistances and immunities to non-magical attacks and damages." Now that is Focus Points "Empowered Strike" the is "with this new version of Ki-Empowered strike, you can change the damage type of your unarmed strikes to forced damage. Handy to getting around those resistances" So yet again, they changed it from just being a magical considered purpose to an actual magic damage type. So before you try and say this or that actually do the research and read up on it. It's actual magic now. They are actually making monks a magic based character. You actually have to read between the lines and read how the wording is.