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.
No it's not. The changes haven't made the class "whiter", nor has it made it "european", it just isn't coded Asian anymore. It's not coded at all..THAT'S the point. It's more of a tabula rasa.
White washed is the term I choose FOR wiping away the flavor...ie making it blank. Totally unnecessary. And a lot less cool in my opinion. Again, I get that today everyone is super sensitive for some reason that people cant stand things having flavors or acknowledge that hey all these other classes are based off Western concepts, lets make one that is Eastern based. Frustrating as hell. I mean if I make a class called Ninja, people going to get riled up? Probably. Look, you want bland, great. Me, I think these kinds of moves removes so much from the game, that a is interesting and b helps people understand the class better to put them in understandable terms. Again, there are systems like Gurps where you have a bucket of mechanics go build around that. DnD wasnt that kind of system, and the fact it wasnt was a good thing.
If you like this change, fine its your opinion. But MY opinion is that it sucks, its unnecessary and it is a design direction infecting the game design industry both in how they do their mechanics and their world building...caring too much about NOT offending some person somewhere....And I would be less annoyed if it wasnt a trend that in hitting all my favorite systems....it focuses on the wrong things. The amount of energy that went into changing Ki pts to Focus, which I refuse call them, could and should have been used to actually fixing the Ranger....which was I truly believe intentionally made for 2024 to troll Ranger players.
If YOU make a class called Ninja, no one will care. You do you, go for it.
If they put a class called ninja into the published PHB, I'd call it a mistake. I mean...they did...it's called a shadow monk, but that's kind of the point. Shadow monk doesn't have to imply assassin, it doesn't have to imply ninja clothing. However you can certainly play it that way. You can capture that feel if that is what works for YOU. But my current shadow monk is a sun and wind loving halfling ex-slave ... and I like that 2 monks can use similar rules, but have wildly different themes.
Misses the pt. Its not about making a class that can be played a certain way, its about making a class that IS a certain thing. There is a difference and I think its loss to the game that WoTC and the general gamer community is moving in the direction it has been.
The history of the D&D Monk is a thing, all right - an idiosyncratically Western stereotype of Eastern martial arts from the 1970's that grew up on a diet of limited media access and cultural hodgepodge. It drew its initial inspiration from the TV series Kung Fu, (lead character played by David Carradine) with class features interpreted from from the fictional martial art of "Sinanju" from The Destroyer series of novels by Warren Murphy and Richard Sapir. (Incredible running speed? Running on water? Negating projectile attacks? The absolute superiority of unarmed combat? Agelessness? This is not Karate or Kung Fu. These features smack mostly of the fictional Sinanju). As sacred cows go, I don't consider it to be one particularly deserving of eternal deference.
Granted, it was the 1970's. The Internet wasn't a thing yet, access to cultural resources and information was much more anecdotal, and Eastern martial arts were appreciated largely through especially fictional lenses. I won't blame the early identity of the D&D monk for being a product of its time, its creators weren't academic scholars of East Asian history and if I had to guess, didn't know anything about Eastern martial arts beyond reading novels and watching movies whose goal was pop entertainment and not education. It's still nice that they were enthused enough about what little they saw of East Asian culture and martial arts that they really wanted to include it in D&D even though it was a pretty sharp thematic clash with the core rules, and even if their appreciation of it was more enthusiasm than information.
But between the stereotypical theming of their features and the dated approach to their core mechanics, the previous versions of the D&D Monk are a specific thing indeed: a very immature caricature born of limited information, a scarcity of perspective, and a touch of exploitation. I don't hate the D&D Monk, never have. I've been disappointed in it sometimes but nevertheless glad that we have it, and even more glad that it has managed to carve a place as a stranger in a strange land. How do you measure success? Well, it's survived and become a core class in a game that has grown and shrunk and morphed across 5 editions and a literal library's worth of splatbooks and retired content, and mostly in settings and game worlds that generally contain little if any East Asian-themed content. I think that's success. I'd call that a win.
But it still had (and continues to have) many, many artifacts that tie it closely with that immature, unenlightened 1970's vision of Eastern martial arts as interpreted by Western authors and producers. While I am still thankful that D&D's earlier authors chose to bring the Monk to the game, to the best of their abilities and available resources, the "certain thing" that the D&D Monk is deserves the opportunity to mature beyond what it was. The D&D Monk has some pretty weird baby pictures, but I'm glad it's part of the family and I'm all for giving it the chance, after 50 years, to start being free of its awkward phase. You can have your opinion, and that's fine - but I want more for my monks than a limitation to a single fictional martial arts style that owes more to exploitation than tradition, or a single philosophy that insists on being called "Ki" regardless of the in-world culture that cultivated it.
I imagine in this day and age the Teenage Mutant Ninja Turtles, and their RPG, would likely also be attacked.....again it seems because it is based on bringing an eastern cultural theme to a game explicitly. I find your analysis of the monk, its history, what you think is awkward or "immature", totally incorrect (but that is why we call them opinions not facts). Maybe the mechanics were not perfect, but in a game you are limited by the system in which everything else exists, so fine. But it all comes down to this disconnect of mentality between those of us who want X to be X and are fine with it being X, and those who want to represent A-Z thus eliminating all its individual flavor.
In some ways it actually breaks down the argument from those wanting the game to be more accessible and easier for new players...cause now instead of Monk being able to have strong understanding what it IS, your argument is well its whatever you want. Go figure it out yourself. So its bland, lazy, and silly while at the same time more work for the player.
This is of course the problem when people try to remove all distinctions from things. Its why 2014 and more so with 2024 the game gets more and more and more generic. I know for myself that I played DnD over games like Gurps is BECAUSE classes and races were unique. That they had histories and texture and real fundemental differences between them...whether it was in lore, mechanics, or attribute bonus and negatives and special features. Where some were clearer stronger than others, or some came into their own earlier or later in the leveling scheme. And all that has been tossed aside in a bad attempt to a. get rid of "bad feel moments" and b. apply some form of virtue signalling inclusion that fails miserably.
I will always advocate for an inclusive PLAYER base. We should not try to keep people who look, act or think differently from playing the game itself. BUT in the game itself, in the world and lore and races and classes....oh that I am all for creating unbalances and choices while at the same time keeping some form of common sense. Take for example the infamous wheelchair art for 2024....idiotic in the extreme that one would take a wheelchair to a DUNGEON. BUT had they had that character on a flying carpet...still a bad life decision, it would however made a hell of a lot more sense in the world.
All these threads are connected, to the poor mechanics, the wiping away of cultural orientations in some classes, the moronic name changes like races to species, or Ki to Focus, its just terrible design and worst its nothing but pandering to some minority vocal group of people who are determined to ruin everything they can get their hands on. Somewhere along the way, those with the thinnest skin are taken the most seriously. So frustrating. Because I have been in this hobby for decades and all the very cool, innovative, invocative, boundary pushing ideas cant be pursued in a world that is so easily WANTING to be offended.
You are as welcome to your opinion as anyone else, but your decades of experience in this hobby does not make a superior credential. Many of us here have enjoyed this hobby since 1e, for decades and decades, so citing that as a greater qualification is misplaced. You are not better than me.
You are not better than anyone.
Are we talking about a general principle here or a strictly game mentality. Cause either way, I would argue that you would extend that statement that no one is better than anyone and thus no one is worst. In that case, you would be objectively incorrect. There is no doubt that there are people far superior to me, in any aspect of the game that you might wish to consider, and I would freely admit....however, conversely I can definitely say that I am better that others as well. Its a spectrum and that is OK...I repeat, its OK to be better than someone else and worst that others. But its stupid to think that doesnt exist.
Now you can say we disagree, have different opinions, and that is perfectly fine. But I DO think that history and experience in a thing, DOES give one credentials in talking about it. I realize that younger people like to dismiss such notions, but I always respected the knowledge, wisdom, and breath of experience of those older than me partially to inform my own opinions and partially to contrast mine and see if they hold. I will take an 20 vet doctor over a new one. I will listen to a player of a particular game for 5 years over one who just picked up the book. LISTENING to those who have been around, know the rules, the lore, the expectations of the general community is incredibly helpful. And yes, that does make their opinions better informed and more valuable. This idea that everyone is exactly the same, and all ideas are both valid and of equal worth is nonsense.....its like thinking alternative facts is a real thing....no.
"This is not a PvP game"- Crawford
Brutal. 🤣
Assuming redundant= repetitive? How so?
Their hands and feet (and knees and elbows if you like Muay Thai) are their weapons mastery.
Fail. What they should have done is make Monks do damage AND get the free options of shove or whatnot. That would have been an easy fix there.
Looks fine to me.
The Warrior of the Elements monk can push and pull targets with each hit (but they do get a str save) and they get a 10' reach. Other subclasses get similar cool tricks. Monks get plenty already to make up for not having weapon masteries. Monks went from being the worst class in 5e by a huge margin to a very solid class that sounds like a lot of fun and people still complain? LOL.
The grappler feat allows you to grapple and do damage on one of your unarmed strikes each turn which makes it a fantastic option for monks.
My pt is that they made changes to the UnArmed strike. They didnt give monks Weapon Mastery...I disagree but what they should have done is made those options essentially weapon masteries FOR the Monk....as base abilities. That would have been at least reasonable.
Monk is better than 2014. Its not good enough, between the nerf to SS to the lack of of a specialized WM, and that says nothing of idiotic blanding of the class...
It wasn't mentioned so it would appear that has changed. When you select a Boon you automatically get a +1 in your selected category up to 30. Since at level 20 you can raise your scores to a max of 25, it would make sense to wait until 20 to accept your Boon, thus increasing your score to 26 potentially.
Playtest 8 clearly removed any inferences that Monk's abilities are magical, except in the subgroups that specifically says something is. Doing Force Damage, is only because of your superhuman ability to concentration enough power that your fists hit like they were magical.
Just considered magical for this purpose, not actually magical in the sense it can be dispelled or nullified by anti-magic. Hope that helps.
Agree with most of this.
To be fair. This game at its' core is about fighters and wizards. All of the other classes are just addons. Fighters have always got the best weapons and fancy stuff to do with them and Wizards (formerly Magic Users) have always got the best spells and fancy stuff to do with them.
I never stress over what they did or didn't do for the addon classes. Just sit back and enjoy the WoTC ride. 😎
No man...that is the least productive thing one can do. There is an overall break down in game design as it is. Not calling out mistakes is lost opportunity for many reasons. Note, this isnt to bash JUST to bash. There are legitimately some positive things they have done with some classes. Most of the monk changes are good and one is really really really terrible. And that seems to be the theme for 2024, some good steps in places, and then horrendously bad missteps.
Part of why its useful to raise the issues, is that I also look to provide options and alternatives. Ideas people could think about taking and using, some of which really dont require too much if any real work. My idea for Monks getting a sort of Unarmed Strike Weapon Mastery is one such idea. Its easy and it makes sense and it provides them with a bonus to offset the huge hit they go from Stunning Strike nerf.
As well, to provide a counter voice to the very vocal but I would say minority, out there in you tube "influencer" land pushing for nerfs and blandness. To say nothing of the very odd tokenism and "furry' mentality that seems to be getting inserted into the game. I mean, I dont think I have seen any normal person think the mexican orc art was good or that wheelchairs in dungeons made any sense. I mean, at the least they could have put such a character on a flying carpet...at least that would have somewhat in keeping with a fantasy game...lol.
Pointing out the poor design choices mechanically and the worst choices surrounding tone and such is important. Its the fact that the nerf bunnies where the only ones talking that 2024 Ranger happened.....I mean....really really no effort was put in it at all....."Its like the Tasha's version except 100 times worst...so its a new class...." of awful.