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.
I occupy a weird intersection of opinion. I WANTED 2024 to up the abilities of a number of areas, not just go about nerfing things, provide more real choices rather than double down on making everything feel the same with a different skin, and also increase the threat levels.
Like getting rid of Death Saves, really pump up the monsters by giving them powerful abilities as well as upping their ACs, Saves, attacks, damage, etc. Now I dont have insight into the monster blocks, yet, but from what I have seen they just keep catering to the forever new player group. The group that cant handle failing, or having a suck turn every once in a while.
Worst, the devs have decided more and more to dictate HOW ALL tables need to play, rather than keeping the options open, and let individual tables restrict if they think its necessary. Its easier for the game to be open to different play styles as a whole than it is to convince people to open stuff up.
They also made huge missteps in making all subclasses at 3, if you wanted to standardize them, make them all come in at level 1. they still punish multi classing, as well as tying feats and AIS to CLASS levels. yuck.
There are some good ideas in 2024 but overall its a nerf bat to the game, watered down options, and offers little to a player with more than 6 months of playing....probably less now. And it didnt have to be that. 2014 is fine for new players, its not that complex. 2024 could have been the advanced set for more experienced players and that could have kept their base.
Ah, the generational divide. The young who does not like failure, and the old who is so change averse, that some change that is legitimately good is seen as a life-destroying catastrophe.
Ah, here is the problem: your DM is boring. They march your opponents right up to your Monk and you just trade blows like Rock Em Sock Em Robots. Sure, you won’t find use for this feature then. But for everyone else who plays interesting, dynamic games, this is a good feature.
Here the problem how is Monk going to fight toe to toe with a Dragon now or actually have any useful thing to do against an opponent that is Force Damage resistance or immune. A DM who has there creatures target the weakness looking target is not boring is call strategy which even simple creature utilize like when a pack of wolves attack they don't just attack everyone they pick the weakest looking target and attack. But if you want play Rogue with no Sneak Attack or Weapon Mastery by all means go play a Monk because that all it is now.
"Hey, Keymaster! I found the Gatekeeper!"
If the viability of the entire base class always depends on the acquisition of a specific magical item, then the class is weak.
Failure is apart of the game. It actually what makes the game more fun at times. Also did anyone say every change is bad now there are some changes everyone likes. The fact you can't comprehend that simple fact is the very sad part about this.
Are you suggesting that a 2024 Monk should be able to stand toe-to-toe with a dragon? LOL! I already covered your Force Damage concern; there are only a handful of creatures in the entirety of official D&D that are resistant or immune to Force Damage. What do other classes do when their main tool is not effective for a fight? Ideally, they use their brains and do something else. A novel concept! Yes, the Monk appears to be the weakest... the epitome of physical perfection, brazen enough to march into combat confidently without a shred of armor, this is the one that looks the weakest, while the is a singing Bard or some other caster on the field. I mean, are we just making jokes at this point because we have run out of serious things to say?
Yes, failure is part of the game. So how is that concept completely gone now? Describe how you can't fail now? Also, have you ever seen the phrase 'failing forward'? Might want to look it up. It is even more fun than failure that has no positive outcome to speak of. I never said or implied that change averse people hate all change, so your attempt to mock my comprehension is a bit funny. I said that 'some' change. A change that is greater than 0. Not all changes need to be liked but everyone here that does not like it can only seem to make arguments that cling to some poor class gamification that most people did not like. It is a welcome change by most and you will just have to suck it up, because it won't return to the now practically invalid 2014 Monk. Lastly, you should not be calling out other people's possible comprehension issues. It hurts my feelings.
Actually you are wrong Erik that we need to accept poor design changes. Yes the books might be set, but that doesnt mean that any individual table is. And I am saying to use the 2024 Monk, just also use the old Stunning Strike and you are pretty much functional. Still say to add the Unarmed Weapon Mastery that is sitting right there for the taking as well (yes it would be a house rule), and then the Monk is functionally reasonable to play alongside the other martials....every martial will struggle if compared to a caster.
Also, when I say failure I DONT mean failing forward...or any of that BS. I mean FAIL. As in what you wanted to do did NOT happen, and possibly screwed you. Its not that its more fun than be successful its simply allows success to mean something. The players job is to mitgate how failures can occur, through careful play, feature selections, etc. The DM is looking to keep failure relevant if not for every player at all times, but at least for some of the players as that could and should effect the whole team. If a massively powerful spell just happens to do NOTHING the whole party suffers even if you have one player who might be very hard to hit or another who is very hard to find.
I apologize that I hurt your feelings. But by you saying "and the old who is so change averse" sorry that i took that as you implying I or someone else was against every change. Also calling me old hurts my feelings. Now as for "failing forward" refers to the acceptance of failure as a stepping stone to future success. To fail forward means that you have chosen to respect each failure for the lessons it teaches you, and to apply those lessons to future efforts, even if those efforts may also fail. As for the handful of creatures besides the fact they already said the are revamping the monsters, but please in lighten me what a Monk is to do against a creature that is immune to force damage. Also again tell me why should you play Monk when you can play a Rogue and actually do everything a Monk can do, but better
I honestly don't care what you do at your own tables and nothing in this post is an actual refutation of my post at all. You can call it ki if you want, you can create an amalgamation of the 2014 and 2024 Monk too. It doesn't matter to me. If you want to play RAW however, you will have to accept the changes. I don't care whether you do though. Play it how you want. Those who liked the changes though, and this is a lot of people, will find your homebrew to be unnecessary and in some cases, unwelcome.
Failure doesn't inherently have more meaning than success and the rest of your post boils down to pseudo-philosophical rhetoric that just is not very interesting to me. People, not younger people, but people in general, do not enjoy feeling like a turn is wasted. It is not a pleasant gaming experience. You can, however, include as much failure as you like in your games. The 2024 Monk will still be there when you and your players eventually set aside 2014 Monks.
I was actually being dismissive because said poster in a separate exchange attempted to make sweeping generalizations and was trying to elicit a generational war because we as individuals do not agree on the philosophy of the game or what makes it fun. My response was to said poster based on the contextual information that they implied in their post. It had nothing to do with you.
A monster that is immune to Force Damage can still possibly be damaged by bludgeoning damage. Note that Empowered Strike says that you can change the damage type to Force Damage, not that you must. A 2024 Monk may also have monk weapons, which to be clear, the devs have said they would be making more of for the 2024 PHB.
A Rogue can use Disengage and Dodge in the same Bonus Action? Marvelous! A Rogue can use Focus Points? Spectacular! A Rogue can just end turn disrupting conditions for free the very turn they occur? Astonishing! The Rogue can elect to do Force Damage, the least resisted damage type in the game? Breathtaking! Maybe you are right; there is no point in you playing the 2024 Monk when you can just play a 2024 Rogue and do all this, plus the Rogue abilities.
Oh I get people seemed to be clamoring for nerfs left right and center through this process....which I find hilarious. I dont think most of the changes for monks are bad, and as a base operating system, they are good. There are specific changes I disagree with, so ya I would change them in my games, and advocate for them in any game I were to join. If they are not welcome, well fine, moving along. What I do find pathetic is the sycophantic nature of "man all these changes are awesome" that some express. And while many people MIGHT like some, most or even all of the changes, many others dont. I mean, happily we dont have templated wild shapes, but the wild shape changes are dumb, And that is what I focus on...the changes to specific features or spells. And the missed opportunities. The people where also clamoring for a d10 HD, that didnt happen. I suppose you love that too...lol. The pt is, these changes are perfect, though some are quite a bit better objectively. The one to Stunning Strike is NOT an objectively good change, its a change, and it value judgement is left to the individual.
I mean, they could have least let it last to end of your next turn ESP if you can only do it once per round....see there could have been ways to take the edge off of such a drastic change.
Two things
1. We will never set aside the 2014 Monks because simply put it in a better Monk. It doesn't matter how you feel about it the fact is the facts yeah 2024 Monk has some nice abilities, but the the changes to Empowering Stikes and Stunning Strike alone off set everything good they did to upgrade the Monk.
2. Calling Ki just makes it clear that it is not Magic. To call it Focus which I have said over and over makes it clearly Magic. The Empowering Strike actually getting a magic damage type makes more clear that it is magic.
Okay, you want to be a smart-ass all right? Let's go first off the Rogues. Get Cunning Strike added They get disengage or Dodge as a bonus action or they also get stealth as a bonus action. They also get sneak attack and they get a weapons Mastery. Also their Mastery of poisons they get around that nifty little resistances on top of the fact their weapon masteries give them more weapon damage. So no they can't spend a focus or ki point to disengage and Dodge at the same time. But what they can do is do more damage grapple better because you know dexterity they'll have better armor because they can actually wear armor and not lose any abilities oh and also they will get magical weapons that will actually do damage and now I know that you're going to say but Monk get weapons too but they don't get weapon masteries.
Now I forgot to say this before monks have always had monk weapons. Like that's not a new thing. Monks have always had monk weapons that have always been simple weapons. Keyword is "simple" See they're acting like it's such an amazing thing that they did but it's really not. It's just a simple weapon. Anything light is considered a simple weapon now. Okay cool. Anything light sweet so I can have a monk with a rapier. Oh wait, I can already do that. It was called the kensei monks you know the monks that specialized in use of weapons, but hey, what do I know? It's not like I didn't mean monks the entire time. They have been in D&D everything they did to upgrade the monks. It's just a subclass ability they took from another they took from a class. The only difference is they actually made it worse
LOL. Rapiers are not light weapons they are finesse weapons. They are not allowed for monks in the new rules. You should probably look at the rules before you criticize them...
O my bad you are so right. How dare I say they can use a Rapier when they aren't light, but they use a Short Sword which weighs the same as Rapier. It be like them using a Javelin, but according to RAW a Javelin doesn't have the light properties it only has "Thrown" ,but a Monk can use a Quarterstaff and Spear which are both heavier then the Javelin because they are "Versatile." Hell according to these fun rules a Monk couldn't use a Whip because don't have "Light" but they can use Hand Crossbow. See the how stupid this is?
Martial weapons with the light property are still martial weapons and not simple weapons, which is an important distinction for qualifying for certain things like feats. If monks didn't have proficiency with light Martial melee weapons (admittedly that's not many weapons...) then they wouldn't qualify for feats that required proficiency in a Martial weapon, like any of the Strike of the Giants feats or the Fighting Initiate feat (although whether that feat has a future after the rework of Fighting Styles as a class feature is suspect).
There's also nothing magical about the word "focus". Nothing says that a spellcasting focus is an inherently magical item; magical versions of them do exist, but neither a wand, crystal, or even spellbook by itself is a magical item, they're just equipment. The word "focus" in 5e is strongly associated with spellcasting foci, I'll give you that, but previous editions of D&D included Skill Focus and Weapon Focus, and these are not associated with magic. No definition exists in 5e that mandates that every use of the word 'focus' must involve magic. One of the few places that does strongly articulate what is or isn't magical is the description of the Antimagic Field spell , which unhelpfully says nothing about which or whether monk abilities function within its area of effect, so RAW we have no actual guidance on this question, just your interpretation that Force damage automatically means magic because there are arcane spells that inflict that kind of damage. If you want to go with it, you're welcome to, but that means that for your table, all monsters that do Force damage with their melee attacks get negated inside of an Antimagic Field, something which no rule addresses. Unless and until they clarify it, your interpretation works at your table (if you're in charge, anyway), but doesn't bind mine.
I wonder what they'll do with the Kensei subclass when they get around to revising it. Under the 2024 rules it appears that monks don't have access to Fighting Style feats since that's tied to a class feature that they now don't have, so adding Fighting Styles and Weapon Mastery seem like the obvious features to rebuild the Kensei around. I know that's basically just adding some Fighter stuff to the monk subclass, but isn't that the idea of that subclass anyway?