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.
The 2024 Player’s Handbook is Now Available!
Buy the 2024 Player’s Handbook today and dive into revised rules, enhanced character options, and exciting gameplay innovations.
Get your copy on the D&D Beyond marketplace and seamlessly integrate your new content with D&D Beyond's library of digital tools built to make D&D easier, so you can focus on the fun!
Class Feature |
Level |
What's New |
---|---|---|
1 |
|
|
2 |
|
|
2 |
|
|
3 |
|
|
3 |
|
|
5 |
|
|
5 |
|
|
10 |
|
|
10 |
|
|
13 |
|
|
Perfect Focus |
15 |
|
18 |
|
|
19 |
|
|
20 |
|
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.
My guess is probably not. They had an excellent opportunity to give Unarmed Strike Weapon Mastery, since they changed the Unarmed Strike action...this could have been a reasonable trade off for the Stunning Strike BS nerf. Again, I really think that WoTC needs to get new leadership in development, cause they refuse to look at a whole picture nor do they address some of the core issues raised even by their own data mining.
If you have data that says the game goes 1-20 but players only play 1-10 (overwhelmingly) they should have stolen the DC20 idea to compress most of the class features to be in 1-10, except spell progression, and that would be a huge help to martials in closing the divide, but then put more features for 11-20. Then separate out ASI and feats from each other AND from CLASS level, revert it back to CHARACTER level.
They totally dropped the ball on the Ranger, it would be simplier to scrap the class and just make it a fighter subclass, with Druid Spell list instead of Wizard and make HM without concentration.
These were all right there for the taking.
No they just hate Monks. Because every other Martial class has Weapon Master but the Monk doesnt
Don't for get that every other Martial Class get a Weapon Mastery but Monks don't. Which some Weapon Mastery allow them to do what the Monks Stunning strike can do
The first version of the Monk from the OneD&D playtest had Weapon Mastery as a feature
https://media.dndbeyond.com/compendium-images/ua/ph-playtest6/OJVW7QLuHjEFCCVs/UA-2023-PH-Playtest6.pdf?icid_source=house-ads&icid_medium=crosspromo&icid_campaign=playtest6 (page 26)
But this was removed from the next (and near-final) version.
https://media.dndbeyond.com/compendium-images/ua/ph-playtest8/gHvtmY50loGLgQUb/UA2023-PH-Playtest8.pdf?icid_source=house-ads&icid_medium=crosspromo&icid_campaign=playtest9 (page 14)
One explanation given during a video interview [paraphrased] was that it wasn't needed because the changes to the unarmed combat rules made the Monk's unarmed strikes more versatile anyway, so with Monks being the unarmed combat specialists they already had weapon mastery of a sort built in.
I don't really agree with that argument. I like Monks, and I would have very much liked for them to have access to Weapon Mastery. I think part of the approach to streamlining this edition was to remove class features that rarely had any application in most games (e.g. Tongue of the Sun and Moon?) and replace them with those got got more play time, as useless features are dead levels for a class. But Weapon Mastery shows up early in the other martial classes alongside other foundational abilities so I don't think the dead level problem really applies here.
I hope the Kensei will get it, as it makes sense for that subclass, but overall I do wish they'd kept it in the base class as well. Just because they all 'sorta' get weapon mastery for their unarmed strikes (if that's the argument) doesn't mean that every monk player wants to be limited to unarmed strikes only. There are a lot of weapons out there that get thematically associated with martial arts in particular. We'd still want to use them. I think the whole point of Weapon Mastery as a game feature is to make tactical combat more interesting and to give meaning to weapon choice. As fighting characters, these options would make playing monks more interesting too. Without Weapon Mastery we're mostly just being told to "use fists all the time unless you find a Staff of Striking."
The first version of the UA monk also, if I remember correctly, didn't apply the martial arts die to your monk weapons; it now does. I think they didn't want someone using a Nick weapon with a d12 damage die. Now you can do it but it requires you to either take a feat or to multi-class. Also some of the monk subclasses add weapon mastery like features to the unarmed strikes i.e. Warrior of the Elements monks can push or pull with every hit (albeit with a saving throw).
But right now, even that statement is false. It MIGHT have been a good argument if the Monk Unarmed Strike did Damage AND either shove or grapple. That would have been it working like a normal weapon mastery....and it was right there. And in fact, its how I will be running my monks because it makes sense.
Yeah, that's right - that's an optimization case there. That's a feature intersection that could have funneled everyone into a single viable build, which also isn't super desirable.
Kind of late to the discussion but do monks not have unarmored defence, and simultaneously no armor prof?
Why are monks the only martial class without weapon mastery?
They said something along the lines on martial die to powerful to pair with those effects, but I bet kensei monk will, should they keep the subclass.
Now this is a monk. You can see as the mechanics changed to add more flow, and movement.
How odd that they "recommend" the Irresistible Offense Boon, when it is worthless.
Monks stop carrying about enemy resistances to non-magical weapons, since a level 5 they use Force as their damage.
Second, the odds of rolling 20 just to get that good feature is 1/20. Definitely not worth it. 😒
No that's not what they said. I just rewatched the Playtest #8 video and Crawford simply said that He felt that Weapon Mastery was something that other Martials (and Rogue?) should have since they didn't have special things added to their weapon attacks before. And that the Monk basically had special things added to their attacks already. To also give the Monk Weapon Mastery would be akin to putting " a hat on a hat", he said.
At the end of the day it doesn't matter because you can eventually choose the Mastery Weapon feat for the Nick property at 4th level. Of course by that time you are about to get your extra attack at 5th level and would already be doing 4 attacks with flurry of blows. @BrotherGlacius
Ever heard of The Monkey King movies and new video game? Those look pretty darn high Fantasy to me.
Off the top of my head I can't think of any monster as having magic resistance unless it is an advantage save, such as with the Arch Devils and Demon Princes. However, I can't think of a single monster that has immunity to spells, unless it is limited to a certain spell level?
Can you point out who has these full resistances (half damage) or immunities to all magic/spells (no damage)?
Crawford is just deflecting. I realize some think he is a good designer, but he's pretty terrible in my opinion. He could have easily given Monks an Unarmed Strike Weapon Mastery given the changes they made to unarmed strikes and it would not have broken anything. They DID significantly weaken the Mink on stunning strike, and while there are some buffs, overall, its still a net zero improvement across the board. And the Ranger he allowed to go out is just further proof of his inability to commit to a decent design. If they cant make a good full class, should have just made the Ranger a Fighter Subclass with Druid spells instead of Wizard ones. The horrendous and idiotic Hunter;s Mark "feature" is BS as written. The monk could have been much much better, same for all martials, but they got lazy trying to shoe horn in the SAME mechanic across the classes and making none of them very unique. Which to me is a waste of opportunity.
I agree with you in regards to the Ranger and trying to turn Hunters Mark into a class feature without actually doing so. If each subclass had features that triggered off of HM it would have made a good bit more sense, but only Beast Master & Hunter got anything, both at level 11, and only the BM feature--allowing your beast companion to get the bonus damage as well--is actually useful. The class IS better than the 2014, but not on par w/any of the other 2024 classes IMO.
As to the Monk and Stunning Strike, I am FINE with the changes to the ability. 2014 rules, that is all Monks really focused on, and it targeted a save that a lot of monsters, especially higher level monster, had no issue outright beating ignoring uses of Legendary Resist. Now, even if they save OR burn a Resist, the ability does something, every time, no questions asked. I would have preferred they stuck w/the playtest version where if they saved it was a damage roll, but this is still an improvement. Open Hand monk in essence has unarmed weapon mastery and I'm going to assume that a version of the Kensei or some other weapon wielding monk will be coming in a release relatively soon that will get the weapon mastery built in. Ignoring sub class issues though, Monks get unique grapple options as a different form of combat control compared to all other classes. Saying that the Monk changes are a "net zero" is just crazy, as I would say that monks now are actually one of the better martial classes at base.
Look, I agree that there was a LOT of QOL in Monk changes except for SS. But the SS change, is a huge nerf to the base class. Yes, they relied on it and yes it could be really good when you eventually get enough Ki to really spam it, though even then you run out quickly. On the balance, I accept the trade off as I think most do. But objectively, in terms of power balance, I think they zero out. Now, if you think otherwise, fine. Even if I DID want to agree with you, it wouldnt be by that much of a bump to a class that needed a LOT of pumping. The changes to monks makes them more playable, but they just didnt do enough. Perhaps if they did, then the SS change would have been OK, but I mean at least make it last until the END of the next turn....sheesh they nerfed that ***** to the GROUND.
Like I said, I think Crawford is either incompetent or deliberately lying a lot of time. He keeps trying spin things as "we made it better" when they objectively didnt. He uses pathetic language, "we rebalanced", to try to cover for what he knows is the truth, that they watered stuff down and he doesnt want to get the hate for it. But I would have been less annoyed if he was more forthright and direct and rather than to try to sell the nerfs as positives just say yup we nerfed it suck it up. I would hate it, but I could respect the directness. And yes, I am directing this at HIM because he was the man making the final decisions....the buck stops with him, so good or ill, its on his shoulders.
I find 2024, across the whole of the PHB, to be some positive ideas and changes sprinkled in a whole bag of blandness and laziness. Simply taking from Tasha's and trying to call something new is BS. Taking a concept that MIGHT have been cool for a class, ie use a resource to get better at skills, but then peanut butter it across multiple class is also the height of laziness. And messing with some of the most enjoyable and player satisfied materials and breaking them is the height of malpractice. I think they had a good idea with Weapon Masteries, just didnt go far enough with them to make them really strong to help close the martial/caster divide without needing everyone to have magic powers to do...not close it totally, just make martials more attractive at higher levels. And the fact that backgrounds and races are now basically just skins totally interchangeable for the most part, though apparently not generic enough for SOME people who cant stand there is SOME limitation to what ASI or feat comes with a specific background...oh my the horror of making a choice..., its just not that well done.
To their credit, they did help base Monks, minus SS change. They gave a Bard subclass that is nearly equal to a monk probably superior given FULL casting ability to boot. They dd make some nice tactical add on for Sneak Attack, but while Brutal Critical is better I am not sure I again want to see similar mechanics across classes...rather I want each class to have unique features that dont make me think of some other class. Is that really too much? (Also note, they were real close to breaking Sneak Attack in the play test, so again, no faith in Crawford in understanding what it means to do no harm to player satisfied content.)
I won't argue about Crawford and his ability/inability as a designer. There are flaws in the '24 PHB for sure, Ranger is a big one IMO. But I think in you're off in your assessment of the level of adjustment on the Monk as compared to the other martial classes, and yes, I'll even include the CoD Bard. Where the Monk is behind some of the other martials still is non combat. In terms of Combat, base Monk is on part with any other base martial, and based on subs they're probably coming out on top 1-on-1 in a fair number of combats, and yes, the SS change is part of that, because now I'm not burning all my Focus/Ki in 2 turns on a "maybe-I-do-something" ability. I'll always get a benefit from the ability.
Honestly it just sounds like you refuse to be happy about anything reading through the comments. If you think new design is that bad, either stick with 2014, 3.5, Pathfinder or whatever else that meets your standards. Personally I think 2024 is a big step up from 2014 almost across the board (Sorry Ranger) and that goes for class design, rules changes & clarification, ect...
Actually, I simply refuse to be blinded with rose colored glasses. Its not that I refuse to be happy with anything, in fact if they made the changes to monk, added an umarmed strike Weapon Mastery (remember they added shove and grapple as options for US now so its right there), and then left Stunning Strike alone. I would have been satisfied. If they added your Wis mod to your Ki pool, then bam...now you have a monk that has enough power and resource to make it a good solid class, able to use its abilities as it wants to, and does feel starved all the time, while allowing the PLAYER to decide what skills to use and when, not dictated by the devs.
I would have liked if Subclasses were at level 1. And you cant tell me that making Diving Smite both a spell, AND a bonus action is any kind of improvement.
I said that the options added to Sneak Attack was cool, and even the ones for Brutal Critical are good. What I DISLIKE is the idiotic notion that all classes need to be equally good in all situations or somehow all get expertise/additional bonus to non combat skills. It dilutes the whole game when its just so bland.
And that says nothing to moronic changes to Race and the fact that they are stuck on the notion that every race (well now moved to background) has to get X set of skills, ASI, Language, etc...rather than making each one unique, and possibly some of them having negatives. Again, homogenizing the game I dont see as superior design. They made all the conjure spells spirit guardians...wow... and they wanted to make Wild shapes templates.
I just think its silly to NOT call out the BS but I can sit there and find a fair number of things I DO think they improved. But on the whole, the bad outweighs the good...
Now as to why I care, I play/run online. So using 2024 (with dnd beyond) is going to be basis, BUT for my games, players can choose which version not just of classes, but of features and spells to use....they made 2024 "compatiable" enough that I simply run it as a buffet of options, players pick. Course I allow homebrew for anyone who wants to go down that road, or third party, so really, there are ways to go around 2024s flaws, but if looking at the 2024 product, its just a waste of an opportunity. And I still contend that the Monks are probably at the lower end of the martial pool. They just dont get enough Ki to fuel their abilities esp if you run the game in anything but a slice of life type style...in a dungeon crawl or where adventure days are expected to have 5-10 encounters, their weaknesses start to really shine.