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.
So you do burn through all your KI points in 2 turns. Wow your a Monk you get them all back after a short rest. But let's look at this look at this way everything a Monk can do. A Rouge do can and arguably better and on top of the Rouge get Weapon Mastery Abilities and gives them even more. Also the whole Grappling thing Monks can do is just a quicker version of the Old SS.
I mean, no, the rogue doesn't do what the monk can do better. And please explain how "the whole Grappling thing Monks can do is just a quicker version of the Old SS."
1-This just doesn't make sense. I've played a few sessions now with the new monk, and haven't felt "starved for resources". Free bonus attack at 1st, free bonus dash and free bonus disengage at 2 and each is upgraded via Focus/Ki so you have the Option to decide what you want to do...huh, that sounds kind like what you said you wanted. Getting FP back on Short Rest & once per long rest getting FP & free HP...so at level 2 I'm getting up to 6 FP per long rest (more if allowing multiple short rests per long) depending on what I'm using is combat...On SS there are 2 things I wish they had done. 1, leave it lasting till end of your next turn and not start of and 2, leave in the playtest success option of getting damage instead of "stun lite". I think those were both mis-steps. But I am fine with 1/turn on SS since it isn't a save or nothing ability.
2-I kind of agree on sub classes and wish they just left them at the levels they were at in 2014, I do find that annoying as well, but again, I have no issue with Divine Smite being a spell now, but this is more of a Monk convo and as I don't really play Pally's I'll stay out of that one for the most part.
3-I think that classes getting options of things to do out of combat is a good thing as it opens up options to party members that before, when it came to social interactions, were kinda just sitting around worried about f-ing the party cause they had nothing there. Tactical Mind for the Fighter for example. Is the fighter gonna be the party face? Probably not, but at least it gives them a chance to shine there once in a while instead of sitting there and being relegated to an intimidation machine.
4-Race/Species & Background changes I complete agree, these were 99% moronic and un-needed. I could get behind the change in multiple races/sub races to lineages like the Elf & Tiefling as a streamlining measure, but I dislike the abilities being tied to background and not species/race and the total sameness between their designs.
5-We aren't going to agree here really. I'm not say shut up and color, I just see more good than bad in the changes. Difference in perspective
6-If you want to keep using 2014 rules w/Beyond then do so. Just have the players select options from the Legacy tagged class, race & backgrounds and move on. And by and large, I'm betting a Monk by level 5 will be out damaging most other martials even on your potential 10 encounter day.
1. Resources for Monks get super starved, esp at low levels, if you are playing in "traditional" games, ie those with lots of encounters because what is the pt of playing a monk if you can never use the things that make being a monk fun? I agree, they HELPED by fixing the bonus actions a little, but still, its super easy to run out of resources, and without Ki you are significantly less viable than a fighter. So 1 maybe 2 encounters, ok...get to three or 5 and you fall short or you just rarely use your abilities. There might be compromise position on SS but as is, its ass.
2. Iknow you dont play Paladins and not wanting to comment too much, but making it a spell was DUMB and unnecessary.
3. I disagree that all classes somehow have to be good in all situations. I think that just adds to the generic, everything is just a skin, vibe. Fighters having SPECIFIC social strengths like Intiminadation is fine, its in the skill set, but they dont need to be super persausive, etc as well. Or if you want that, get it from your background. Its just a lazy mechanic to help contribute to the current players not wanting to feel bad at any moment. Horse raddish I say!
4. Glad we agree.
5. True. But its good to illustrate our perspectives as they may help others with working out theirs.
6. My plan for DnD Beyond is to use the 2024 as the base, and then allow players to swap out individual features as desired. Its buffet, I will use it as such.
Ok look at Rouges Cunning Strikes and what they can do. FYI knocking someone prone gives melee attacks advantage and cuts their movement speed. Because they have to use half of it to get up. Then you add Bonus action disengage or dash. O look at that isn't that what Rogues do? The difference between the 2 classes now is basically one gets Weapon Mastery and one doesn't. As for the new Grapple basically replaces the old SS. Let punch grappled and repeat basically stun locking the character you grapple especially if you restrain them completely
Stun is better than grapple, but that is minor pt. The big pt you are making is one I agree with. I think if they left SS alone, along with the changes they did make, it would have been fine and reasonable, so obviously that had to go...remember, casters get to kill bunches of enemies, twist reality, and cause the heavens to shake....cant let a martial stun a creature....nope it would be TOO OP....lol.
But Rogues can just straight up knock them out now. Lol
I find the 2024 monk to be overpowered. The base-line monk has 22 features, 1st through 20th levels, and that is not even including the sub-class feature. The class with the next most is 20 and most cap out at 17. Fighters only have 15 and wizards only 10. It's like whoever finalized the new design said, "Hey, these are some cool features! I'm going to add them in."
Deflect Energy I like, but it should cost a Ki point as a base and should not work on AOE attacks. I am flat-out not allowing Perfect Focus and Body and Mind. A plus 4 to both primary stats just because? If would be more palatable if other classes got that but none do. It's just too much for me.
Sorry you are WRONG on the monk being overpowered. They arent even close. 1. Number of features does NOT equal quality or impact of features. 2. You are most certainly incorrect, as most people seem to be, in assessing casters who at every OTHER level get access to a whole new SPELL LIST of features. All full casters get somewhere between 12-20 new features every other level....wizards can get access to their entire list, and cleric, druids, and paladins DO get full access to their full lists each day. And 3. You are ALSO incorrect on the Monk final feature is EXACTLY the same as the Barbarian final feature. The Monk and pretty much all the melee classes are FAR behind the casting classes in almost every way. I am NOT against that but I am tired of people trying to twist all sorts of logic to FURTHER nerf em, when in fact they NEED to get more features not less, and the Monk while BETTER than 2014 is still sub par. Ranger sucks worst, but they do get some casting so ya, base Monk is still the worst class.
I appreciate your passion but you're overly focused on spell casting. You miss the numerous spell-like abilities that monks have. Heck, the Warrior of Mercy can effectively case resurrection (albeit not until level 17) and has other powers earlier on. The Warrior of Shadow can cast Darkness and then see in that darkness. I could go on. The Warrior of Elements is just nasty. I know you're unhappy with SS (probably because it is just once per turn now - although an easy fix) but it now has an affect even the saving throw is made.
To each his own I suppose. I just don't see gaining access to new spells as getting new features. Same features with more options. Happens to plenty of classes.
Its not even remotely the same thing. Being able to heal or inflict damage or create an eatthquake or craate clone, make a wish, call lightning...so many different options and a whole new list every other list added and available. Its not passion, its just the facts. Yes the SS bothers me, and no the "rider" effect is NOT worth the limitation to SS. Rogues and Monks get a lot of little features but their ability to influence is minor. The 4 to the 2 major stats is not going to be a big deal compare to the person who can get a miracle on demand or bring forth a greater demon. Melees in general might well get a FEW minor tricks but thats it. You are right mileage does vary, if you think the new monk is good well I suppose that is fine, but I think your standards are too low and I think you are blind to the overwhelming gap between them and every other class, minus the Ranger...who also got their dick cut off from the new rules. I mean, the simpliest solution is just make Ranger a subclass of fighter, which is my going forward plan...as of now, useless.
Huh?
I mean...go ahead and make a case for overpowered, but perfect focus is merely "decent" as abilities go. Body and Mind is great, but it's a level 20 ability. All the level 20 abilities kick ass. Even there, it's still just a +2 hit and damage, and +4 AC, that's good, but it's not going to shatter the heavens.
Esp if you remember, a. Unlike Barbarians, Monks cant use Shields and the Barb Unarmored Def is based on Con and Dex, which are two very useful primary abilities, WIS just do anything for Monks really....I mean if they got extra Ki for high Wis maybe it would be better... So a Monk is generally going to lag on AC maybe 16 to 18 at best, add in Bracers you can get to 20 at lvl 20.which is far below other martials potential. So no, its not that big a deal. Though to be fair NOT all lvl 20 abilities are awesome...ask Ranger....he played WAY too many games of ball tag.
Wow you've been crying about the Monk for how many months now? You must know by now that It's widely considered to be the most improved class by a country mile? Right?
Wisdom sets your save DC on all of your monk abilities so it's far from useless on a monk. Also a monk can have an AC of 20 by level 16 and at level 20 it will become a 24 thanks to their awesome capstone of +4 Dex and +4 Wis!
Assuming you pick a background with Dex + 2 and Wis + 1 you could:
Level 4: Take a Feat with Dex + 1 (Dex is now 18)
Level 8: Dex + 2 (Dex 20)
Level 12: Wis + 2 (Wis 18)
Level 16: Wis + 2 (Wis 20) now your AC is 20!
Level 19: Take any feat or Epic Boon of your choice
Level 20: Dex + 4, Wis + 4 (AC 24!)
To be honest you don't really need a lot a feats with a Monk. I'd probably go this route. But even if you took another feat your AC would still be 19 which is that same a Half Plate and a Shield. Is this as good as other martials? Possibly, it depends on what kind of armor they are wearing? Are they using a shield? Did they take the Defense Fighting Style? How many and what types of magic items your DM hands out?
Also Barbarians AC without Armor tends to be LOWER than a monks not higher. Remember they are a Strength Class not Dex class so their Dex usually isn't very high. Most Barbarians tend to go with medium armor so they can leave their Dex at 14! So without magic items they typically max out at AC of 17 (or 19 with a Shield and I rarely see Barbs with Shields).
Deflect Energy only works on attacks, attacks by definition require an attack roll, area of effect spells and abilities are almost, if not entirely, saving throws. It doesn't work on them. already.
And in all my comments I have said Yes the monk got improved...making it playable, but that isnt the same as making it good. AND being the most improved doesnt win any prizes when the rest are still much much better. And an AC of 24 is both unlikely and not that impressive in itself. Remember they are not able to use a lot of items that might increase their AC, and any items that could require attunement where Shields and Armor and weapons do NOT. It might be something else if the defense items for monks were not attunement based, which in itself is an idiotic and overly limiting mechanic esp with it being set to 3 forever, but probably not changing the equation overall. You love the new monk, great. I will agree its playable, sort of, now. But if you are wrong if you think its enough and/or overpowered. It isnt. You are forgetting that Monks also would need some con in there too.
As for Barbs, the fact they can get shields means they can get a +5 bonus at the high end just from that one item and without attunement. Their Defense is on Dx an con, which is pretty good mix, and their lvl 20 is 4 in STR and Con which means they CAN invest some in DEX to really help em out. You are too narrow focused and cant see all the picture. Dont worry, its a common problem....either people hype focus on the good they focus on the negative....I am merely pting out the comparisons and the fact two things can be true at the same time. Better doesnt mean enough. But again, Ranger still takes it up the backside.
Number of Barbs I've seen use shields in 8 years of playing 5e and 40 years of playing D&D is precisely zero. They nearly always use two handed weapons. With the 2024 rules update I expect to see a lot of they use two weapon fighting.
AC 24 is very high in most groups UNLESS your playing with a bunch of min-maxers AND have a very very very generous DM who hands out magic items like candy.
Anyways not in the mood to argue. As noted before you've been crying about it for months now so it's pretty obvious your mind is set.
Critiquing....not crying. Man, you do like to engage in bad faith discussions....what people dont fall in line with your line of thinking and you cant handle it? I've been doing this for roughly the same amount and maybe, just maybe, my experience and view point is different that yours? Think that might be possible? AC 24 isnt that hard, the DM doesnt have to hand out magic items like crazy but even so...its freakin DnD, regardless of what the more modern designers might THINK, magic items ARE a big part of the game...always was. I give credit where it is due, and I critique where I think things are poorly done. Simple as that.
Sorry, I referred to it as crying because it's been going on for several months now...
I just find some of your claims to be way out there like, for example, your AC claims. If it's not hard to get AC 24 without a DM that hands out magic items like candy then explain to me how it's done? Use the Barbarian in your example as you claim their unarmed AC is better than the monks. Use point buy because obviously easier if you happen to roll lots of 17-18s.
Highest AC I've seen without magic items was 22 (my single class Forge Domain Cleric with Plate/Shield and 2 separate class features that add a total of +2.). Obviously could be higher with magic items but my DM never awarded the party with any items that increase AC.I also could have taken a 1 level dip in fighter to get the Defense Fighting Style and get another +1 but I didn't do this.
I know that some class/subclass combos can get it much higher, Bladesinger Wizard for example but I don't think it's nearly as easy as you are claiming it is. Maybe I'm wrong. Show me, don't tell me.
Claiming that magic items are off the table is not realistic to most games. They dont have to be given out like candy, but most games over 40 years of me playing have seen them available, esp armor, weapons, and shields. So in 5e, you can, and we are talking lvl 20 characters here, get Plate Mail: 18, +3 = 21, then add Shield +3, to get to 26, then add a Cloak and/or Ring of Protection (2 attunement slots for both) to get to 28. And you can increase it from there situationally. At level 20 these are all perfectly reasonable items to be expected, and in fact on the far lower end of what a character is likely to get. And a Fighter can do this while dumping Dex to concentrate on STR and Con, thus making them much sterdier than any monk. I dont get why this is even a debate really. The monk, both as a main class and in their subclasses lag. They have been improved in the base, in several ways, but nerfed big time on Stunning Strike and their subclasses look to be mostly neutral with Hand getting cut to shreds. Again, Wizards cast Wish, make copies of themselves, PowerWord Kill, least that Monks can get is a CHANCE to one on shot with a cost and downside of having to attempt it up close and personal. If you like the new monk thinking its good, ok...I simply dont agree and wont just croon over all the bad choices the designers keep making.