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.
Allow me to discuss the positive aspects and concerns regarding the recent rule changes for the Monk class, particularly focusing on the abilities Empowered Strike and Stunning Strike.
One notable benefit of the rule change is that Monks now gain access to Empowered Strike at an earlier level, enhancing their combat capabilities. However, a significant issue arises from the fact that Monk attacks are now designated with a specific magical attack type, potentially rendering them ineffective against creatures with resistances or immunities. Previously, Empowered Strike was universally considered magical, allowing Monks to bypass such defenses.
Turning to the ability Stunning Strike, a key advantage is that even if a creature successfully resists the effect, it still experiences some form of consequence. Nevertheless, a drawback emerges as Monks are now limited to attempting Stunning Strike once per turn. This limitation hampers their ability to incapacitate multiple foes or aid the party in overcoming Legendary Resistances.
Furthermore, the effects applied by Stunning Strike, such as movement speed reduction and advantage on the next attack, may not always prove beneficial to the Monk or their allies. Given the Monk's frontline combat role, the movement impediment may be inconsequential, and the attack advantage might go unused since the Monk typically capitalizes on it immediately. Additionally, the fact that the Stunning effect expires at the start of the Monk's next turn, rather than the end, means that Monks seldom derive the full benefits of attacking a Stunned target.
You aren't kidding there; the monk has a huge swing in overall quality when comparing the 2024 to the 2014.
Agreed. 2014 Stunning Strike was better in a lot of ways, but it was expensive and the class was over-reliant on it. The 2024 version's "consolation prize" is pretty well designed, and well worth accepting in exchange for some of the newer features.
Deflect Attacks at 3rd level is a big deal; while monks are still saddled with a terrible d8 Hit Die, its applicability to melee attacks is a major asset for a melee focused class. By comparison, taking taking the Tough feat at 4th level would only give you 8 hp. Nice to have, but not much compared to being able to void about 10 points of physical damage potentially every round on an average roll 1 level earlier on a non-optimized build without burning a limited resource. It's great, it's available even earlier than Stunning Strike, you don't have to build into it, and it doesn't funnel every player into the same playstyle.
It's an improvement because a player can choose to use Step of the Wind or Patient Defense without expending a resource on it. This opens up a lot more versatility when in a fight.
O you think so. Then here allow me to discuss the positive aspects and concerns regarding the recent rule changes for the Monk class, particularly focusing on the abilities Empowered Strike and Stunning Strike.
One notable benefit of the rule change is that Monks now gain access to Empowered Strike at an earlier level, enhancing their combat capabilities. However, a significant issue arises from the fact that Monk attacks are now designated with a specific magical attack type, potentially rendering them ineffective against creatures with resistances or immunities. Previously, Empowered Strike was universally considered magical, allowing Monks to bypass such defenses.
Turning to the ability Stunning Strike, a key advantage is that even if a creature successfully resists the effect, it still experiences some form of consequence. Nevertheless, a drawback emerges as Monks are now limited to attempting Stunning Strike once per turn. This limitation hampers their ability to incapacitate multiple foes or aid the party in overcoming Legendary Resistances.
Furthermore, the effects applied by Stunning Strike, such as movement speed reduction and advantage on the next attack, may not always prove beneficial to the Monk or their allies. Given the Monk's frontline combat role, the movement impediment may be inconsequential, and the attack advantage might go unused since the Monk typically capitalizes on it immediately. Additionally, the fact that the Stunning effect expires at the start of the Monk's next turn, rather than the end, means that Monks seldom derive the full benefits of attacking a Stunned target.
Mostly never means it can happen. Also the fact that I stated it is written "can do this" implying they are admitting that there are time the Monk would not want to activate it.
This is my point exactly. The Monk helped with crowd control. Where they amazing at no, but did they have there usefulness yes. Especially if they could use their turn to take away multiple Legendary Resistances from a creature. The job was try and set up the rest of the party and now they cannot even do that.
Okay let me point out some things. One most party members other than monks get weapons or tools that can actually make them more valuable to the team as a whole then then the Monk as a whole. On top of that, most spellcasters have area of effect attacks that affect multiple targets that make them saving throws. But let's limit the monk to just one. On top of that, the advantage attack means nothing when the next attack is done by the monk itself. And as for the movement speed reduction, what's the point of reducing a creature's movement speed when you're 5 ft away from the creature itself already?
Actually it doesn't cuz what's the point of using stuff with the wind or patient defense either one when the primary use of a monk which was stunning, strike is limited to once per turn. So you're basically turning a monk into a road because you're going to jump in attack and then jump out. Yay! A big whoop I get to move around like a rogue now. On top of that, to actually get the benefits of step with the Wind or patient defense, the big one you still have to use a focus point/ki point Which means it's still a resource waste use thing. Oh also to use it is a bonus action which means you don't get to use your extra unarmed strike
Why is everyone happy about? Oh, you still put a status effect on them. You're 5 ft away from the creature. They're not using movement speed to attack you. And the advantage on the next attack. Big whoopty deal I get to hit it. Yay! Every other class has things that can attack multiple targets, but does the monk get that? Nope, it gets nerfed because it's stunning strike even if they pass that does literally nothing. Because the creature is not going to use movement speed to freaking attack you.
As for I didn't touch the on this and I'm sorry. The monks primary purpose was crowd control and to try and set up the rest of the party for big attacks. That's the point of stunning strike and that's the point of stunning striking multiples. It also helped deal with legendary Resistances. This is also allowing the rest of the party to deal big attacks instead of forcing spellcasters to waste spell slots or forcing other people to the waste things. The monk would waste their points because they can get it back after a short rest. The monks whole thing was to set up the rest of the party for things. You literally took that away from them.
I could go through all of this and explain how you're wrong because no, there's only 12 monsters in only 6 of them have true immunity. The fact they actually made it force damage And they added that a "can do this" meaning the player does have to decide to activate it or deactivate. It means they know for a fact going forward. There are very true times when the monk is not going to want to use Force damage. Which tells me as a player. Probably more creatures are going to have Force damage resistances.
Let's delve into the recent changes to the Monk class and explore how these alterations have diminished the value of Monks within a D&D party moving forward.
The adjustment to Empowered Strike, while providing Monks with the ability at an earlier level, inadvertently weakens their overall combat effectiveness. By assigning a specific magical attack type to Monk attacks, the once versatile Empowered Strike now falls short against creatures with resistances or immunities. Previously, Monks enjoyed the benefit of attacks that were universally considered magical, allowing them to bypass such defenses effortlessly. This change restricts their combat versatility, limits their impact in combat situations, and makes them less valuable assets to the party.
Similarly, the changes to Patient Defense and Step of the Wind have altered the dynamics for Monks in combat. Patient Defense now offers the option to take the Disengage action as a Bonus Action without expending any Focus Points. However, by spending a Focus Point, Monks can both Disengage and Dodge in a single Bonus Action. Likewise, Step of the Wind allows Monks to Dash as a Bonus Action without requiring a Focus Point, but spending one enables them to Disengage and Dash in the same Bonus Action. Although these changes enhance mobility and defensive capabilities, Monks are now faced with the dilemma of sacrificing offensive prowess by forgoing the use of Flurry of Blows or their Unarmed Strike, which require a Bonus Action.
Regarding Stunning Strike, the limitation of using it only once per turn significantly hampers the Monk's crowd control capabilities and strategic utility. Previously, Monks could attempt to stun multiple foes or assist the party in overcoming formidable foes with Legendary Resistances. With this restriction in place, Monks find themselves unable to fulfill their potential in disrupting enemy formations and providing crucial support to their allies.
Furthermore, the effects of Stunning Strike, such as movement speed reduction and advantage on the next attack, often prove ineffective or redundant in practical combat scenarios. Given the Monk's frontline combat role, these effects may not align with their combat style or benefit the party in a meaningful way. Additionally, the short duration of the Stunning effect, ending at the start of the Monk's next turn rather than the end, deprives Monks of the opportunity to fully capitalize on incapacitating a target.
In conclusion, the recent changes to the Monk class have inadvertently diminished their value within a D&D party by restricting their combat versatility, hampering their crowd control capabilities, and limiting their strategic impact in combat situations. Players controlling Monks will need to carefully weigh their decisions in combat to determine the most effective use of their abilities based on the specific demands of the situation.
The party was over reliant on it is like saying the Monk were over reliant on Flurry of Blows. Maybe the reason is because the are Built around those 2 primary abilities. Like how Rogues were primarily built around Sneak Attack.
Right. And as happens in game design, it's a rebalancing. Everyone who's a fan of a particular feature screams "Nerfed!" when they see a feature weakened, but sometimes it's for the better of the game as a whole. In this case the Monk got side-graded. The old Stunning Strike was a great feature, but it had its issues, and MAD and resource depletion are both pretty serious issues for Monk players. They're also an issue for the DM because encounter design is heavily affected by a character that can burn through all of its Legendary Resistances in a single round and/or relies on stunlocking; DMs always have the task and challenge of designing interesting encounters but the old Stunning Strike basically inserts the "save or suck/die" into encounter design. A good DM can roll with the punches and improvise descriptions and narratives to suit the random factors that good and bad rolls put in the game, but DMs already have a lot of work as it is.
The 2014 Stunning Strike is good. Great, even. It's incredibly powerful. It's game-altering. And it (and as you point out, Flurry of Blows, although frankly it wasn't that great a feature compared to the Fighter's Extra Attack) it defined the class. But it was also very restricting. With other classes, subclass choice often had a really significant influence on how you played the class. With monks, subclasses had far less influence; almost no matter what monk subclass you played, you were still aiming for stunlocks and chewing through your Ki points at breakneck speed, and if you weren't doing that, you weren't playing the monk right.
We get that you like the 2014 Monk better, and it's all because of its Stunning Strike. If mass stunlock is the only way you like playing Monks, admittedly that's going away. Maybe it didn't have to, but the designers seem to have proceeded with the idea that the Monk needed improvements in a lot of places and couldn't or wouldn't do it without smoothing out that one spike in its makeup.
Even after all the changes, there are still things I'm not 100% satisfied with the monk. I like the general direction, but frankly I'd have gone further in some areas which the designers toyed with but ultimately didn't adopt. One example was one of the things they looked into with the Warlock; they toyed for a moment with allowing Warlocks a choice of primary attributes; I think it was Wisdom or Charisma. They backed out of that and kept warlocks on Charisma. It could have made for some really interesting choices and mechanics but it would also certainly have flipped up the min-maxer's multiclassing game. I'd have loved to experiment with a martial artist class that had a choice of primary abilities, and my picks would have been Constitution and Wisdom, which I think would have opened up the class to a bunch of different character archetypes and allowed a lot of storytelling and mechanics that play into the experiences that I think a lot of martial artists could relate to in their own training, which include health and conditioning, physiological expertise, equilibrium, and combat psychology.
The monk got a sidegrade and it's in a direction you don't like. I'm sure they knew someone wasn't going to like it and that's part of the burden of game design - any nerf is going to upset someone. I happen to like the changes to the class overall, even though there is definitely a giant nerf to Stunning Strike and I don't have any problem admitting that. You clearly don't like it, and you've made your own perspective clear. We clearly want different things out of the class and neither of us got exactly what we wanted. You wanted to be able to keep playing the monk the way it used to be played. I wanted to be able to play the monk in new and different ways. I got a little of what I wanted, though. I guess you didn't. So be it.
It has nothing to do with playing the monk the way they used to be played. It has everything to do that. They made the Monk basically useless in the party. Let me explain why spellcasters has an AOE effect that targets multiple creatures to force them all to make saving throws if they all fail It's great crowd control. If they all pass, it's kind of a wasted spell, but it's the point of crowd control. It's the point of the role. Monks are no longer a crowd control support class. They are now just a Frontline fighter that can maybe stun they can no longer affect the entire battlefield. They can no longer do what they are designed to do so there's no point to play them because if you want to actually be a Frontline fighter you might as well go Barbarian, Fighter and Paladin for better AC and Better health. Nothing that the Stunning Strike really does now benefits the monk at all And then everything else that you can do as a monk now is dependent on bonus actions which the monks bonus action was their extra unarmed strike. So since you can only do one bonus action per turn, it's either run away or attack. That is your only options as a monk now. They have made the monk the most useless of all the classes. Well, people are arguing that they were barely more useful than Rangers in the first place. They are actually worse than a ranger fully now.
Alright, have fun! Or don't. That's up to you.
What is fun about the Monk now?
Who knows? For you, maybe nothing. I'll give it a try, though.