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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10 |
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13 |
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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 didn't say they were off the table just that not handed out like Candy. You used 4 magic items to get your AC to 28. No DM I've every played with would hand out this many AC increasing items to a single player. In fact most Dm's I've played with wouldn't hand out this many permanent items to a single player period. Assignment failed. You didn't convince me it's easy, quite the opposite, you demonstrated that you do, in fact, need a ton of magic items to pull it off. It can also be done with lots of multiclassing but again, not easy.
It seems to me the reason you dislike what WotC did with the Monk is because you play in a Monty hall campaign (since your claim above was the 4 items are on the low end of what you'd expect your clearly playing with DMs that do, in fact, hand out magic items like candy) and no the monk can't compete in that kind of environment. Monks can't wear armor or use shields so that takes away 2 magic item buffs right there. But most players don't play in that kind of game. Last time I played D&D with a DM that generous I was in high school and I'm now in my mid-50s. So yes, we have different experiences, but I'd love to hear from others how many items like this they would typically get.
Also I made no claims that the monk was better than a full caster, just that they are competitive against other martials and as Treantmonk has demonstrated (with the math to back it up) in his recent videos they most certainly do. The martial-caster divide has existed since 1e and will likely never be solved, unless you count 4e, which wasn't well received.
He was talking about level 20, so 4 AC boosting items at that level is far from unreasonable, especially if the player states that that is what they are looking for. To me it would be a bad/antagonistic DM that would hand out magic items that they player isn't looking for seemingly just to mess with them. And really, if the AC is high, that is perfectly fine, either A) Find other ways of coming at those players; B) the monsters/NPCs coming after the players can reasonably hit a HIGH AC...which should be expected out of a party w/20th level characters; or C) a mix of the two.
Wow how are you guys finding DMs this generous? I mostly play with DMs my age so maybe it's a generational thing? Although I suspect Shadow isn't too far from my age as he hinted that he has a similar amount of play experience as me.
In the last 3 campaigns that I finished no one in the party had more than 2 permanent items when the campaigns ended between level 12-14. None of the DMs asked for, or even accepted, input on what kind of items we wanted. The campaign I'm currently in, most but not all of the players have a single item and a couple have none yet. We're level currently at 7. This is with 3 different DMs. All on Fantasy Grounds, all living in different states in US,. none of the DMs know each other. All in their early to mid-50s and none I would describe as adversarial.
Like I said in my previous comment I was in high school the last time I played with a DM this generous.
Also I should have specified somewhere between level 12-15. Not many groups make it higher than that, I personally haven't. So I didn't complain that he based his character on level 20.
So, couple things I guess here. I'm 42, been playing for 20 years, right at the start of 3.5. My DMs have always been around the same age range, until this year, one is closer to 70 and been playing since AD&D. If anything, it looks like you're playing with stingy DMs.
Also, the posts were primarily talking about high level, 18-20 when talking about having multiple higher level armors and whatnot. But even at level 10, they idea of having a few attunement items, per character, isn't insane.
It could be but I've talked to DOZENS of players around my age (54) and their experiences were very similar. I've been playing since 1e (technically I started with BECMI but quickly moved to 1e). Most of the overly generous DMs seemed to have started 3e or later.
The only generous DMs I personally played with was way back in 84-85 but we were all in Grade 9 or 10. But these were the same kind of groups where players "rolled" several 18's on their stats ;)
I guess I could just be extremely unlucky but I somehow doubt that.
Most improved. Becareful who you call ugly in middle school
Is it still seem like fun since you know a stun character can walk around And they don't automatically fail strength or dex saves Or how about the fact that you can only try and stun someone once a turn which makes trying to eat through a legendary resistance pretty much impossible I could also point out and here's the fun thing That little dazed affect from them succeeding on your stunning strike basically just makes it inconvenient for them to attack melee or with a bow but you're already in melee range and if there are spellcaster Why would that matter Yeah you literally gave up everything that made a monk a monk to make a monk a rogue
If you’re stunned you have no movement.
actually, 2024 rules, you can move while stunned:
Stunned [Condition]
While you have the Stunned condition, you experience the following effects.
Incapacitated. You have the Incapacitated condition.
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws.
Attacks Affected. Attack rolls against you have Advantage.
***
While you have the Incapacitated condition, you experience the following effects.
Inactive. You can’t take any action, Bonus Action, or Reaction.
No Concentration. Your Concentration is broken.
Speechless. You can’t speak.
Surprised. If you’re Incapacitated when you roll Initiative, you have Disadvantage on the roll.
What gets me is you if you play a Rogue when you get access to Cunning Strike they can can trip the target and because they have a weapon mastery they could have sap which causes the target to have disadvantage on their next attack if the weapon also has poison applied to it. That three possible status effects by a lvl 3 rogue with one strike. Because of weapon mastery the Sap has no saving throw. At 14 they can just straight just try and knock out the target it is a con save but if the target fails they are unconscious for 1 minute
OK...another House Rule I will have to introduce to correct some of the glaring idiocies in 2024. When you're Stunned and Incapacitated, you can't move. Seems to be a normal result of being incapacitated. Perhaps the rules designers were Stunned when they wrote Incapacitated for 2024.
Actually it was intended apparently. They knew it was a thing which is why the Dazed effect is written the way it is written.
That's a condition not in core rules. In any event, it is still a mistake IMHO. There were a lot of easily avoided mistakes in the new rules. I was hoping for better.
Trust me I get it. Like the rule that tells the monk Oh you can only stunning strike one time per turn But if they succeed they get dazed while the rogue running around here at level three and can apply three status conditions with one strike and it doesn't really cost them anything
Exactly