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.
Well, agree to disagree.
the wizard is still not the most powerful class in the game. You fail to properly analyze the power of spells vs ki points so your analysis is hard to take serious , Ill rephrase monks can run out ki and at high level cap out at 3 attacks while using their bonus action if they have no ki.
this is important .if you are actually playing the dungeon part of dungeon and dragons , without ki or focus points they do not work and are still one of the maddest classes even with the changes , but Im very happy they made the monk as good as they should be. I see what your trying to point out but you need to look at the larger picture.
You missed my point but maybe that's because you were too busy being antagonistic.
Its hard to believe the people who designed this, also did ranger and paladin...
They listened to the Bone wizard video on how to buff monk
I hope I interpret this as darkvision being free, rather than costing focus. Dakvision is such a freely given ability, with so many races getting it built-in, that it can't be considered broken to let the shadow monk just having the darkvision as an innate ability.
I actually tweeted that one to Jeremy Crawford, cause I though he made a lot of good points and made a good argument. Bone wizard makes pretty good videos. Im thankful they really made the monk better . much looking forward to all the possible new subclasses in the future.
You haven't actually mentioned any changes you would have liked made. And the new stunning strike is much healthier for the game. New monk >>>> old monk
Looks like the opposite to me, but like you say it's a game of imagination, don't take it too seriously
1. Ki Point bonus equal to their Wis Mod. They need more pts early to keep that motor running.
2. SS change isnt "healthier" for the game, nor was the QP nerf. They were two features that could burn through your Ki and the possible reward was an actually powerful effect. If wizards can cast Wish, A monk stun locking ONE foe or killing ONE opponent isnt too big a deal in the scheme of things.
3. I'd like to have seen the Unarmored Defense be 13 plus Dex plus Wis. This would have raised their AC to effectively same with other martials.
4. Change that HD to d10s.
5. Make the unarmed strikes do Damage AND an option to Shove or Grapple. This would be THEIR version of Weapon Mastery.
And thats just off the top of my head.
That’s what the grappler feat is for.
Monks get all ki points back on a short rest, they get all ki points back with uncanny metabolism one per long rest, and they get 4 ki points back every encounter at lv. 15 with perfect focus. They also pay no ki points for step of the wind and patient defense unless you want to take two bonus actions in one turn. What more do you want?
YES! I LOVE IT ALL!!! I DONT KNOW WHY IM SPEAKING IN ALL CAPS BUT I AM!!!
1. You are using less ki overall, you get all your ki back on short rests, and uncanny metabolism gives you back all your ki once per long rest when you roll initiative, no action required. Do remember parties tend to take a lot more rests early levels as everyone’s resources are low.
2. Bosses have legendary resistances and most big bads have massive con saves. Burning your limited resources for 1 encounter is not a good trade off. Wizards can cast wish once per day and it’s possible they can loose that spell depending on how it’s used. Now stunning strike has a debuff on a successful save which is better than nothing.
3. 10 + Dex + ? Is standard for barbarians (con), college of dance bards (cha), and draconic sorcerers (cha). The only thing in the game that gives 13 + Dex is mage armor.
4. Take the tough feat at lv.1 via background and that will take care of low hp.
5. The grappler feat takes care of this problem. Also, elements monk can pull or push enemies using elemental attunement with every strike. Open hand monks can push and topple enemies with open hand techniques for every flurry of blows they land. Allowing shove and grapple along with damage would make the grappler feat and some early level monk abilities useless/redundant.
Overall, monks are way better now than in 2014 by miles. Monks don’t have to be the biggest, baddest class on the block. They have gotten so many great abilities that no other class can duplicate while maintaining the kick ass aesthetics of being a martial arts master. Not everyone is going to like it, but the good news is that there are 11 other classes to choose from which have also gotten updates which make them much better than before.
Changing Ki to Focus was absolutely necessary. Ki explicitly links the monk class to a specific, real-world culture in a way that doesn’t make sense for a fantasy game.
Why? Changing names so insignificant as Ki to Focus, is just a kiss on the forehead for those who have the emotional fortitude of a clay pigeon.
i have to agree, and besides, d&d monks are in some ways fundamentally similar to asian ideals
Yea, like the Shaolin Monks. This is exactly where the idea of fighting monks comes from. Unless there were monks that practiced martial arts and were not Asian that I’m not aware of. You cannot have fighting monks and not think Asia. Just like you cannot have knights and not think Europe.
I just started a monk in a new campaign last week. I made a full and extended backstory, and none of it is even vaguely Asian themed. I think it's fine to play off the shaolin monk type...but it's not the only model that works. "Focus" is just a more generalized wording that keeps it free of any implied theme. You then add any theme you like. One is basic mechanics, the other is whatever world building works for you.
But that right there is the problem....ie you think there were problematic parts of the game, themes, history, races, etc. There wasnt. Just that people today get their panties in a bunch over things that do not matter. They dont think its "fair" or "good" that a there is race of whatever that is evil or neutral or even good....sure there might well be 1 or handful of exceptions, but exceptions exist as the counter to the overwhelming majority. But go look at that art.....its not showing you, in most cases, adventurers looking for glory and fame and treasure, its a bunch of pansies. Sure, I will admit there is some reasonable pieces....but too much is just not what DnD is about. I own the originals, and even the boxed sets, with barely any art, black and white, are far better at showing the themes of the game, the supposed terror of the monsters. Orcs look like humans with slightly more muscles now. WHAT? Really, WTF is that? And again, what dumbass would think to take someone in a wheelchair to a dungeon??? Like, that makes no damn sense.
Its one thing to say you want the game to be welcoming to all players, fine enough. I agree, but the WORLD isnt. In that kind of world, no, the weak die...a LOT.
Which of course would be illustrated if the mechanics were actually not bonked up....death saves....tossed those in my game already....
As for Monks...again, its ONE class...ONE class that had (still will have in my games) an clearly NON European bent to it. It was the CORE concept to the class since it was started. There is NO reason to toss that flavor in order to make it as bland as everything else. The problem is that in the modern rush to be "inclusive" and non offending you lose all the color and taste. The world IS racist, whether its humans towards Orcs or Elves toward Dwarves....and that is GOOD. Its a tension that exists and helps define the various factions.
I dont understand this need in modern game design to 1. Eliminate player failure, 2. Weaking Character Power, 3. Impose modern Western idiotic notions in the game, and 4. Eliminate any real sense of risk, culture, attitude in the game lore.
It really needs to stop being the trend. All my favorite systems has succumbed to this and its damn annoying.