The Warrior of the Elements Monk in the 2024 Player's Handbook lets you channel the power of water, earth, fire, and air (and lightning, acid, and thunder) to enhance your martial arts mastery. This subclass builds upon the legacy of the Way of the Four Elements Monk from the 2014 Player's Handbook, but offers a more streamlined approach to unleash your inner elemental warrior.
Let's take a look at the new Warrior of the Elements Monk subclass in the 2024 Player's Handbook!
- Elemental Attunement — Level 3
- Manipulate Elements — Level 3
- Elemental Burst — Level 6
- Stride of the Elements — Level 11
- Elemental Epitome — Level 17
Explore the New Monk
The 2024 Monk class has seen more prominent changes compared to most classes in the 2024 Player's Handbook. Their features more efficiently use Focus Points (previously Ki Points), they are able to regain their resources more easily, and they're offered more options that aren't tied to this expendable resource.
This revamping is extended to the new Warrior of the Elements subclass, as well as the other three Monk subclasses included in the 2024 Player's Handbook, Warrior of Mercy, Warrior of Shadow, and Warrior of the Open Hand.
Warrior of the Elements Monk Features

Elemental Attunement — Level 3
This feature is the core power of the Warrior of the Elements Monk. It infuses your Unarmed Strikes with elemental energy, extends your reach to 10 feet, allows you to output Acid, Cold, Fire, Lightning, or Thunder damage, and provides the potential to toss your enemies around the battlefield.
Monks who want to throw elemental hands as soon as they can and for as long as they can will be happy to hear that this is an extremely efficient feature. You can enter Elemental Attunement for 1 Focus Point at the start of your turn, so you're not wasting an action or Bonus Action, and this state lasts 10 minutes or until you have the Incapacitated condition.
A Disciple No Longer
This is a complete redesign from the previous Way of the Four Elements Monk in the 2014 Player's Handbook, which was built around learning various Elemental Disciplines, most of which came in the form of spells.
This change was meant to simplify the elemental Monk and make their Focus Point expenditure more effective. Instead of having to spend a handful of points every turn to use your elemental powers, you only have to activate it once, leaving more points to do more fun Monk stuff.
Unarmed Striker
Seeing as Elemental Attunement only works with Unarmed Strikes, this feature means your Warrior of the Elements Monk will be more likely to be an unarmed fighter rather than a Monk weapon wielder.
Striking out with with elemental-infused punches and kicks will be even more fun for the 2024 Monk, as their Martial Arts dice have been upgraded at each level. Now, level 1 monks dish out 1d6 with each Unarmed Strike. Their Martial Arts dice max out at 1d12 at level 17.
Reach Out and Grab 'Em
If you're looking to spice things up, the new Grappler feat combines exceptionally well with the Warrior of the Elements' extended reach and the 2024 Monk's ability to grapple using Dexterity. With the Grappler feat, you can attempt to grapple a creature you hit as part of the same Attack action you use to make an Unarmed Strike.
Seeing as being Grappled reduces a creature's Speed to 0, you can easily hold them out of reach and wail on them with your elemental strikes, which you'll now get Advantage on thanks to Grappler.
On top of being a mechanically powerful ability, this adds to the power fantasy of wielding the elements against your foes. You can flavor your grapples to be temporary ice chunks that hold your foes in place or swirls of air that catch your enemies and prevent them from moving.
Manipulate Elements — Level 3
This feature gives you access to Elementalism, a new cantrip in the 2024 Player's Handbook. This is kind of the utility knife of your elemental monk and will allow you to channel water, earth, fire, and air into minor effects. You can create a breeze, light candles, and conjure water when you need access to a certain element. Good for setting the mood, but you might need a bit more firepower if you're thinking of burning down a fortified stronghold made of stone.
Elemental Burst — Level 6
At the cost of only 2 Focus Points and a Magic action, you'll be happy you've got Elemental Burst when you need to break out the flashy, kaboom-y side of elemental combat.
This feature allows you to detonate a 20-foot radius sphere explosion of Acid, Cold, Fire, Lightning, or Thunder damage. Targets in the sphere that fail their Dexterity saving throw take damage equal to three rolls of your Martial Arts dice, which is a d8 at level 6.
Elemental Sustainability
While it might not be as damaging as a Fireball yet, this is just the beginning of your bursting career. As your Martial Arts dice increases, so too will the damage you output with this ability, maxing out at 3d12 at level 17. At that point, you'll have enough Focus Points to chuck more elemental blasts than a major-league pitcher.
Expanding Your Toolbox
Monks don't always have much to do when they're far away from their enemies or have ways to capitalize when their enemies have bunched up. Elemental Burst solves both these issues by giving you an AoE option with a 120-foot range, so feel free to sit in the backline and blast away if you're low on Hit Points.
You also have the solid upside of being able to choose from five different damage options each time you use this feature, which can help you avoid resistances and capitalize on weaknesses.
Stride of the Elements — Level 11
This upgrades your Elemental Attunement, providing a Fly speed and Swim speed equal to your Speed while it's active.
While this feature may mechanically give you a Fly speed and Swim speed, in my head, it's so much more. Part of the power fantasy of this subclass is allowing you to imagine your character incorporating elemental powers into everything they do. And, of course, this includes making an ice slide or using jets of fire to propel themselves across the battlefield.
Also, thanks to Unarmored Movement, this means you'll likely have a baseline Fly and Swim speed of 50 feet when you receive this feature.
Nice Moves, Twinkletoes
Having a reach of 10 feet on your Unarmed Strikes plus a consistent Fly speed will make you almost impossible to pin down in combat. Plus, you have Elemental Burst that you can rain down on your opponents from on high.
If your enemies ever get too close, you can use Step of the Wind and Dash away. You can even bring your friends along by level 10—no flying bison required.
Elemental Epitome — Level 17
This well-named feature is the epitome of your Elemental Attunement. It provides a defensive, movement-based, and offensive boost to your kit and really makes you feel like a master of the elements.
First, you gain resistance to Acid, Cold, Fire, Lightning, or Thunder damage and you can change which damage type your resistance applies to at the start of each of your turns.
Next, your Step of the Wind gets a buff, allowing you to travel 20 feet further (while flying or swimming, I may remind you) and dish out elemental damage equal to one of your Martial Arts dice to any creature you get within 5 feet of.
Last, when you hit with an Unarmed Strike, you can deal extra damage equal to one of your Martial Arts dice once per turn. Seeing as your Elemental Attunement comes with elemental damage baked in, this extra damage is the same type of element you've chosen.
Master All the Elements!
If you've ever wanted to ferociously attack with blasts of fire, weather damage like a rock, dance around the battlefield like a breeze, or hamper your enemies with water, the new Warrior of the Elements Monk in the 2024 Player's Handbook is for you. Its streamlined approach, combined with the buffs from the base Monk class, means you'll never run out of cool, elementally-fueled things to do. Plus, you'll get to channel all the elements, not just one, even if you don't have blue tattoos or glowing white eyes!
We're excited to share more of what you can expect from the 2024 core rulebooks, so stay tuned for additional guides previewing the 2024 Player's Handbook, which is releasing September 17!
Ready to see what's next for D&D? The 2024 Player’s Handbook, 2024 Dungeon Master’s Guide, and 2024 Monster Manual are all available for preorder on the D&D Beyond marketplace. Plus, you can save $60 and get exclusive digital bonuses when you preorder the Digital & Physical Core Rulebook Bundle!

Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
It’s not all about numbers. Flying enemies or enemies out of reach with your fist will be hit with your blast. Flurry of blows does not rely on using the attack action for the 2024 monk. Flurry of blows and bonus unarmed strike no longer requires the attack action. Deflect attacks does not require focus points to use unless you refuse the damage to 0 and what to redirect the attack. Monks are not spell casters. If you want fire ball and wall of fire, play a wizard or sorcerer or light cleric or land druid or bard.
Lastly, you do get elemental defense with deflect energy which allows you to deflect all damage type attacks, and elemental attunement upgrades to give you elemental resistance that you can change at the start of your turns. What more do you need? Elemental attunent is so ridiculously strong, versatile, and gets better as you level up but does not get more expensive to use. Having elemental burst just gives the monk one more option that other monks don’t have.
Oh for sure, theme is a big part of it too.
As for flying enemies, now that monk gets access to all simple weapons and light weapons you'll have decent ranged options. So it's not that big of a thing.
This isn't the case. There's no mention of any of this in the monk article. In fact out of the 3 options only Patient Defense and Step of the Wind have seen improvements. And as they mention each article. If it's not mentioned it's not changed and we have to assume 2014 functionality.
Correct, that was the point. If you want to use the redirect part (which is thematic and awesome) you'll be vying for points with elemental blast.
Correct, Monks are not spell casters. But that doesn't mean you have to compare to full or half casters. I was just comparing to the 2014 monk of the same ilk. That monk was more complicated and the ki expenditure on some spells were out of whack. I'm happy most of the spells they used have been ported over to features. I am lamenting the versatility they lost though. No gasseous form, no gust of wind, no wall of fire/stone.
To be clear, I like this iteration and feel that the elemental blast feature is a bit lackluster. it's definately a more streamlined monk that is less complicated in a good way. Personally I'd prefer the "casting" portion to be a bit more
They mentioned the flurry in the video that you didnt have to make the attack action first to use it.
It's a shame they limited the attack range so much from the playtest.
That would be good news.
I would be careful with the video's as a source though. We don't know how much time has passed between recording and writing of the articles. Things may have changed in the interim. To prevent my own disappointment I have to assume that flurry of blows remains unchanged, as they mention on the top of each of these articles.
(I personally don't consider having flurry of blows as a bonus action without using the attack action "very marginally". I hope the handbook proves me wrong)
Monks are only proficient with simple melee weapons and martial melee weapons with the light property. Elemental blast is a monk’s only ranged option besides daggers.
Other subclassed get a ranged option as well. Dragon gets a breath weapon, Kensei gets longbow, Sun gets a couple of ranged attacks.
Monks are proficient in all simple weapons, not just melee
I think the One D&D playtest materials were a little ambiguous on this point, but the more recent post on the 2024 monk suggests otherwise :\
https://www.dndbeyond.com/posts/1758-2024-monk-vs-2014-monk-whats-new
"All Simple Melee weapons are now considered Monk weapons, as well as Martial Melee weapons with the Light property."
"... 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."
Which I'm a little bummed about since this excludes darts and slings. Slings aren't an iconic monk weapon, but I wish they had darts. "No shuriken, just kunai."
I think the disconnect is the difference between being proficient and being able to use them as monk weapons, which is different.
Monks are proficient in all Simple Weapons and all Martial Weapons with the Light property.
Monk weapons are classified as Simple Melee Weapons and Martial Melee Weapons with the Light Property.
So a Monk can add proficiency to the use of a Hand Crossbow but it would not scale with their Martial Arts Die, and anything else that activates when you're wielding a Monk weapon.
How cool is it that the monk is going to fly using elemental stride and hitting the enemies below with Elemental burst
Would the anti magic field or silence affect the four elements monk abilities? I know Elemntal Birst is, for example, technically stated as "Magic action", but there were some comments before about it being a some sort of background magic without the use of the weave and I don't know if they need a verbal component for it.
I'm not sure if it's been pointed out yet, but your amount of reach is incorrect in this statement: "Having a reach of 10 feet on your Unarmed Strikes plus a consistent Fly speed will make you almost impossible to pin down in combat."
The PHB explicitly states that "When you make an Unarmed Strike, your reach is 10 feet greater than normal," meaning that your normal range (5ft) is increased by 10 feet, or 15 feet in total.
I also have a question on the mechanic of grappling with this extended range:
"If you're looking to spice things up, the new Grappler feat combines exceptionally well with the Warrior of the Elements' extended reach and the 2024 Monk's ability to grapple using Dexterity. With the Grappler feat, you can attempt to grapple a creature you hit as part of the same Attack action you use to make an Unarmed Strike.
Seeing as being Grappled reduces a creature's Speed to 0, you can easily hold them out of reach and wail on them with your elemental strikes, which you'll now get Advantage on thanks to Grappler."
I wish it did work this way, but it might not. For the turn that you're grappling the target, you get the advantage mentioned here. i.e., an Unarmed Strike with an Attack action, landing the grapple, then following up with a Bonus Action Unarmed Strike with advantage. But once your turn is over, is your extended range reduced to 5ft, thereby breaking the grapple because you are no longer making Unarmed Strikes?
How does that translate to Opportunity Attacks - do you still have 15ft of range on Opportunity Attack so long as it's an Unarmed Strike? What about if I have a Monk Weapon that triggers at 5ft? Can I still use Unarmed Strike, or do I use the weapon that triggers the Opportunity Attack?
How can I get the Elemental Attunement to show under Actions Other with the toggle on/off. Instead of having to go all the way to the Features and Traits section of the character sheet?
Reach Out and Grab 'Em is an incorrect conclusion of the rules. The grapple would break at the end of the attack as the reach returns to 5ft (with the exception of the target being pulled within range before this happens.
This sub class is awesome since if you get a flying race or wait until you get to lvl 11, you can fly above enemies attack them from 15ft (since element attunement make your attack range 10ft GREATER[I swear if some of yall try to deny this....lmao]) you can straight up pull enemies 10ft above in the air and have them take an addition 1d6 bludgeoning dmg while also making them prone, which gives you advantage on your next to unarmed strike when within 5ft of the enemy. Furthermore if your a high risk= high reward type of person you can just keep doing that, however after the first attack you will make your next unarmed strikes for your turn with disadvantage since you will still be in the air, however that can be completely mitigated by land a stunning strike with the creature failing (while also making said creature automatically fail the next strength saving throughs, plus you can do flurry without worrying about getting disadvantage), or partially mitigated if the creature succeeds, giving you advantage on only your next strike (which is still useful), or you can get grappler which will also completely mitigate the disadvantage but it depends if your dm will allow you to grapple from 15ft away (which lets be real alot will try to say no).
And if you do land druid or spore druid sub class (with magic initiate), while utilizing wild companion ohhhh boy your gonna have fun :}
Why would anyone deny the reach is increased? It only lasts for the attack but it absolutely happens.
They can still deal Bludgeoning with the extra reach, I guess that's Earth attacks?