Overview
At a glance
- Hit die
- d8
- Saving throws
- Str, Dex
- Primary ability
- Dexterity and Wisdom
- Armor
- None
- Difficulty
- Moderate
- SRD subclass
- Warrior of the Open Hand
SkirmisherStrikerController
Role ratings
Damage
Control
Survival
Utility
Party support
The monk fights with fists and simple weapons, moves faster than anyone, and spends Focus Points on extra attacks, defense and
Stunning Strike
Stunning StrikeLevel 5 featureOnce per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn.. You hit often for small amounts, run past the front line, and lock down the enemy you reach.
The 2024 rules fixed the monk's biggest problems. Your Martial Arts die is bigger, Focus Points come back on a Short Rest,
Uncanny Metabolism
Uncanny MetabolismLevel 2 featureWhen you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled. Once you use this feature, you can't use it again until you finish a Long Rest. refills them once a day when a fight starts, and Patient Defense and Step of the Wind have free versions that cost nothing.
Thrain's take
A monk is the one player at my table who never asks where the fight is. They are already there, and usually behind it. Your job is not the biggest monster. It is the caster at the back and the archer on the roof. Get there first, stun it, and let the slower folk deal with the rest.
Weaknesses
- Needs good Dexterity and Wisdom, so your scores are stretched
- No armor, no shield and no Weapon Mastery
- d8 hit die on a class that fights up close
- Runs low on Focus Points in long days without rests
Ability Scores
Dexterity, then Wisdom, then Constitution.
Martial Arts
Martial ArtsLevel 1 featureYour practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: - Simple Melee weapons - Martial Melee weapons that have the Light property You gain the following benefits while you are unarmed or... lets you use Dexterity for unarmed strikes and monk weapons.
Unarmored Defense
Unarmored DefenseLevel 1 featureWhile you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. adds Dexterity and Wisdom to your AC, and Wisdom sets your Stunning Strike DC. Constitution comes third. Strength, Intelligence and Charisma can be low.
In the 2024 rules your ability score increases come from your background. With the standard array and the Criminal background (+2 Dex, +1 Con), assign 15 Dex, 14 Wis, 13 Con, 12 Str, 10 Cha and 8 Int, and you start with:
12STR
17DEX
14CON
8INT
14WIS
10CHA
That is AC 15 at level 1. Take the Ability Score Improvement feat at level 4 for Dexterity 19 and at level 8 for 20, then put the next ones into Wisdom. Each point of either raises your AC.
Best Species for a Monk
Legendary: build around it
Epic: excellent
Rare: good
Uncommon: works
Common: weak fit
Goliath (Hill Giant)
Hill's Tumble knocks a Large or smaller target Prone when you hit it, with no save, several times per Long Rest. Then every Flurry of Blows strike has Advantage. 35-foot speed and Large Form at level 5 are extras.
Legendary
Elf (Wood Elf)
35-foot speed on top of Unarmored Movement, Perception from Keen Senses, and a Wisdom-cast Pass without Trace at level 5.
Epic
Human
A second Origin feat from Versatile and daily Heroic Inspiration. The extra feat matters on a class with stretched ability scores.
Epic
Dwarf
Dwarven Toughness adds a hit point every level, which a d8 class that fights in melee needs. 120-foot Darkvision.
Epic
Orc
Adrenaline Rush adds Temporary Hit Points to a Dash, and Relentless Endurance saves you once a day when you run too deep.
Epic
Halfling
Luck and Brave protect you, and Halfling Nimbleness lets you slip through bigger creatures to reach the back line.
Rare
Gnome
Advantage on Intelligence, Wisdom and Charisma saves until Disciplined Survivor covers them at level 14.
Rare
Tiefling
Wisdom can be your legacy spellcasting ability, but monks have little time to cast.
Uncommon
Dragonborn
Breath Weapon replaces one attack, so it fits Extra Attack. Flight at level 5 is a nice extra.
Uncommon
Best Backgrounds
C
Criminal
Dexterity and Constitution increases, Stealth and Sleight of Hand, and AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.. Acting first is how a monk reaches the back line.
Legendary
S
Soldier
Dexterity and Constitution increases and Athletics for grapples. Savage AttackerSavage AttackerOrigin featYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target. only works with weapons, not unarmed strikes.
Epic
S
Sage
Wisdom and Constitution increases. You start at 15 Dexterity, but your Stunning Strike DC is higher.
Rare
A
Acolyte
Wisdom is the only increase you want. Insight and Religion fit a temple monk.
Uncommon
Best Feats
Origin feats (level 1)
A
Alert
Proficiency Bonus to initiative. Act first and you reach the enemy caster before it acts.
Epic
T
Tough (Player's Handbook)
Two extra hit points per level, which a d8 melee class needs. Not in the free rules.
Epic
S
Savage Attacker
Only works with weapon hits, and most of a monk's attacks are unarmed strikes.
Uncommon
General feats (level 4+)
A
Ability Score Improvement
Dexterity first, then Wisdom. Both raise your AC, and Wisdom raises your Stunning Strike DC.
Legendary
G
Grappler
Grab with an unarmed strike that also deals damage, then attack the held creature with Advantage. Martial Arts lets you use Dexterity for the grapple.
Rare
Epic boons (level 19)
B
Boon of Irresistible Offense
Your bludgeoning damage ignores Resistance, and a natural 20 adds extra damage.
Epic
B
Boon of Combat Prowess
Turn a miss into a hit once per round, so the Stunning Strike attempt always lands.
Epic
Subclass: Warrior of the Open Hand
The Warrior of the Open Hand is the monk subclass in the free 2024 rules. It adds an effect to every Flurry of Blows hit, so your Bonus Action controls the fight as well as dealing damage.
Open Hand TechniqueLEVEL 3
Each Flurry of Blows hit can Addle (no Opportunity Attacks), Push the target up to 15 feet on a failed Strength save, or Topple it Prone on a failed Dexterity save.
Wholeness of BodyLEVEL 6
As a Bonus Action, heal your Martial Arts die plus your Wisdom modifier. Uses equal your Wisdom modifier per Long Rest.
Fleet StepLEVEL 11
Whenever you take a Bonus Action other than Step of the Wind, you can use Step of the Wind right after it.
Quivering PalmLEVEL 17
Spend 4 Focus Points on an unarmed hit to start lethal vibrations. Later, end them to force a Constitution save against heavy Force damage, half on a success.
The 2024 Player's Handbook also has the Warrior of Mercy, the Warrior of Shadow and the Warrior of the Elements. They are not in the free rules, so this guide does not cover them.
Focus Points and Combat Tactics
Monk's Focus
Monk's FocusLevel 2 featureYour focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table. gives you Focus Points equal to your monk level from level 2. They all come back on a Short or Long Rest, and
Uncanny Metabolism
Uncanny MetabolismLevel 2 featureWhen you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled. Once you use this feature, you can't use it again until you finish a Long Rest. refills them when you roll initiative once per Long Rest. Spend them every fight.
Where your Focus Points go
S
Stunning Strike (1 point, from level 5)
Once per turn on a hit, the target makes a Constitution save or is Stunned until your next turn. On a success its Speed is halved and the next attack against it has Advantage, so the point is never wasted.
Legendary
F
Flurry of Blows (1 point)
Two unarmed strikes as a Bonus Action, three from level 10. With Open Hand Technique each hit can also knock the target down or push it.
Epic
D
Deflect Attacks (free, level 3)
Your Reaction cuts the damage of an attack that deals bludgeoning, piercing or slashing damage. If it drops to 0, spend 1 point to throw the attack back at someone.
Epic
P
Patient Defense (free or 1 point)
Disengage as a Bonus Action for free, or spend 1 point to Dodge as well. Use it to leave a fight you cannot win.
Rare
S
Step of the Wind (free or 1 point)
Dash as a Bonus Action for free, or spend 1 point to Disengage too and double your jump distance.
Rare
A typical turn from level 5. Move to the most dangerous enemy you can reach, Attack twice, and spend 1 point on Stunning Strike on the first hit. If it is Stunned, every attack against it has Advantage, so Flurry of Blows and your allies finish it. If it saves, the Advantage on the next attack still helps.
Weapons. Your monk weapons are Simple Melee weapons and Martial Melee weapons with the Light property, and they use your Martial Arts die. Monks do not get Weapon Mastery. A spear or quarterstaff at level 1 and a few javelins for range cover everything; once your Martial Arts die grows, unarmed strikes are just as good.
Monk Builds
Beginner friendlyThe Open Hand Striker
- Species
- Human (Versatile: Tough)
- Background
- Criminal (AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
- Subclass
- Warrior of the Open Hand
12STR
17DEX
14CON
8INT
14WIS
10CHA
Acts first, reaches the back line, and knocks the enemy caster Prone with Open Hand Technique before stunning it from level 5.
Build this monk
Free to start. No card needed.
ControlThe Goliath Brawler
- Species
- Goliath (Hill's Tumble)
- Background
- Criminal (AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
- Subclass
- Warrior of the Open Hand
12STR
17DEX
14CON
8INT
14WIS
10CHA
First hit knocks the target Prone with no save, then Flurry of Blows lands with Advantage. Saves Topple from Open Hand for the targets Hill's Tumble cannot reach.
Start an adventure free
Bring your idea to the table. Free to start.
Monk Features by Level
| Lvl | PB | Features |
Focus Points | Martial Arts | Unarmored Movement |
| 1 |
+2 |
Martial Arts Martial ArtsLevel 1 featureYour practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: - Simple Melee weapons - Martial Melee weapons that have the Light property You gain the following benefits while you are unarmed or...
Unarmored Defense Unarmored DefenseLevel 1 featureWhile you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
|
– |
1d6 |
– |
| 2 |
+2 |
Monk's Focus Monk's FocusLevel 2 featureYour focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.
Unarmored Movement Unarmored MovementLevel 2 featureYour speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
Uncanny Metabolism Uncanny MetabolismLevel 2 featureWhen you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled. Once you use this feature, you can't use it again until you finish a Long Rest.
|
2 |
1d6 |
+10 ft. |
| 3 |
+2 |
Deflect AttacksDeflect AttacksLevel 3 featureWhen an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.
Monk SubclassMonk SubclassLevel 3 featureYou gain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Monk levels.
Open Hand Technique Open Hand TechniqueLevel 3 featureWhenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target. Addle. The target can't make Opportunity Attacks until the start of its next turn. Push.
|
3 |
1d6 |
+10 ft. |
| 4 |
+2 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.
Slow Fall Slow FallLevel 4 featureYou can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
|
4 |
1d6 |
+10 ft. |
| 5 |
+3 |
Extra Attack Extra AttackLevel 5 featureYou can attack twice instead of once whenever you take the Attack action on your turn.
Stunning Strike Stunning StrikeLevel 5 featureOnce per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn.
|
5 |
1d8 |
+10 ft. |
| 6 |
+3 |
Empowered Strikes Empowered StrikesLevel 6 featureWhenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Wholeness of Body Wholeness of BodyLevel 6 featureYou gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).
|
6 |
1d8 |
+15 ft. |
| 7 |
+3 |
Evasion EvasionLevel 7 featureWhen you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.
|
7 |
1d8 |
+15 ft. |
| 8 |
+3 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.
|
8 |
1d8 |
+15 ft. |
| 9 |
+4 |
Acrobatic Movement Acrobatic MovementLevel 9 featureWhile you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
|
9 |
1d8 |
+15 ft. |
| 10 |
+4 |
Heightened Focus Heightened FocusLevel 10 featureYour Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits. Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two. Patient Defense.
Self-Restoration Self-RestorationLevel 10 featureThrough sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned. In addition, forgoing food and drink doesn't give you levels of Exhaustion.
|
10 |
1d8 |
+20 ft. |
| 11 |
+4 |
Fleet Step Fleet StepLevel 11 featureWhen you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.
|
11 |
1d10 |
+20 ft. |
| 12 |
+4 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.
|
12 |
1d10 |
+20 ft. |
| 13 |
+5 |
Deflect Energy Deflect EnergyLevel 13 featureYou can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
|
13 |
1d10 |
+20 ft. |
| 14 |
+5 |
Disciplined Survivor Disciplined SurvivorLevel 14 featureYour physical and mental discipline grant you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll.
|
14 |
1d10 |
+25 ft. |
| 15 |
+5 |
Perfect Focus Perfect FocusLevel 15 featureWhen you roll Initiative and don't use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 3 or fewer.
|
15 |
1d10 |
+25 ft. |
| 16 |
+5 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16.
|
16 |
1d10 |
+25 ft. |
| 17 |
+6 |
Quivering Palm Quivering PalmLevel 17 featureYou gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level.
|
17 |
1d12 |
+25 ft. |
| 18 |
+6 |
Superior Defense Superior DefenseLevel 18 featureAt the start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.
|
18 |
1d12 |
+30 ft. |
| 19 |
+6 |
Epic BoonEpic BoonLevel 19 featureYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
|
19 |
1d12 |
+30 ft. |
| 20 |
+6 |
Body and Mind Body and MindLevel 20 featureYou have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.
|
20 |
1d12 |
+30 ft. |
Leveling Your Monk, 1 to 20
Martial Arts and Unarmored Defense. Attack with a spear or quarterstaff, then make a Bonus Action unarmed strike every turn.
Monk's Focus: Flurry of Blows, Patient Defense and Step of the Wind. Unarmored Movement (+10 feet) and Uncanny Metabolism.
Deflect Attacks, and choose the Warrior of the Open Hand for Open Hand Technique.
Ability Score Improvement: +2 Dexterity to 19. Slow Fall.
The big one. Extra Attack and Stunning Strike, and your Martial Arts die becomes a d8.
Empowered Strikes deals Force damage, which few monsters resist. Wholeness of Body heals you as a Bonus Action.
Evasion: take no damage from Dexterity saves you pass, half from ones you fail.
Ability Score Improvement: Dexterity to 20.
Acrobatic Movement: run up walls and across water on your turn.
Heightened Focus: Flurry of Blows makes three strikes, and Patient Defense and Step of the Wind get better. Self-Restoration ends Charmed, Frightened or Poisoned on you.
Fleet Step at 11 and a d10 Martial Arts die. Wisdom increase at 12. Deflect Energy at 13 works on any damage type. Disciplined Survivor at 14 gives proficiency in every save and a reroll for a Focus Point.
Perfect Focus at 15. Quivering Palm and a d12 Martial Arts die at 17. Superior Defense at 18, Boon of Irresistible Offense at 19, and Body and Mind at 20 raises Dexterity and Wisdom by 4.
Monk FAQ
Is the monk good in D&D 2024?
Yes. The 2024 monk has a bigger Martial Arts die, Focus Points that refill when a fight starts, free versions of Patient Defense and Step of the Wind, and a Stunning Strike that still helps when the target saves.
What is the best species for a monk in D&D 2024?
Goliath with the Hill Giant ancestry, because Hill's Tumble knocks targets Prone with no save. Wood Elf, Human, Dwarf and Orc are all strong picks too.
What is the best background for a 2024 monk?
Criminal. It raises Dexterity and Constitution and gives you Alert. Sage is the pick if you would rather raise Wisdom for a higher Stunning Strike DC.
Do monks get Weapon Mastery in 2024?
No. Barbarians, fighters, paladins, rangers and rogues get Weapon Mastery. Monks rely on Martial Arts, Focus Points and their subclass instead.
Is the Warrior of the Open Hand good?
Yes. Open Hand Technique adds a push, a trip or an Opportunity Attack lock to every Flurry of Blows hit, and Wholeness of Body heals you without spending Focus Points.
Take your monk into a campaign
Build a monk in a couple of minutes and start an adventure in your browser. Play solo, or send your friends a link and play together.
This guide includes material from the System Reference Document 5.2
by Wizards of the Coast LLC, licensed under the
Creative Commons Attribution 4.0 International License.
TableForge is not affiliated with Wizards of the Coast. Full licenses.