Monk 5e Class Guide (2024 Rules)

The monk is the 5e unarmored martial artist: a d8 hit die, AC of 10 + Dexterity + Wisdom, and a bonus-action Unarmed Strike every turn. Focus Points (one per monk level from level 2) fuel Flurry of Blows, Stunning Strike and fast movement. In 2024 the Martial Arts die starts at d6 and grows to d12 by level 17.

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What does a monk do in D&D 5e?

The monk is the party's fastest character and its best answer to "someone needs to get to the enemy caster right now." You fight with fists, feet and light weapons, make extra strikes with your bonus action, and spend Focus Points to stun, dodge or run across the battlefield.

Monks play differently from other martial classes. You won't out-tank the fighter, but you'll reach the archer on the balcony, stun it, and be gone before its friends react.

  • Hit die: d8. A level 1 monk has 8 + Constitution modifier hit points; each later level adds 5 + Con (fixed) or 1d8 + Con (rolled).
  • Primary abilities: Dexterity and Wisdom. Constitution is a close third.
  • Saving throws: Strength and Dexterity.
  • Armor and weapons: no armor; simple weapons and martial weapons with the Light property.
  • Skills: choose 2 from Acrobatics, Athletics, History, Insight, Religion and Stealth. You also get one artisan's tool or musical instrument.

A level 5 monk with 14 Constitution averages 38 hit points, about 6 fewer than a fighter or paladin. The HP calculator works it out for any level.

What are the monk's features by level?

From the 2024 Player's Handbook, with proficiency bonus, Martial Arts die, Focus Points and the speed bonus from Unarmored Movement.

LevelProf. bonusFeaturesMartial ArtsFocusSpeed bonus
1+2Martial Arts, Unarmored Defensed6––
2+2Monk's Focus, Unarmored Movement, Uncanny Metabolismd62+10 ft.
3+2Subclass, Deflect Attacksd63+10 ft.
4+2Ability Score Improvement, Slow Falld64+10 ft.
5+3Extra Attack, Stunning Striked85+10 ft.
6+3Subclass feature, Empowered Strikesd86+15 ft.
7+3Evasiond87+15 ft.
8+3Ability Score Improvementd88+15 ft.
9+4Acrobatic Movementd89+15 ft.
10+4Heightened Focus, Self-Restorationd810+20 ft.
11+4Subclass featured1011+20 ft.
12+4Ability Score Improvementd1012+20 ft.
13+5Deflect Energyd1013+20 ft.
14+5Disciplined Survivord1014+25 ft.
15+5Perfect Focusd1015+25 ft.
16+5Ability Score Improvementd1016+25 ft.
17+6Subclass featured1217+25 ft.
18+6Superior Defensed1218+30 ft.
19+6Epic Boond1219+30 ft.
20+6Body and Mindd1220+30 ft.

Subclass features arrive at levels 3, 6, 11 and 17. Feats come at 4, 8, 12 and 16, plus an Epic Boon at 19.

How do Martial Arts and Focus Points work?

Martial Arts (level 1)

While you're unarmored and using only unarmed strikes or monk weapons (simple melee weapons and Light martial melee weapons), you get three things:

  • Bonus Unarmed Strike: one extra strike as a bonus action every turn.
  • Martial Arts die: roll it instead of normal damage. It starts at d6 and grows to d8 (level 5), d10 (11) and d12 (17).
  • Dexterous Attacks: use Dexterity for attack and damage, and for the DC of grapples and shoves.

Focus Points (level 2)

You have one Focus Point per monk level, and you get all of them back on a short rest. Your Focus save DC is 8 + Wisdom modifier + proficiency bonus. The three core uses:

  • Flurry of Blows: 1 point for two unarmed strikes as a bonus action (three from level 10).
  • Patient Defense: Disengage as a bonus action for free, or 1 point for Disengage and Dodge together.
  • Step of the Wind: Dash as a bonus action for free, or 1 point for Dash and Disengage plus double jump distance.

Uncanny Metabolism (level 2) refills all your Focus Points when you roll initiative and heals you for a Martial Arts die + monk level, once per long rest. That one feature fixes the 2014 monk's biggest problem: running out of ki in the first fight of the day.

How good is Stunning Strike in 2024?

Still the monk's signature move, but no longer a slot machine. Once per turn when you hit, spend 1 Focus Point: the target makes a Constitution save or is Stunned until the start of your next turn. If it succeeds, its speed is halved and the next attack against it has advantage, so the point is never wasted.

The catch is the once-per-turn limit. In 2014 you could try it on every hit and burn your whole ki pool on a boss in one round. In 2024 you pick your moment. Aim it at casters and brutes with weak Constitution saves, not at dragons and giants. A level 5 monk with 14 Wisdom has DC 13.

What changed for the monk in 2024?

Feature2014 rules2024 rules
Martial Arts died4 to d10d6 to d12
ResourceKi pointsFocus Points, same number, plus Uncanny Metabolism refill
Patient Defense / Step of the WindCost 1 ki eachDisengage or Dash free; 1 point adds more
Reaction defenseDeflect Missiles (ranged only)Deflect Attacks (melee and ranged), any damage type from level 13
Stunning StrikeEvery hit; nothing on a saveOnce per turn; halved speed and advantage on a save
Level 14Diamond SoulDisciplined Survivor (same idea: all saves, reroll for 1 point)
Level 20Perfect SelfBody and Mind: +4 Dexterity and Wisdom, max 25

Deflect Attacks (level 3) is worth knowing well. As a reaction, cut the damage of a hit by 1d10 + Dexterity modifier + monk level. At level 3 with 16 Dexterity that's 11.5 on average, enough to erase most hits from a goblin or orc. If it drops the damage to 0, spend 1 point to send it back at a nearby enemy.

Which monk subclass should you pick?

You choose at level 3. The 2024 Player's Handbook renamed the four options "Warriors":

  • Warrior of the Open Hand: Flurry of Blows can knock targets prone, push them or stop their reactions. The best pure-damage-and-control pick.
  • Warrior of Mercy: heal or hurt with each touch. A great second healer for a party without a cleric.
  • Warrior of Shadow: darkness, teleporting between shadows and stealth. Best in dungeons and at night.
  • Warrior of the Elements: elemental reach and ranged bursts powered by Focus Points.

Is the monk good for beginners?

It's a medium-difficulty pick. There are no spells, but you juggle a bonus action, a reaction and a resource pool every turn, and your low hit points punish standing in the wrong place. New players who like moving around the map have fun with it; players who want to stand still and swing are happier as a fighter.

A tip I give every new monk: hit, then leave. Use Step of the Wind or Patient Defense to get out of reach of the big enemies before your turn ends. The monk's best defense is not being there.

What is a good monk build?

Using the standard array (15, 14, 13, 12, 10, 8) plus a 2024 background bonus of +2/+1:

  • Scores: Dex 17, Wis 15, Con 13, Str 10, Int 12 or Cha 12, the other 8. Starting AC 15.
  • Weapon: a spear or quarterstaff early (the Martial Arts die replaces their damage), unarmed later.
  • Subclass: Open Hand for a first monk.
  • Feats: raise Dexterity first, then Wisdom. Alert is a strong origin feat, since acting early lets you reach targets before they move.
  • Level 5 turn: Attack twice, then Flurry of Blows: four strikes at 1d8 + 3, about 30 damage if all hit, with a Stunning Strike attempt on the first hit.

Want to see a few quick monk concepts? Generate one with the D&D character generator and track your Focus Points on the free character sheet. For a sturdier martial character, compare the fighter.

FAQ

Is the monk good in 5e 2024?

Much better than in 2014. The 2024 monk has a bigger Martial Arts die, free Disengage and Dash as bonus actions, Uncanny Metabolism to refill Focus Points once per day, and a Stunning Strike that still does something when the target saves.

What is the monk's AC in 5e?

Without armor or a shield, a monk's AC is 10 + Dexterity modifier + Wisdom modifier. With 16 Dexterity and 14 Wisdom that is 15 at level 1, rising as you raise both scores.

Can a monk wear armor?

A monk has no armor training. Wearing armor or carrying a shield also switches off Unarmored Defense, Martial Arts and Unarmored Movement, so monks fight unarmored.

How many Focus Points does a monk have?

A monk has Focus Points equal to their monk level, starting at 2 at level 2 and reaching 20 at level 20. They all come back on a short or long rest. In the 2014 rules these were called ki points.

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Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.