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Monk Guide: D&D 2024 (5.5)
dnd 2024arcana unleashed

Monk Guide: D&D 2024 (5.5)

12 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >D&D 2024
  3. >Character Guides
  4. >Monk Guide: D&D 2024 (5.5)

The short answer

The D&D 2024 Monk is a mobile martial class that uses Dexterity, Wisdom, and Focus Points to turn unarmed strikes, movement, and selective control into a flexible combat role. Choose a Player's Handbook subclass for unarmed control, healing, stealth, or elemental reach, or choose Arcana Unleashed's Warrior of the Mystic Arts for limited Sorcerer spellcasting.

The Monk's turn is built from a simple question: does this round call for more attacks, a safer position, or a control attempt? Focus Points turn that question into Flurry of Blows, Patient Defense, Step of the Wind, and later Stunning Strike. The class rewards players who watch the battlefield instead of spending the same bonus action every turn.

On this page

  • Monk basics
  • Build the ability scores around your subclass
  • Focus Points decide the turn
  • Features that change your tactics
  • Choose a Monk subclass
  • Compare the subclass turn patterns
  • Warrior of Mercy
  • Warrior of Shadow
  • Warrior of the Elements
  • Warrior of the Mystic Arts
  • Warrior of the Open Hand
  • Class Feats

Dexterity drives attacks and damage, while Dexterity and Wisdom both support Unarmored Defense. Wisdom also sets the saving throw DC for Focus Point features. A Monk can work with many weapons, but its identity stays centered on mobile unarmed combat and the ability to change positions without abandoning pressure.

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Monk basics

DecisionSource-supported guidance
Ability scoresPrioritize Dexterity for attacks and damage, then Wisdom for Armor Class and Focus Point save DCs. Constitution still matters for a d8 Hit Die.
Armor and ShieldMartial Arts and Unarmored Defense work while you are not wearing armor or wielding a Shield.
Monk weaponsUse Simple Melee weapons or Light Martial Melee weapons. Martial Arts lets you use Dexterity with those weapons and Unarmed Strikes.
Level 1 turnMake an Unarmed Strike as a Bonus Action after an eligible attack. The Martial Arts die begins at d6.
Level 2 mobilityUnarmored Movement adds 10 feet while unarmored and without a Shield, then increases with Monk level.
Level 3 choiceSelect one of four Player's Handbook subclasses or the Arcana Unleashed Mystic Arts option.

At level 1, Martial Arts and Unarmored Defense establish the class's baseline: use Dexterity for eligible attacks and damage, then keep Dexterity and Wisdom high enough for both offense and Armor Class. At level 2, Unarmored Movement makes the Monk's position a resource rather than an afterthought. Use the extra speed to reach the target the group is already pressuring, leave a dangerous space, or get to an ally who needs protection. Extra speed pays off when it solves a concrete positioning problem for the group.

Build the ability scores around your subclass

AbilityWhat it supportsPractical priority
DexterityEligible weapon and Unarmed Strike attacks, damage, and Unarmored DefenseStart here for every Monk. It supports your ordinary turn before you spend a Focus Point.
WisdomUnarmored Defense and Focus Point save DCsKeep it close enough to Dexterity that control features and Armor Class remain dependable. It is also the spellcasting ability for Mystic Arts.
ConstitutionHit Points and Constitution saving throwsA Monk still has a d8 Hit Point Die and often works near the enemy. Improve it when a fragile front-line turn is the recurring problem.
Other abilitiesCharacter skills and some subclass-adjacent choicesTreat them as character and campaign decisions, not mandatory Monk statistics.

Focus Points decide the turn

At level 2, Monk's Focus gives you Focus Points equal to your Monk level. You regain all expended points after a Short or Long Rest. Uncanny Metabolism can restore all expended points when you roll Initiative, then gives you Hit Points based on Monk level and a Martial Arts die; it returns after a Long Rest.

Flurry of Blows spends 1 Focus Point for two Unarmed Strikes as a Bonus Action. Patient Defense uses a Bonus Action for Disengage, or spends 1 point to Disengage and Dodge. Step of the Wind uses a Bonus Action for Dash, or spends 1 point to Dash and Disengage while doubling jump distance for the turn. These are different answers to different board states, not a fixed rotation.

At level 10, Heightened Focus makes each spend more substantial: Flurry can make three Unarmed Strikes, Patient Defense grants Temporary Hit Points, and Step of the Wind can carry a willing nearby creature. That is a good time to revisit how often the party needs damage, escape, or a rescue.

Hot Take: Save Focus Points for the moment they change positioning, survivability, or an enemy's next turn. A Monk gets more from a well-timed defensive or control choice than from treating every point as another attack.

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Features that change your tactics

Monk levelFeatureTable use
1-2Martial Arts, Unarmored Defense, Monk's Focus, and Unarmored MovementEstablish the Dexterity-and-Wisdom foundation, bonus-action unarmed strike, Focus Point pool, and movement advantage.
3Deflect AttacksUse your Reaction against an attack that deals Bludgeoning, Piercing, or Slashing damage. If you reduce it to 0, spend a Focus Point to redirect the force at a nearby creature.
4Ability Score Improvement and Slow FallImprove a core ability or select a qualifying feat; use your Reaction to reduce fall damage by five times your Monk level.
5Extra Attack and Stunning StrikeStunning Strike is once per turn after a Monk-weapon or Unarmed Strike hit. A failed Constitution save Stuns the target; a success still halves its Speed and gives Advantage to the next attack against it before your next turn.
6Empowered StrikesChoose Force damage or the Unarmed Strike's normal damage type when your Unarmed Strike deals damage.
7EvasionA successful Dexterity save against an effect that normally deals half damage deals no damage, and a failure deals half damage.
8 and 12Ability Score ImprovementsReassess Dexterity, Wisdom, Constitution, and a feat that answers a recurring table problem.
9Acrobatic MovementMove along vertical surfaces and across liquids during your turn while unarmored and without a Shield.
10Self-RestorationRemove Charmed, Frightened, or Poisoned from yourself at the end of each turn.
13-15Deflect Energy, Disciplined Survivor, Perfect FocusDeflect Energy expands Deflect Attacks to any damage type; Disciplined Survivor gives all saving throw proficiencies and a Focus Point reroll; Perfect Focus can restore points at Initiative.
16-17Ability Score Improvement and subclass featureFinish the ability or feat plan, then use the subclass's final feature to reinforce its established role.
18-20Superior Defense, Epic Boon, Body and MindThe capstone stretch adds a Focus Point defensive mode, an Epic Boon or qualified feat, and increases Dexterity and Wisdom by 4 to a maximum of 25.

Stunning Strike is especially useful when Stunned would deny an important enemy turn or when the successful-save result still helps the party focus its attacks. The feature has a real resource cost and is limited to once per turn, so identify the priority target before you spend the point.

Choose a Monk subclass

The Player's Handbook presents Warrior of Mercy, Warrior of Shadow, Warrior of the Elements, and Warrior of the Open Hand. Arcana Unleashed adds Warrior of the Mystic Arts. Every option below has a distinct job; choose the one whose turn pattern fits the campaign.

Compare the subclass turn patterns

SubclassEarly decisionChoose it whenMain tradeoff
Warrior of MercySpend Focus Points to turn a hit or Flurry strike into harm or healingThe party benefits from a mobile character who can switch between pressure and supportHealing uses the same Focus Point economy as your core techniques.
Warrior of ShadowUse darkness and teleportation to control approach lanesThe campaign offers stealth, dim light, and useful teleport destinationsIts strongest positioning tools lose value in open, bright encounters.
Warrior of the ElementsMaintain Elemental Attunement for reach, elemental damage, and forced movementReach and area control solve the problems your table sees most oftenSetup and burst options compete with other Focus Point spends.
Warrior of the Mystic ArtsExchange some strikes for Sorcerer cantrips or spellsYou want spell-and-strike turns and are comfortable preparing spellsIt adds spell slots and preparation to the Monk's existing Focus Point choices.
Warrior of the Open HandApply control choices to Flurry of Blows hitsYou want to push, knock down, or deny reactions without changing the core Monk loopIts value depends on targets and allies having room to exploit forced movement and Prone.

Warrior of Mercy

Mercy gives you two level 3 choices built around the Martial Arts die and Wisdom. Hand of Harm spends a Focus Point after an Unarmed Strike hits to add Necrotic damage once per turn. Hand of Healing spends a point as a Magic action to heal a creature you touch, or replaces one Flurry of Blows strike without an additional point for the healing.

At level 6, Physician's Touch adds Poisoned to Hand of Harm and lets Hand of Healing end several conditions. Level 11 lets Flurry replace both strikes with Hand of Healing and makes Hand of Harm on a Flurry hit free. Choose Mercy when the party benefits from a Monk who can change an offensive turn into immediate support, knowing that its healing still competes with other Focus Point decisions.

Warrior of Shadow

Shadow starts with Darkness, improved Darkvision, and Minor Illusion. Darkness costs 1 Focus Point and can be moved while it lasts, while Shadowy Figments uses Wisdom for Minor Illusion. At level 6, Shadow Step moves you between dim-light or darkness spaces as a Bonus Action and gives Advantage on the next melee attack before the turn ends.

This subclass makes terrain and lighting part of your plan. Improved Shadow Step removes its lighting requirement for a Focus Point at level 11, and Cloak of Shadows creates a powerful but expensive level 17 darkness-state option. Choose it when the campaign regularly gives you darkness, stealth routes, and places to teleport into rather than only open, brightly lit fights.

Warrior of the Elements

Elemental Attunement costs 1 Focus Point at the start of your turn and lasts for 10 minutes. It extends your Unarmed Strike reach, lets those strikes deal an elemental damage type, and can pull or push a target that fails its Strength save. Manipulate Elements adds the Elementalism cantrip using Wisdom.

Elemental Burst spends 2 Focus Points for an area attack at level 6, and later features add fly and swim speeds, resistance, movement damage, and an additional Unarmed Strike damage rider. Pick Elements when reach, forced movement, and elemental damage help solve the encounters your group actually faces. Its main tradeoff is that its setup and area option draw on the same Focus Point pool as your core techniques.

Warrior of the Mystic Arts

Warrior of the Mystic Arts from Arcana Unleashed adds two Sorcerer cantrips, prepared Sorcerer spells, and spell slots. Wisdom is the spellcasting ability. At level 6, Mystic Fighting Style can replace an Unarmed Strike in your Attack action with an action-cast Sorcerer cantrip, while Mystic Focus converts between spell slots and Focus Points within its stated limits.

Focused Strike at level 11 gives a target affected by your Stunning Strike Disadvantage on saving throws against your spells until your next turn. At level 17, Improved Mystic Fighting Style can replace two Flurry of Blows strikes with an eligible level 1 or 2 Sorcerer spell. Choose this option for a Monk who wants spell and strike decisions on the same turn; the tradeoff is tracking spell preparation and a second resource pool.

Warrior of the Open Hand

Open Hand Technique applies an effect when you hit with a Flurry of Blows attack. You can stop Opportunity Attacks, force a Strength save to push the target up to 15 feet, or force a Dexterity save to knock it Prone. The first decision is usually tactical: protect a retreat, move an enemy, or create a position your melee allies can exploit.

Wholeness of Body offers repeatable self-healing based on the Martial Arts die and Wisdom. Fleet Step at level 11 lets you use Step of the Wind immediately after another Bonus Action, and Quivering Palm becomes a powerful level 17 Focus Point option. Choose Open Hand when you want the subclass to sharpen the Monk's existing movement and unarmed-control game instead of adding a separate spell or support package.

Class Feats

Dexterity and Wisdom both support core Monk features, so an Ability Score Improvement can be as important as a new feat. A Dexterity-based general feat such as Speedy can improve movement and make Opportunity Attacks against you harder, while Resilient can add a saving throw proficiency you do not already have. The right choice depends on the ability score you can improve and the saves that have challenged the character at your table.

For a feat-by-feat comparison, use the D&D 2024 Monk feat guide. Then return to the D&D 2024 class guide hub to compare the Monk's mobile martial role with other classes.

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