The DnD Monk 5e class is defined by its mobility and discipline. These martial arts masters power their superhuman agility with Focus Points, a resource that turns them into dexterous fighting machines. Few classes can match the speed and strike frequency of a Dungeons and Dragons Monk, but they’re not quite so complicated to play, either. This guide explains how the 5e Monk class works, with plenty of tips on building one.
We’ll cover the core DnD classes rules for the Monk, with reference to the most recent rules found in the 2024 Player’s Handbook. We’ll also recommend the best DnD races and DnD 2024 backgrounds to optimize your build.
DnD Monk 5e class explained:
- Core Monk Traits
- Martial Arts
- Unarmored Defense
- Monk's Focus
- Uncanny Metabolism
- Unarmored Movement
- Deflect Attacks
- Monk Subclasses
- Ability Score Improvement
- Slow Fall
- Extra Attack
- Stunning Strike
- Empowered Strikes
- Evasion
- Acrobatic Movement
- Heightened Focus
- Self Restoration
- Deflect Energy
- Disciplined Survivor
- Perfect Focus
- Superior Defense
- Epic Boon
- Body and Mind
- Best Monk races
- Best Monk backgrounds
- Best Monk weapons
Core Monk Traits
Hit dice | 1d8 per level |
HP per level up | 1d8 (or 5) + Constitution modifier |
Primary ability scores | Dexterity and Wisdom |
Armor proficiency | None |
Weapon proficiency | Simple weapons, shortswords, martial weapons with the light property |
Tool proficiency | One type of artisan’s tools or one musical instrument |
Saving throws | Strength, Dexterity |
Along with these base DnD stats, Monks are also proficient in two of the following skills:
Skill | Tier | Reason |
Acrobatics | A | Dex-based and often useful |
Athletics | C | You’re unlikely to have a high Strength stat |
History | C | Situational and relies on a dump stat |
Religion | B | Thematic for the Monk, but relies on Intelligence |
Stealth | A | Dex-based and incredibly useful before, during, or after fights |
Martial Arts 5e
Level: One
Martial Arts 5e is the main feature through which butt-kickings are dispensed, at least at level one. Your unarmed strikes and attacks made with Monk weapons (any that you’re proficient in, basically) deal 1d6 damage instead of their regular damage. This becomes 1d8 at level five, 1d10 at level 11, and 1d12 at level 17.
You can also use your Dexterity modifier instead of Strength when making attack and damage rolls or setting save DCs for attacks. This also applies if you’re attempting to grapple or shove with your unarmed strike.
Lastly, Martial Arts lets you make an unarmed strike as a bonus action whenever you see fit. This means you could use a regular attack on one foe, then move and wallop another with your bonus action. It also means you get to make at least one unarmed strike, even if you use your main action for something else.
Our advice: This is excellent for your Monk’s action economy at low levels, where few classes can attack twice in a single turn.
Don’t underestimate the power of being able to grapple or shove with an unarmed strike, either. That second one in particular can set up advantage for attacks made in melee – very useful if you and your fellow frontliners are ganging up on a target.
Unarmored Defense 5e
Level: One
Unarmored Defense 5e means that, if you’re not wearing armor or carrying a shield, your AC is 10 + your Dexterity modifier + your Wisdom modifier.
Our advice: With this armor class, you’re never going to tank hits like the party Fighter, Barbarian, or Paladin. Don’t be afraid to engage in melee scraps, but be sure to use your Monk’s agility to duck out of danger again where possible. In a pinch, you can always Disengage with your main action and make an unarmed strike with your bonus action.
Monk’s Focus 5e
Level: Two
Monk’s Focus 5e gives you a steadily growing number of Focus Points, which help to power your other class and subclass features. You can gain these back after taking a short or long rest. You start out with two Focus Points to spend, and you gain one more with each level up.
Alongside this feature, you gain three abilities:
- Flurry of Blows – You can spend one Focus Point to make two unarmed strikes as a bonus action.
- Patient Defense – You can disengage as a bonus action, without spending Focus Point. But if you expend a Focus Point, you can both disengage and dodge as a bonus action.
- Step of the Wind – You can dash as a bonus action without spending a Focus Point. But if you do spend a Focus point, you get to both disengage and dash in your bonus action, and your jump distance is doubled for a turn.
Our advice: Flurry of Blows is the option you should use most option – the best offense in D&D is typically offense. Step of the Wind is a little situational, but being able to Dash as a bonus action is great for mobility, and the Focus Point version is exceptionally useful if you need to put distance between yourself and the enemy.
Patient Defense is very handy if you need to avoid being hit at all cost, though you can still Disengage as an action without spending Focus Points and save your bonus action for attacks. It’s surprisingly easy to run out of Focus Points at lower levels, so use them wisely.
Uncanny Metabolism 5e
Level: Two
Once per long rest, when you roll initiative, Uncanny Metabolism 5e lets you gain all your Focus Points back again. You also get HP back equal to a roll of your Martial Arts die plus your Monk level.
Our advice: This feature means you require fewer short rests over the course of a day, and will rarely be caught in a combat where you can’t properly participate.
Unarmored Movement 5e
Level: Two
Unarmored Movement 5e increases your speed by 10 feet while you aren’t wearing armor or carrying a shield. This speed buff increases as you level up:
- Level two to five – 10ft
- Level six to nine – 15ft
- Level 10 to 13 – 20ft
- Level 14 to 17 – 25ft
- Level 18+ – 30ft
Our advice: Improved speed is a broad benefit rather than one with specific strategic advantages. You’re a better grappler, you’re less impeded by difficult terrain, and enemies will struggle to avoid getting into melee with you.
Deflect Attacks 5e
Level: Three
If you’re hit by an attack roll that deals bludgeoning, piercing, or slashing damage, Deflect Attacks 5e lets you spend a reaction to reduce the damage. You roll 1d10, add your Dexterity modifier and Monk level, and you subtract this sum from the incoming damage.
If you completely negate the damage, you can spend a Focus Point to send that damage back to your attackers. If the attack was melee, choose a target you can see within five feet; otherwise, choose a target you can see within 60 feet that isn’t behind total cover.
They must succeed on a Dexterity save or take damage equaling two rolls of your Martial Arts die, plus your Dexterity modifier. The damage is the same as the original attack.
Our advice: This is worth saving your reaction for – your Monk makes enough attacks on their turn that they won’t miss the odd opportunity attack. It scales wonderfully, and it makes your survival much more likely. Plus, it’s another chance to deal damage if you have the Focus Points to spare.
Monk Subclasses 5e
Level: Three
As with all the other classes, there are four Monk subclass options in the 2024 Player’s Handbook.
Our advice: These subclasses are designed to be used with the most recent D&D rules, so it makes sense to stick to them. However, if you want to learn more about DnD Monk subclasses published before 2024, check out the linked guide for more info. We’ll be updating this guide with more advice on mixing and matching subclasses soon.
Warrior of Mercy
A Warrior of Mercy keeps their abilities to harm and heal in perfect equilibrium. You’ll see this balance in their two level-three abilities, Hand of Harm and Hand of Healing.
The first means that, once per turn, when you deal damage to a creature with an unarmed strike, you can spend one Focus Point to deal extra necrotic damage. This damage equals one roll of your Martial Arts die plus your Wisdom modifier.
The second ability is an action that lets you spend a Focus Point and restore Hit Points to a creature you touch. The regained HP equals a roll of your Martial Arts die plus your Wisdom modifier. Additionally, when you use Flurry of Blows, you can replace one of the strikes with Hand of Healing – and you can use it without spending a Focus Point.
Level-three Mercy Monks also gain Implements of Mercy, which means they’re proficient in Insight, Medicine, and the Herbalism Kit. At level six, Physician’s Touch improves Hand of Harm, allowing it to give an affected creature the poisoned condition until the end of your next turn. Additionally, it means Hand of Healing can end one of the following conditions when you heal a creature: blinded, deafened, paralyzed, poisoned, or stunned.
From level 11, Flurry of Healing and Harm improves the Monk’s Flurry of Blows ability. When you use Flurry of Blows, you can replace any number of unarmed strikes with Hand of Healing or Hand of Harm. Doing so doesn’t require you to spend Focus Points on the healing or the extra damage. Importantly, Hand of Harm can still only be used once per turn. This ability can be used a number of times equal to your Wisdom modifier before you need a long rest.
Lastly, Hand of Ultimate Mercy is a magic action you gain at level 17. You can touch a creature that died in the past 24 hours and spend five Focus Points to resurrect it. The creature comes back with HP equaling 4d10 plus your Wisdom modifier. If it was blinded, deafened, paralyzed, poisoned, or stunned when it died, the creature has those conditions removed. You can use Hand of Ultimate Mercy once before you need a long rest.
Warrior of Shadow
As the name implies, a Warrior of Shadow loves skulking around in the dark. From level three, they can spend a Focus Point on their Shadow Arts to cast Darkness without material components. This also means you can see in the magical darkness, and you can move it to a space within 60 feet of you at the start of each of your turns.
Shadow Arts also gives you 60 feet of Darkvision (or 60 more if you already have it). Finally, you can cast Minor Illusion with Wisdom as your spellcasting ability.
Next, at level six, Shadow Step allows you to spend a bonus action to teleport 60 feet while you’re in dim light or darkness. This space must also be in dim light or darkness. After you’ve teleported, you get advantage on the next melee attack you make – but you must make it before your current turn ends.
Level 11 gives you an Improved Shadow Step. With this version, you can spend a Focus Point and remove the need to land in dim light or darkness. This same bonus action also lets you make an unarmed strike right after you teleport.
The level-17 capstone, Cloak of Shadows is a magic action you can spend while in dim light or darkness. It costs three Focus Points, but it gives you the invisible condition. While using this feature (which lasts for one minute or until you’re incapacitated), you can move through occupied spaces as if they were difficult terrain. You can also use Flurry of Blows without spending Focus Points.
Warrior of the Elements
A Warrior of the Four Elements is able to harness elemental powers that enhance their combat skills. This is first evident at level three with Elemental Attunement. At the beginning of your turn, you can spend one Focus Point to gain the following effects for 10 minutes (or until you’re incapacitated):
When you make unarmed strikes, your reach is increased by 10 feet.
When you hit with an unarmed strike, you can choose to deal acid, cold, fire, lightning, or thunder damage instead of its regular type. You can also force the target to make a Strength save, pushing them 10 feet toward or away from you on a failure.
Also at level three, Manipulate Elements grants you the Elementalism spell. Wisdom is your spellcasting ability when casting it.
The level-six Elemental Burst ability means you can spend a magic action and two Focus Points to create a 20-foot radius sphere of elemental energy, centered on a point within 120 of you. Creatures in the sphere make a Dexterity save, taking damage equal to three rolls of your Martial Arts die on a failure. You choose whether that damage is acid, cold, fire, lightning, or thunder. Plus, they still take half damage on a successful save.
From level 11, Stride of the Elements gives you a fly and swim speed equal to your regular speed while Elemental Attunement is active. Similarly, the level-17 ability Elemental Epitome makes you resistant to a damage type (acid, cold, fire, lightning, or thunder) while Elemental attunement is active. You can change the damage types at the start of each turn.
Additionally, when you use Step of the Wind in this same period, Elemental Epitome increases your speed by 20 feet until the end of your turn. Creatures of your choice take damage equal to one Martial Arts die when you come within five feet of them (but only once per turn). Choose whether that damage type is acid, cold, fire, lightning, or thunder.
Warrior of the Open Hand
A Warrior of the Open Hand’s first ability, Open Hand Technique gives your Flurry of Blows a host of new benefits. If you hit a creature with a Flurry of Blows attack, you can give them one of the following extra effects:
- They can’t make opportunity attacks until the start of their next turn.
- They must pass a Strength saving throw or be pushed 15 feet away from you.
- They must pass a Dexterity saving throw or become prone.
At level six, Wholeness of Body means that you can spend a bonus action and roll a Martial Arts die to regain HP. The regained health equals that roll plus your Wisdom modifier, and you can use this feature a number of times equal to your Wisdom modifier. Long resting restores those uses.
The level-11 Fleet Step ability means that, when you use a bonus action that isn’t Step of the Wind, you can use Step of the Wind immediately after that bonus action.
Finally, there’s Quivering Palm at level 17. If you hit a creature with your unarmed strike, you can spend four Focus Points to make them vibrate for several days. The days equal your Monk level, and the vibrations are harmless until you spend an action to end them (if you make an attack action, you can also give up one of the attacks to end this condition).
When the vibrations end, the target must pass a Constitution saving throw or take 10d12 force damage. They take half damage on a success, and they ignore the save entirely if they’re on another plane.
Ability Score Improvement
Level: Four, eight, 12, 16
When you gain this feature you have the choice of gaining +1 to two stats, +2 to one stat, or a feat that you qualify for (see our DnD 2024 feats guide).
Our advice: Ideally, Monks need a high Dexterity, Wisdom, and Constitution score. Being MAD (multiple ability score dependent), they’ll mostly want to focus on improving their stats rather than taking optional feats. The only exception, in our opinion, is the Grappler feat, which hugely improves the Monk’s core combat features.
Slow Fall 5e
Level: Four
Slow Fall 5e means you can use a reaction when falling to reduce damage taken by five times your Monk level.
Our advice: Incredibly situational, and you may never use it. However, if you wanted to drop from a high ledge and do a superhero landing without hurting yourself, it could make for a pretty epic entrance.
Extra Attack
Level: Five
You get to make an additional attack when you make the attack action.
Our advice: Remember that this only applies to your attack action, not any of your bonus action unarmed strikes. Still, if all you need to do on a turn is attack, you can now do so up to four times.
Stunning Strike 5e
Level: Five
Once per turn, when you hit with a Monk weapon or unarmed strike, you can spend a Focus Point to use Stunning Strike 5e. Your target makes a Constitution save, becoming Stunned until the start of your next turn on a failure. On a success, their speed is halved until the start of your next turn, and the next attack roll made against them has advantage.
Our advice: The Stunned condition means your target can’t act on its next turn, it fails Strength and Dexterity saves automatically, and all attack rolls against it have advantage. A large proportion of monsters can shake off a Constitution save with ease, but this is almost always worth doing – just in case they roll badly.
Remember to use Stunning Strike with your first attack/unarmed strike of the turn. That way, you can adjust your tactics depending on whether the monster passed or failed its save.
Also remember that Focus Points, while replenished fairly often, are a finite resource. Since you can’t use this move on every enemy in sight, save it for ones dealing large amounts of damage or casting particularly dangerous spells.
Empowered Strikes 5e
Level: Six
Empowered Strike 5e means that, when you deal damage with an unarmed strike, you can deal its normal DnD damage type or force damage.
Our advice: Always choose force damage. It’s the damage type that fewest monsters are resistant or immune to. Essentially, you’ll be able to bypass the resistances of most monsters and deal full damage more consistently.
Evasion 5e
Level: Seven
When you’re told to make a Dexterity save to take half damage from an effect, Evasion 5e means you instead take no damage on a successful save and half damage on a failed save.
Our advice: This is a passive ability, so we don’t have much strategy advice to offer – just don’t forget you have it!
Acrobatic Movement 5e
Level: Nine
When not wearing armor or using a shield, you can use Acrobatic Movement 5e to run across vertical surfaces like you’re in Mirror’s Edge or across liquids like you’re Jesus.
Our advice: You can only do this without falling while you’re moving. That means that, if you end your movement and you’re still on that vertical or liquid surface, you’re going to fall. Luckily, Monks have plenty of movement speed to work with.
Heightened Focus 5e
Level: 10
Heightened Focus 5e improves your Monk’s Focus features in the following ways:
- Flurry of Blows – You can spend one Focus Point to make three Unarmed Strikes with Flurry of Blows instead of two.
- Patient Defense – If you spend a Focus Point on Patient Defense, you gain temporary HP equal to two rolls of your Martial Arts die.
- Step of the Wind – When you spend a Focus Point on Step of the Wind, you can move a willing creature within five feet that’s Large or smaller. You move together until the end of your turn, and the creature doesn’t trigger DnD opportunity attacks.
Our advice: Flurry of Blows is still the top dog. The number of attacks you can make at this level make you as formidable as many Fighters.
However, Patient Defense is an excellent, long-lasting buff if you have the Focus Points to spare. We’d only really use this version of Step of the Wind on a rescue mission – or if we have a particularly beefy ally we want to bring on a chase.
Self-Restoration 5e
Level: 10
Self-Restration 5e means that you can automatically remove (one of) the charmed, frightened, or poisoned conditions at the end of each of your turns. You also don’t gain exhaustion from not eating and drinking.
Our advice: You won’t truly appreciate this one until you’re in an ultra-crunchy survival campaign where the DM asks you to track your rations and how much water you drink every day.
Deflect Energy 5e
Level: 13
A simple but badass upgrade, Deflect Energy 5e means that your Deflect Attacks feature can now reduce (and shoot back) attacks of any damage type.
Our advice: This now lets you use Deflect Energy against spell damage as well as standard melee attacks. That’s especially handy if you’re mainly fighting mages.
Disciplined Survivor 5e
Level: 14
Disciplined Survivor 5e gives you proficiency in all saving throws, and lets you spend a Focus Point for one attempt at a reroll. (There’s no burning multiple to keep trying).
Our advice: The most common saving throws in D&D are Dexterity, Wisdom, and Constitution, the first of which you were already proficient in – now you’re prepared for pretty much anything. You’re now far more likely to shrug off control and area-of-effect spells, particularly with a free reroll on the cards.
Perfect Focus 5e
Level: 15
Perfect Focus 5e ensures you always have at least a few Focus Points at the start of every battle. When you roll initiative, if you have fewer than three Focus Points, you go back up to four.
Our advice: At this point, it’s worth spending your Focus Points as often as you can, as this is a reasonably safe bet that you’ll get a chunk back once a fight begins. If you can’t think of any good way to spend them, the temporary HP you get from Patient Defense is a solid option. Otherwise, attack, attack, maneuver, attack.
Superior Defense 5e
Level: 18
When your turn starts, you can spend three Focus Points to give yourself resistance to all damage (except force damage). The effects of Superior Defense 5e last for one minute or until you become incapacitated.
Our advice: Three Focus Points may seem expensive, but by this level you’ll have 18 to spend and plenty of ways to replenish your pool. This is worth it – particularly as it doesn’t eat up any of your action economy.
Epic Boon
Level: 19
Like the other classes, you get to pick an epic boon feat or another feat of your choice.
Our advice: Our personal favorite for the Monk is the Boon of Irresistible Offense, as your multiple attacks will consistently deal full damage, even if you don’t spend Focus Points to change them to force damage. Plus, you’re making so many attack rolls that you’re bound to land an enhanced critical hit at some point. Alternatively, go with the Boon of Fortitude, as squishiness is probably your biggest weakness.
Body and Mind 5e
Level: 20
Your Dexterity and Wisdom stats both go up by four (to a maximum of 25).
Our advice: Body and Mind 5e is not flashy, but it is dramatically powerful – boosting everything from your attack rolls and damage to your AC.
Best Monk 5e races
- Goliath – You start with above-average speed, and you can grow large to give yourself advantage on Strength checks and even more speed. Choose the Fire’s Burn or Frost’s Chill option from your Giant Ancestry to deal even more damage with your unarmed strikes.
- Human – An extra origin feat isn’t too shabby, as Monks will struggle to squeeze feats in alongside their ability score improvements. See our section on backgrounds below for suggestions.
- Orc – Purely for Relentless Endurance, which guarantees you’ll get back on your feet if you’re downed by an unlucky blow.
- Bugbear – Your high Dex score means you’re likely to take your turns early in combat, and the Bugbear’s Surprise Attack lets you deal extra damage to a creature that hasn’t taken a turn in combat yet.
Best Monk 5e backgrounds
- Farmer – Buffs your Constitution and Wisdom, plus the Tough feat gives you slightly more durability.
- Guide – Can be used to buff all three of your core stats, and the Druid Initiate feat can give you some limited utility.
- Sailor – Buffs Dexterity and Wisdom, and Tavern Brawler is a fantastic feat for Monks, as it buffs the damage of your unarmed strikes.
- Wayfarer – Buffs Dexterity and Wisdom, and the Lucky feat is generally useful, even if it’s not got a specific build advantage for Monks.
Best Monk 5e weapons
In most, your limbs will be your best weapons, thanks to the Martial Arts damage you deal. However, this damage is quite limited for a low-level Monk. If you’re exclusively playing at tier one levels (levels one to four), consider using a quarterstaff or a spear rather than your fists.
For more character advice, here’s all you need to know about DnD level ups. Or, if you want to learn about the latest 5e books, head to our DnD release schedule guide.