Rules: revised 2024 tabletop D&D, using SRD 5.2.1 and current official corrections. This guide uses Warrior of the Open Hand, not the 2014 subclass or Baldur's Gate 3 version.

This DND 2024 Monk build starts as a Wood Elf with the Criminal background, Dexterity 17, Wisdom 15, and Constitution 14. Stay Monk for all twelve levels, choose Open Hand at 3, improve Dexterity and Wisdom at 4, reach Dexterity 20 at 8, then Wisdom 18 at 12.

The result is a mobile melee character who can scout, interrupt enemy positioning, and choose between damage and defense each turn. It needs no magic equipment or multiclass combination. Its biggest limitations are modest early durability, limited distant attacks, and a resource budget that depends on actual opportunities to rest.

Build summary and starting choices

Category Selection
Starting level Monk 1
Ability method 27-point buy
Species Medium Wood Elf; Wisdom for lineage spells
Background Criminal, with Alert
Subclass Warrior of the Open Hand at 3
Weapons Spear, Daggers, and Unarmed Strikes
Armor and Shield Neither
Ability improvements Dexterity/Wisdom at 4; Dexterity at 8; Wisdom at 12
Main role Mobile melee damage, selective control, scouting

All main-route choices are supported by the revised free rules and licensed SRD. No optional legacy background, purchased General feat, or multiclass permission is required. The ability improvements are choices of the repeatable Ability Score Improvement feat at the appropriate levels. Revised Monk rules, current PHB corrections.

Use DnDDen's character creation walkthrough if you need help transferring the choices onto a sheet. Add a separate line for Focus points when they arrive at level 2.

Ability Bought score Point cost Background increase Level-1 score
Strength 10 2 0 10
Dexterity 15 9 +2 17
Constitution 13 5 +1 14
Intelligence 8 0 0 8
Wisdom 15 9 0 15
Charisma 10 2 0 10
Total 27

Criminal permits the chosen Dexterity and Constitution increases. Wood Elf does not add a second set of ability increases. Dexterity powers attacks and contributes to Armor Class; Wisdom contributes to AC and determines the difficulty of many Focus effects. Constitution provides +2 HP per level throughout this route.

Take Acrobatics and Insight from Monk, Sleight of Hand and Stealth from Criminal, and Perception from the Elf's Keen Senses. Choose a Flute for your class tool proficiency. Criminal provides Thieves' Tools proficiency. These choices do not duplicate each other.

Your saving throw proficiencies are Strength and Dexterity. Choose Common, Elvish, and Dwarvish through the character-creation language rules. The flute does not automatically grant Performance skill proficiency, and Thieves' Tools do not automatically open every lock. Describe what you attempt and apply the relevant check. Origins, creating a character.

What Wood Elf and Alert actually contribute

Wood Elf supplies a 35-foot base Speed, Darkvision to 60 feet, lineage spells, and the wider Elf traits. Fey Ancestry helps saving throws against Charmed. Trance allows a four-hour Long Rest through conscious meditation, and magic cannot put you to sleep. It does not remove the party's need to find a safe place to rest.

Alert adds proficiency to Initiative. After rolling, you can exchange Initiative with a willing ally in the same combat if neither of you is Incapacitated. At level 1, Dexterity +3 and proficiency +2 give +5 Initiative. Do not add the old feat's flat +5 on top. Revised species and Alert rules.

A strong early initiative is most useful when the party has a plan. Sometimes moving before an enemy helps you block a route; sometimes letting an ally establish a spell first is better. Coordinate before swapping rather than treating the highest initiative as a prize one character must keep.

Equipment and the small details that matter

Take Monk equipment A: Spear, five Daggers, Flute, Explorer's Pack, and 11 GP. Take Criminal equipment A: two Daggers, Thieves' Tools, Crowbar, two Pouches, Traveler's Clothes, and 16 GP.

You therefore start with seven Daggers and 27 GP. Buy a Component Pouch for 25 GP, leaving 2 GP. This pays for practical access to the unpriced material components of your later lineage spells. These are game-rule prices. No real-world product purchase is involved. Equipment and prices.

Wear no armor and use no Shield. Unarmored Defense gives AC 15 at level 1: 10 + Dexterity 3 + Wisdom 2. Your Martial Arts benefits also require the appropriate unarmored, no-Shield setup while unarmed or wielding only Monk weapons.

A Spear is useful immediately. In two hands, its Versatile property deals 1d8 + Dexterity, while a one-handed strike deals 1d6 + Dexterity. Martial Arts lets you use Dexterity for a Monk weapon; it does not force you to replace a larger weapon die with a smaller Martial Arts die.

An Unarmed Strike can be a kick or another bodily strike, so you can hold the Spear and still attack unarmed. A free hand matters for actually grabbing a creature or handling spell components. Being able to kick does not create an extra hand.

Monk weapons are Simple Melee weapons and Martial Melee weapons with the Light property. The class does not grant Weapon Mastery. You cannot use the Spear's Sap or a Dagger's Nick merely because those properties appear on the equipment table. Keep the distinction between proficiency, Monk weapons, and mastery clear. Simple ranged weapon proficiency likewise does not turn every ranged weapon into a Monk weapon.

Complete level progression

Maximum HP uses the full d8 at level 1 and the fixed increase of 5 thereafter, with Constitution +2. The Speed column includes Wood Elf and Unarmored Movement, but excludes Longstrider.

Level Decision or new milestone HP AC Attack bonus Speed
1 Martial Arts and Unarmored Defense 10 15 +5 35 ft.
2 Focus, Unarmored Movement, Uncanny Metabolism 17 15 +5 45 ft.
3 Open Hand, Deflect Attacks; lineage Longstrider 24 15 +5 45 ft.
4 +1 Dexterity and +1 Wisdom: 18/16; Slow Fall 31 17 +6 45 ft.
5 Extra Attack, Stunning Strike; Pass without Trace 38 17 +7 45 ft.
6 Empowered Strikes and Wholeness of Body 45 17 +7 50 ft.
7 Evasion 52 17 +7 50 ft.
8 +2 Dexterity: 20 59 18 +8 50 ft.
9 Acrobatic Movement 66 18 +9 50 ft.
10 Heightened Focus and Self-Restoration 73 18 +9 55 ft.
11 Fleet Step; Martial Arts die becomes d10 80 18 +9 55 ft.
12 +2 Wisdom: 18 87 19 +9 55 ft.

The Martial Arts die is d6 at levels 1-4, d8 at 5-10, and d10 at 11-12. From level 2 onward, maximum Focus points equal Monk level.

Your final ability scores are Strength 10, Dexterity 20, Constitution 14, Intelligence 8, Wisdom 18, and Charisma 10. The table's attack bonus assumes a proficient Monk weapon or Unarmed Strike using Dexterity, without magic equipment or temporary effects.

At level 12, you still do not have proficiency in every saving throw. That Monk feature arrives at 14, beyond this guide. Your Constitution save remains +2, which matters when maintaining a lineage spell while taking damage. Monk progression.

Running the DND 2024 Monk build: one Bonus Action

Focus is a pool of points spent on specific class options. Several tempting options also use your Bonus Action, and you normally have only one Bonus Action on your turn. Spending a point does not grant another.

Bonus Action choice Focus cost What you choose it for
Martial Arts 0 One Unarmed Strike
Flurry of Blows 1 Two Unarmed Strikes, increasing to three at level 10
Patient Defense, basic 0 Disengage
Patient Defense, enhanced 1 Disengage and Dodge
Step of the Wind, basic 0 Dash
Step of the Wind, enhanced 1 Dash, Disengage, and doubled jump distance that turn
Wholeness of Body, from 6 No Focus; separate uses Self-healing

The ordinary Martial Arts attack and Flurry do not require you to take the Attack action first under the revised rules. You can use Flurry before your action when its control effect would help subsequent attacks. Flurry replaces the ordinary one-strike Bonus Action; you do not get both.

Dash adds movement equal to your Speed. Disengage prevents your movement from provoking opportunity attacks for the rest of the turn. Dodge is a defensive action with its own visibility and condition requirements, not a flat AC bonus. Use the option that solves your immediate problem. Actions and conditions.

An extra attack is a poor trade if it leaves you surrounded and unconscious before your next turn. Conversely, spending movement to retreat may be unnecessary if finishing a weak enemy removes the only immediate threat. Count reachable enemies and the positions of your allies before deciding.

Focus recovery and planning

A Short or Long Rest restores all expended Focus. From level 2, Uncanny Metabolism offers another reserve: once per Long Rest when you roll Initiative, restore your Focus and regain HP equal to Monk level plus one Martial Arts die.

Do not assume the feature resets you before every fight. Track its use separately. If you start a minor encounter almost full, saving that reserve may be sensible. If the party unexpectedly enters a dangerous fight while depleted, it can transform your options.

At level 5, five Focus points allow five uses of Flurry in isolation. A turn using both Flurry and Stunning Strike spends two, so two such turns consume four points. Defensive or redirection choices reduce the remaining budget further. Discuss realistic rest opportunities with the group instead of assuming the same daily damage model fits every campaign.

Open Hand control without edition confusion

At level 3, each hit from Flurry can receive one Open Hand effect without an additional Focus cost:

  • Addle: the target cannot make opportunity attacks until the start of its next turn.
  • Push: the target makes a Strength save or moves up to 15 feet away.
  • Topple: the target makes a Dexterity save or falls Prone.

Push and Topple use your Wisdom-based Focus save DC. These subclass options have no stated size limit. That does not remove the size limit from ordinary grappling or shoving, which are separate rules. Addle blocks opportunity attacks, not every Reaction the target could take. Open Hand rules in the licensed SRD, official rules clarification.

Choose Topple when close allies can exploit it. Attacks against a Prone creature have Advantage from within 5 feet and Disadvantage from farther away. Choose Addle when leaving that enemy's reach is the immediate need, remembering that another nearby enemy may still threaten you. Push can change access to doors, allies, or dangerous areas; forced movement does not itself create opportunity attacks.

Keep the two save DCs separate

Levels Focus save DC Dexterity-based grapple/shove DC
1 Not yet available 13
2-3 12 13
4 13 14
5-7 14 15
8 14 16
9-11 15 17
12 16 17

Focus DC is 8 + proficiency + Wisdom modifier. Martial Arts permits Dexterity for your ordinary Unarmed Strike grapple and shove DC, so that is 8 + proficiency + Dexterity modifier. Using your attack bonus as a save DC produces the wrong number.

Stunning Strike at level 5

Once per turn, after hitting with a Monk weapon or Unarmed Strike, spend one Focus to force a Constitution save. Failure makes the creature Stunned until the start of your next turn.

On a successful save, its Speed is halved until that same point, and the next attack roll against it before then has Advantage. Only the next attack gets that benefit; it can be yours or someone else's. A successful save does not give every following attack Advantage.

This is once per turn, not once per hit or once per round. A qualifying hit on another creature's turn can offer another use, but you still need the actual attack opportunity, available Reaction if relevant, and remaining Focus. Revised class features.

Three practical turns and one grapple

Level 1: Spear and a kick

Use the Spear in two hands for your Attack action, then a kick for your Martial Arts Bonus Action. Both attacks have +5 to hit. On ordinary hits, the Spear deals 1d8 + 3 and the kick 1d6 + 3.

If both hit, their combined mean damage is 4.5 + 3 + 3.5 + 3 = 14. That is conditional damage, excluding misses, critical hits, resistance, and other modifiers. It is not expected damage per round.

Keep your movement flexible. You can move between attacks, but moving away from a threatening enemy can provoke an opportunity attack. Early mobility does not yet include the level-2 Bonus Action escape tools.

Level 3: attack order matters

You reach an enemy with enough movement left to change position afterward. Spend one Focus on Flurry before your action. If its first attack hits, choose Topple. On a failed DC 12 Dexterity save, the enemy falls Prone, helping your later attack rolls while you remain within 5 feet.

You still make only one attack with the Attack action at this level. If escape is more important than Advantage, choose Addle on a Flurry hit instead. Check which other creatures threaten the route before moving away.

Level 5: damage and control budget

Two Attack-action attacks plus two Flurry attacks give four Unarmed Strikes, each at +7 to hit and 1d8 + 4 damage. Four ordinary hits total 4d8 + 16, averaging 34 before accuracy and other effects.

Flurry costs one Focus. Adding Stunning Strike to one qualifying hit costs another, bringing the turn to two Focus. Only Flurry hits receive the Open Hand rider; your other hits do not automatically gain it.

A DND 2024 Monk build should make this resource cost visible beside the attractive damage total. A failed save can be valuable, but the enemy is allowed to succeed, and you need a useful plan when it does.

Grappling a Medium enemy

At level 5, with a free hand and a Medium enemy within 5 feet, replace one attack with the Unarmed Strike Grapple option. The enemy chooses a Strength or Dexterity save against DC 15. Its failure imposes Grappled; there is no attack roll or damage for this attempt.

You retain your other Attack-action attack and your Bonus Action. This character does not have the Grappler feat, so it does not also receive that feat's combined damage and grab benefit.

Moving a grappled Medium target costs an extra foot of movement per foot moved. Dragging it 20 feet therefore costs 40 feet of your 45-foot allowance. Grappled gives it Speed 0 and Disadvantage on attacks against creatures other than you; it does not automatically give allies Advantage or stop all its attacks. Unarmed Strike and Grappled.

Defense, healing, and later movement

At level 3, Deflect Attacks uses your Reaction when an attack roll hits and includes Bludgeoning, Piercing, or Slashing damage. Reduce the attack's total damage by 1d10 + Dexterity modifier + Monk level. At level 5, that is 1d10 + 9.

If reduced to zero, spending one Focus can redirect energy to an eligible visible creature. The original attack determines the range: within 5 feet for a melee attack, or 60 feet and not behind Total Cover for a ranged attack. A failed Dexterity save against your Focus DC takes two Martial Arts dice plus Dexterity, of a damage type the original attack dealt. Success does not specify half damage.

This feature does not cover every harmful effect. A saving-throw spell or an attack dealing only an unsupported damage type is not automatically deflectable. Your Reaction is also needed for opportunity attacks or, from level 4, Slow Fall. Slow Fall reduces falling damage by five times your Monk level, so spending that Reaction earlier has a cost.

At 6, Empowered Strikes lets Unarmed Strikes deal Force instead of their normal damage. It does not convert Spear attacks to Force. Wholeness of Body heals one Martial Arts die plus Wisdom as a Bonus Action, with uses equal to Wisdom modifier per Long Rest, minimum one. This route has three uses at levels 6-11 and four at 12.

Evasion at 7 changes qualifying Dexterity saves against effects that normally deal half damage on success: take no damage on success and half on failure. It does not work while Incapacitated. Acrobatic Movement at 9 supports movement along vertical surfaces and liquids during your turn; it does not provide unlimited stationary wall-clinging. Self-Restoration at 10 removes one of Charmed, Frightened, or Poisoned at the end of your turn, rather than preventing all those conditions immediately.

What changes at levels 10 and 11?

At 10, Flurry makes three attacks. The paid Patient Defense option adds temporary HP equal to two Martial Arts dice. The paid Step of the Wind option can move a willing Large-or-smaller creature within 5 feet along with you until the end of the turn, without that creature provoking opportunity attacks. Temporary HP do not stack with another pool.

At 11, Fleet Step permits Step of the Wind immediately after a different Bonus Action. You can Flurry, then take the free Dash version, or spend another Focus for its enhanced version. This is a specific permission, not an unrestricted second Bonus Action or second Flurry.

With unbuffed Speed 55, that Dash makes 110 feet of movement available on clear ground, minus movement already used. Two Attack-action attacks and three Flurry attacks make five attacks, not six. Five ordinary unarmed hits total 5d10 + 25, with conditional mean 52.5. Extra control costs must still be counted. Class and Open Hand progression.

Lineage spells and useful work outside combat

You have no spell slots in this single-class build. The Wood Elf lineage grants these specific options:

Level gained Spell Practical limits
1 Druidcraft Cantrip for small nature effects; not a damage spell or automatic concealment
3 Longstrider Once without a slot per Long Rest; action, touch, one hour, +10 Speed; no Concentration
5 Pass without Trace Separate once-per-Long-Rest casting; action, Concentration up to one hour; selected creatures in the 30-foot Emanation gain +10 Stealth and leave no tracks

Concentration means maintaining one such effect at a time and risking its loss when damaged or otherwise interrupted. Pass without Trace does not make anyone invisible or permit hiding in plain sight. Keep the group inside its area and still use cover and sensible routes.

Longstrider and Pass without Trace have verbal, somatic, and unpriced material components. Use the purchased Component Pouch and a free hand. Holding your Spear in one hand while casting is practical; you need both hands only when making a two-handed Spear attack. Lineage and spell text.

At level 5, proficient Stealth is +7 before temporary effects, or +17 while benefiting from Pass without Trace. Perception is +6, giving passive Perception 16. Those useful numbers still face actual difficulty, lighting, enemy senses, and consequences. Scout with a way to report back rather than simply moving farther from support.

DnDDen's dice roller is available for practice calculations. For a physical set, the readability and set-selection guide covers readability and appearance; the useful mechanical habit is keeping attack and damage dice easy to distinguish.

Alternatives and final questions

Why choose ability increases before another feat?

The level-4 split improves both Dexterity and Wisdom modifiers, raising attacks, AC, and Focus DC together. That is particularly useful for a character whose defenses and control depend on different abilities. Other feats can serve a specific concept, but their benefits should be compared with what these improvements actually provide.

What if Wood Elf or Criminal does not suit the character?

Another allowed species can use the same background and bought scores, but recalculate its Speed, skills, and spells. Do not retain Wood Elf traits after changing species. A Criminal background can describe a reformed burglar or someone leaving a dangerous past; changing its mechanical package is a separate discussion with the DM.

Would Elements be a better fit?

Open Hand suits direct physical control and a compact ability set. If elemental movement and a different combat feel appeal more, compare Warrior of the Elements in your campaign’s permitted source. Its subclass features replace Open Hand's; they are not extra abilities added to this character.

What belongs on a session reference card?

Record current HP, Focus, Uncanny Metabolism availability, healing uses, lineage spell uses, both save DCs, and your main Bonus Action choices. Write the current attack bonus and Martial Arts die beside them.

A reliable DND 2024 Monk build gives you more than a long attack sequence. It lets you recognize when to strike, when to reposition, and when preserving an ally or your own next turn is worth more than another damage roll.

Rules attribution: This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at D&D Beyond's SRD page. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. Explanations, build choices, and examples are original adaptations.