Choosing the right class is important for any Dungeons & Dragons character, but choosing the right subclass is especially important for a monk. Like most other DnD classes, monks choose subclasses at level three. There are 11 monk subclasses, including those revealed in Unearthed Arcana, each of which can grant characters a wide variety of bonuses.

In contrast to the old spell slingers and sword swingers, the monk is unique. They fight with bare fists and Wuxia-like finesse, using Ki Points like spell slots to augment their attacks and increase their chances to strike. Like most DnD classes, monks come with a swathe of subclasses to pick from. Each one is valuable in its own way, usually providing the player with new features and abilities to spend their ki on. Still, some subclasses are better than others.

Related

D&D: Everything You Need To Know Before Playing Lost Mine Of Phandelver

Lost Mine of Phandelver remains a popular D&D campaign, and an excellent introduction to the game. Here’s everything to know before getting started.

11

Way Of Tranquility Is The Weakest Monk Subclass By Design

From Unearthed Arcana 24

6 D&D Subclasses Nearly Everyone Is Playing Wrong - An image of a Monk from the Dungeons & Dragons Player's Handbook

Way of Tranquility is easily the least powerful monk subclass in DnD, but that’s kind of the whole point. Tranquility mostly gives players options for avoiding combat, not participating in it: from the moment they choose it, they can cast sanctuary to protect themselves at will, and use Healing Hands to restore their allies’ HP. Later, at sixth level, they get advantage on Charisma checks when they’re trying to cool tempers.

Way of Tranquility exists to provide an alternative way to play a monk character: as an agent of peace, not a combat whirlwind. It can actually be an interesting choice in more roleplay-heavy campaigns, but is basically useless in combat. That said, Tranquility monks can talk would-be enemies down, or even remove their violent impulses with a single touch beginning at level 11. It’s not the same as raw power, but it can help the party get out of some difficult situations.

10

Way Of The Four Elements Is Cool, But Underpowered

From The Player’s Handbook

Official Avatar the Last Airbender art from Matsumoto

Unfortunately, one of the coolest premises for a Monk is also one of the most mediocre subclasses in 5e. Way of the Four Elements effectively turns the player character into the Avatar, giving them access to Elemental Disciplines – spells they can cast by spending Ki Points. Despite the plethora of new features for monks to play with, the monk’s biggest problem turns its ugly head. The expensive chassis is the ki system.

All of the class features that focus on “bending” cost absurd amounts of ki, which means most monks will run out of gas too quickly to capitalize on their features. The effects themselves are not bad per se, and can be used strategically to strike enemy weaknesses. But the fact that they’re tied to a very limited resource makes them underwhelming when compared to spells that use actual slots.

Related

D&D: Everything You Need To Know Before Playing Lost Mine Of Phandelver

Lost Mine of Phandelver remains a popular D&D campaign, and an excellent introduction to the game. Here’s everything to know before getting started.

9

Way Of The Sun Soul Is Similarly Limited By Ki

From Xanathar’s Guide To Everything

Sun Priest art from MTG

Sun Soul is another example of a monk subclass with a cool concept that expands their offensive capabilities, but is limited by its use of ki. In addition, the effects themselves are too underpowered, close to the Arcane Archer subclass for the DnD fighter in terms of wasted potential. This subclass mostly gives a monk ways to deal radiant damage, beginning with the ranged option Radiant Sun Bolt at level three.

Searing Arc Strike is a solid offense akin to the burning hands spell, but again, the expensive ki costs mean it burns out rather quickly. Searing Sunburst is an inferior version of fireball, and Sun Shield basically turns the monk into a walking lamp that can deal a bit of radiant damage to anyone who hits them. This being the class’ final feature is severely disappointing. For that underwhelming capstone feature alone, many dislike the Sun Soul’s features.

8

Way Of The Ascendant Dragon Has Similar Ki Problems, But Is Slightly Better

From Fizban’s Treasury of Dragons

Dragonborn Monk art by LA Draws on Artstation

Not to harp too much on the “ki system is inherently flawed” talking point, but it’s a consistent failure in the game’s design. Ascendant Dragon suffers from the issues that Four Elements and Sun Soul suffer from: overpriced features and underwhelming high-level features. That being said, Ascendant Dragon does have a few benefits over the two.

Draconic Disciple offers ways to disable opponents with the fright debuff, or work around vulnerabilities and resistances through Draconic Strike. Breath of the Dragon is a powerful AoE attack that is tied to Martial Arts dice. The Aspect of the Wyrm, an aura that can frighten enemies and grant the monk resistance to certain types of damage, really makes the player feel like a powerful dragonborn. Unfortunately, they are still limited to the small ki pool, so not a great subclass for Marvel’s Iron Fist builders out there.

7

Way Of The Long Death Lets Monks Defy Damage

From Sword Coast Adventurer’s Guide

Yahenni, the Undying Partisan from MtG

The Long Death monk is a death-defying subclass with some useful abilities, but a few of those are only applicable in specific situations. Touch of Death lets Long Death monks siphon hit points from fallen enemies. Hour of Reaping allows for an attempt to frighten a creature against their Wisdom saving throw. But their bread and butter, Mastery of Death, is their most impressive feature by far.

This feature allows the Long Death monk to live up to their name by allowing them to spend a Ki Point to avoid being knocked out, with no action required. This means Long Death Monks will stay alive as long as they are gassed, which is easy since they have few class features that use ki. The only option they have for ki expenditure is their 17th-level feature, Touch of the Long Death, which allows them to turn Ki Points into necrotic damage.

6

Way Of Mercy Is A Healing-Focused Monk Subclass

From Tasha’s Cauldron Of Everything

Drannith Healer from MtG art

Way of Mercy is one of the most flavorful and mechanically versatile subclasses available to a monk. They are masters of life and death, providing support to allies in battle whilst simultaneously dealing damage to those beyond their help. Their proficiencies in Medicine and Insight give them some great utility outside of just combat.

Hands of Healing turns the Flurry of Blows into a Flurry of Healing, restoring hit points equal to the damage it would have dealt. It’s also free starting at 11th level. In contrast, Hands of Harm does extra necrotic damage on an unarmed strike. Physician’s Touch allows for the curing of physical debuffs during a Flurry, then poisoning foes with the next use of Hands of Harm. Hand of Ultimate Mercy resurrects any creature that died within 24 hours, provided a corpse is present. It’s not the most powerful monk subclass by raw damage output, but the healing it provides can be very helpful.

5

Way Of The Astral Self Gives Monks An Extra Hand

From Tasha’s Cauldron Of Everything

Dovin, Hand of Control from MtG art

The archetypal Astral Self monk is based on common imagery in Hindu and Buddhist art that depicts gods or manifestations of Buddha with multiple sets of arms. Arms of the Astral Self summons two extra arms for the player that use Wisdom in place of Strength when making Strength-related checks. Wisdom can also replace attack modifiers and damage rolls in combat.

These arms also extend the range of unarmed strikes by 5 feet, and change the damage type to force. Astral Self monks can also summon an Astral Visage, giving them empowered darkvision and advantage on Wisdom and Charisma checks. At 11th level, players can also use their astral bodies to deal extra damage, or deflect elemental spells. With the arms coming at an affordable 1 ki point, Astral Self is a reliable monk subclass, if not a terribly specialized one.

D&D 5e artwork with a dungen master

Related

How One D&D Is Different From D&D 5e

With the upcoming release of One D&D, there is some confusion about what it is and how the new version will be different from fifth edition.

4

Way Of The Drunken Master Is A Chaotic Crowd Control Subclass

From Xanathar’s Guide To Everything

The Brewmaster from DOTA 2

Drunken Master is a fantastic subclass, though slightly too specialized in crowd control. Its first ability, Drunken Technique, allows for the monk to take the benefits of Disengage after using Flurry of Blows. The sheer power of this cannot be understated: Drunken Master monks can strike enemies several times in quick succession, then run out of their range, avoiding any and all opportunity attacks while increasing their speed. Tipsy Sway allows for quick recovery from being knocked prone, and more importantly, redirects melee attacks.

Drunkard’s Luck cancels out any disadvantage, and Intoxicated Frenzy amps up Flurry of Blows to absurd degrees. It’s a very powerful style when used properly, but does tend to struggle against singular, tough foes at higher levels. That said, Drunken Master’s ki expenditure feels more impactful than other subclasses, making it an excellent choice for experienced players.

3

Way Of Shadow Is A Stealthy Monk Subclass

From The Player’s Handbook

Ninja of the New Moon from MtG

Ninjas are one of the most iconic professions for fantasy martial artists, so it would be remiss of 5e to not have a subclass for them. Way of the Shadow is the archetypal ninja build, and the ki spending is actually quite useful, if a little overpriced. Access to spells such as darkness, darkvision, pass without trace and silence is incredible for a stealth martial build. Unfortunately, each of these costs 2 Ki Points, making them hard to budget for at low levels.

Shadow Step allows for a free improved Misty Step while in dim light or darkness, plus an advantage on the first melee attack. Cloak of Shadows allows for invisibility as an action while in the same light conditions previously met. Ki points are only spent on Shadow Arts, and the rest of the features are used for free. That does elevate the subclass, making Shadow monks play more like rogues with levels in a spellcasting class.

A group of rogues from D&D 5e.

Related

How The Rogue’s Sneak Attack Works In D&D 5e

When playing a rogue in D&D 5e, Sneak Attack is one of the most important class features to make use of – but the feature’s rules can be confusing.

2

Way Of The Kensei Focuses On Speed & Relentless Training

From Xanathar’s Guide To Everything

Zephyr Scribe from MtG official art

For those that want nothing more than to be a whirlwind of fists and steel, Kensei Monk is the perfect subclass. The features provided by Path of the Kensei allow for a monk to receive special bonuses to their preferred weapons. Agile Parry boosts AC while performing unarmed strikes in battle (which, for a monk, is pretty much all the time) and Kensei’s Shot, which boosts ranged damage. Monks can choose additional Kensei weapons at sixth, 11th, and 17th levels – every time they take a subclass feature.

One with the Blade and Sharpen the Blade basically provide options for overcoming resistances and dealing more damage. Unerring Accuracy allows Monks to reroll misses once per turn, absolutely free. While Kensei isn’t making waves flavorwise, it’s light on the Ki Point requirements, and there’s no denying its simple effectiveness from a combat standpoint.

1

Way Of The Open Hand Is The Strongest Monk Subclass

From The Player’s Handbook

Jensai Monk from Magic the Gathering

Without a doubt the most classic and reliable subclass, Way of the Open Hand is pretty much the first thing people imagine when they think of a fantasy monk. Open Hand Technique enhances Flurry of Blows with ways to knock back, knock down or prevent enemy reactions. Wholeness of Body provides quick healing when needed. Tranquility grants the Sanctuary buff until the start of the next long rest or ends early as it usually would.

Then, the lynchpin of the entire subclass, Quivering Palm, is gained at level 17. With a measly 3 Ki Points, any creature hit by an unarmed strike must succeed a Constitution saving throw. If they fail, they are reduced to 0 hit points immediately. If they succeed, they still take 10d10 necrotic damage. It takes a while to get to this level, but Open Hand Technique provides a wide enough range of benefits to carry players through the lower levels.

But there’s truly no such thing as a bad monk subclass. With the right combination of stats and feats, and a decent party to back them up, any monk can excel in Dungeons & Dragons.

Dungeons and Dragons Game Poster

Dungeons and Dragons

Dungeons and Dragons is a popular tabletop game originally invented in 1974 by Ernest Gary Gygax and David Arneson. The fantasy role-playing game brings together players for a campaign with various components, including abilities, races, character classes, monsters, and treasures. The game has drastically expanded since the ’70s, with numerous updated box sets and expansions.

Franchise

Dungeons & Dragons

Original Release Date

1974-00-00

Publisher

TSR Inc.
, Wizards of the Coast

Designer

E. Gary Gygax
, Dave Arneson

Player Count

2-7 Players