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How many attacks can a monk do? Unpacking the Monk's Martial Arts Mastery in Dungeons & Dragons

Unveiling the Monk's Attack Potential in Dungeons & Dragons

For many players delving into the world of Dungeons & Dragons, the monk class conjures images of swift, precise strikes and an almost supernatural ability to deliver a flurry of blows. But the burning question for many, whether they're playing a monk or facing one, is: How many attacks can a monk actually do? The answer, like many things in D&D, is nuanced and depends on several factors. Let's break down the monk's martial arts mastery in detail.

The Core of the Monk's Offense: Martial Arts

At the heart of a monk's offensive capabilities lies their signature ability: Martial Arts. This feature, which monks gain at 1st level, is what allows them to truly shine in combat. Here's what it entails:

  • Unarmed Strikes and Monk Weapons: When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. This bonus action attack is a crucial part of the monk's damage output.
  • Damage Dice: Your unarmed strikes and monk weapons use a special damage die instead of the normal damage for unarmed strikes (which is 1). This die starts as a d4 and increases as you gain levels in the monk class. This means your bonus action attack hits harder than a standard unarmed strike from other classes.

So, at its most basic, a monk can perform two attacks on their turn if they choose to use their action to attack with an unarmed strike or a monk weapon: one attack as part of their Action, and one additional unarmed strike as a Bonus Action thanks to Martial Arts.

The Impact of Extra Attack

As monks grow in power and experience, they gain access to even more potent combat features. One of the most significant is Extra Attack, which they typically gain at 5th level.

Extra Attack allows you to attack twice, instead of once, whenever you take the Attack action on your turn. This is a game-changer for any martial character, and for the monk, it's foundational.

Now, let's combine Martial Arts with Extra Attack. When you have Extra Attack and take the Attack action:

  • You can make two attacks as part of your Attack action.
  • AND, because you used the Attack action, you can still use your Martial Arts feature to make an additional unarmed strike as a bonus action.

This means that at 5th level and beyond, a monk can perform a remarkable three attacks on their turn: two from Extra Attack as part of their Action, and one from Martial Arts as a Bonus Action.

Ki Points: Fueling the Flurry

Monks also have a unique resource called Ki points. These points represent their inner energy and can be spent to fuel various special abilities, many of which involve additional attacks or enhancing existing ones. This is where the monk's attack potential can truly skyrocket.

Key Ki Abilities that Grant Extra Attacks:

  • Flurry of Blows: This is perhaps the most iconic Ki ability for increasing attacks. When you take the Attack action on your turn, you can spend 1 Ki point to make two unarmed strikes as a bonus action, instead of the usual one.

Let's see how this stacks up. If a monk has Extra Attack (gained at 5th level) and decides to use Flurry of Blows:

  • They make their two attacks from Extra Attack as part of their Action.
  • They then spend 1 Ki point to use Flurry of Blows, allowing them to make two *additional* unarmed strikes as a bonus action.

This brings the total number of attacks for a monk at 5th level or higher using Flurry of Blows to a staggering four attacks: two from Extra Attack and two from Flurry of Blows.

Other Ki Abilities that Enhance Attacks:

While Flurry of Blows is the primary way to get more attacks, other Ki abilities can enhance the monk's overall combat effectiveness, though they don't directly grant additional attack actions:

  • Patient Defense: Spend 1 Ki point to take the Dodge action as a bonus action. This doesn't add attacks but makes you harder to hit.
  • Step of the Wind: Spend 1 Ki point to take the Disengage action or the Dash action as a bonus action, and your jump distance is doubled for the turn. Again, no extra attacks, but crucial for mobility.
  • Stunning Strike: When you hit a creature with a melee weapon attack, you can spend 1 Ki point to force the target to make a Constitution saving throw. On a failed save, the creature is stunned until the end of your next turn. This can set up future attacks by preventing the enemy from acting effectively.

Monk Subclasses and Their Impact

The path a monk chooses (their subclass) can also influence their attack capabilities, though usually by enhancing existing features or providing unique ways to use their Ki. For instance:

  • Way of the Drunken Master: Can use their Ki to perform extra dodges and redirects, which can indirectly lead to more attacks by keeping them in the fray.
  • Way of the Kensei: Focuses on making certain weapons monk weapons, which can then be used with Martial Arts and Flurry of Blows, but doesn't inherently grant *more* attacks than other monks.
  • Way of Mercy: Can use Ki to heal or harm, but the core attack mechanics remain the same.

Generally, subclass features don't add to the *number* of attacks a monk can make but rather modify *how* those attacks are made or what effects they have.

The Maximum Attack Potential

So, to summarize the potential number of attacks a monk can make on a single turn:

  • Levels 1-4: 2 attacks (1 Action, 1 Bonus Action from Martial Arts)
  • Levels 5-19:
    • With Extra Attack: 3 attacks (2 Action, 1 Bonus Action from Martial Arts)
    • With Extra Attack and Flurry of Blows (1 Ki point): 4 attacks (2 Action, 2 Bonus Action from Flurry of Blows)
  • Level 20: At 20th level, a monk gains the capstone ability Perfect Self. While it doesn't add *more* attacks directly, it replenishes Ki when you start combat with fewer than half your Ki points. This means a 20th-level monk can more reliably use Flurry of Blows, effectively allowing them to reach their maximum of 4 attacks more frequently.

It's important to remember that using Flurry of Blows requires spending a Ki point, and monks have a limited pool of Ki points each day. Therefore, while a monk *can* make 4 attacks, they might not always be able to do so depending on their Ki reserves.

Frequently Asked Questions (FAQ)


How can a monk get more than two attacks?

A monk can achieve more than two attacks primarily through their Extra Attack feature (gained at 5th level), which allows them to attack twice with their Action, and their Martial Arts feature, which grants an unarmed strike as a bonus action. Additionally, by spending Ki points on Flurry of Blows, they can make two unarmed strikes as a bonus action after taking the Attack action, further increasing their attack count.


Why does a monk get an extra attack as a bonus action?

The extra unarmed strike as a bonus action from the Martial Arts feature is a core part of the monk's identity. It represents their swift, precise fighting style and allows them to deliver a series of rapid strikes in close combat, making them feel like true martial artists. This bonus action is not a freebie; it's tied to taking the Attack action with an unarmed strike or monk weapon.


What's the difference between Martial Arts and Flurry of Blows for bonus action attacks?

Martial Arts, a core monk feature, grants one unarmed strike as a bonus action when you take the Attack action with an unarmed strike or monk weapon. Flurry of Blows, a Ki ability, requires spending 1 Ki point but allows you to make *two* unarmed strikes as a bonus action instead of one when you take the Attack action. Flurry of Blows is essentially an enhanced version of the Martial Arts bonus action, granting more attacks at the cost of Ki.