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5e5e Point Buy
Class Build Guide

Best Point Buy Build for Monk in D&D 5e

Monk is one of the most stat-hungry classes in 5e — they want high DEX for attacks and AC, high WIS for Unarmored Defense and key class features, and reasonable CON for HP. Point buy helps here because it guarantees you don't roll low in both primary stats, but you'll still feel the squeeze: 27 points spread across DEX, WIS, and CON leaves little room for anything else.

Updated Reviewed by D&D Content Team12 min read

Why These Stats Matter for Monk

DEX is your primary attack and damage stat. Monks use Finesse on all Monk weapons and Unarmed Strikes, meaning DEX or STR — but DEX does double duty for AC in Unarmored Defense and for Initiative. DEX 15 (getting to 16 with a racial +1, or buying up to 15 and getting +2 racial to hit 17) is the standard floor.

WIS contributes to Unarmored Defense AC: Monk AC = 10 + DEX mod + WIS mod. With DEX 16 and WIS 14, that's 10+3+2 = 15 AC unarmored. Not amazing, but functional. More importantly, WIS governs Stunning Strike's saving throw DC (8 + WIS + proficiency). Stunning Strike is a Monk's signature control ability — it costs a Ki point and forces a CON save. Higher WIS DC means more stuns land. WIS 14 → 16 → 18 over the course of the game should be your ASI priority.

CON 14 for HP. Monks have a d8 hit die, which is middle of the road. In melee with lower AC than armor-wearing classes, you'll take hits. CON 14 is the standard defensive investment.

STR 8 is almost always fine. Monk Unarmed Strikes scale with DEX (via Finesse), and Grappling is the main STR check you'd care about. If you want to be a grappling Monk (a niche but fun build), consider STR 14.

Recommended Stat Priority

DEXprimary

Attack, damage, Unarmored Defense AC, Initiative, DEX saves

WISsecondary

Unarmored Defense AC, Stunning Strike DC, Flurry save DCs

CONtertiary

HP, Constitution saves

STRdump

DEX covers all Monk attacks via Finesse

INTdump

Not needed for Monk features

CHAdump

Not needed for Monk features

DEX primary. WIS close secondary. CON 14. Dump STR, INT, CHA.

Sample Builds

Open Hand Controller

STR8-1
DEX15+2
CON14+2
INT10+0
WIS14+2
CHA8-1

Standard Monk array. DEX 15 → 16 or 17 with racial bonus. WIS 14. CON 14. Stunning Strike at DC 14+ by level 5. Open Hand Technique lets you knock prone or push on Flurry of Blows hits — crowd control on a martial class.

Points used: 27/27

Shadow Monk Infiltrator

STR8-1
DEX15+2
CON14+2
INT10+0
WIS14+2
CHA8-1

Shadow Monk gets Darkness, Darkvision, Pass Without Trace, and Silence as Ki-cost spells. Same stat spread as Open Hand. You're not adding Stealth stats — Monk's Unarmored Movement and Stillness of Mind don't need special stat investment.

Points used: 27/27

Astral Self Brawler

STR8-1
DEX14+2
CON14+2
INT10+0
WIS15+2
CHA8-1

Astral Self Monk uses WIS for summoned arm attacks when manifested. This build leans WIS slightly higher to support the WIS-to-attack feature while keeping DEX 14 for Initiative and AC contribution.

Points used: 27/27

Best Race Choices for Monk

Wood Elf

DEX +2/WIS +1. Both primary stats covered. Fleet of Foot (35ft speed) synergizes with Monk's already high speed.

Tabaxi

DEX +2/CHA +1 in 2014. Feline Agility doubles speed for a turn (free action). Combined with Monk's Step of the Wind, the Tabaxi Monk can move over 80 feet in a single turn.

Aarakocra

DEX +2/WIS +1 in MOTM variant. Flying speed at level 1 makes the Monk terrifying for hit-and-run tactics. Note: many DMs ban Aarakocra for this reason.

Variant Human

Mobile feat at level 1 gives +10ft speed and prevents opportunity attacks on creatures you attack. Combined with Monk's natural mobility, this creates a nightmare for enemies to pin down.

Common Point Buy Mistakes for Monk

Splitting DEX and STR equally is a classic mistake — trying to go DEX 13/STR 13 to do both finesse and grappling ends up with mediocre results. Pick one and commit.

Neglecting WIS to the point where Stunning Strike never lands. With WIS 10, your Stunning Strike DC is 8+0+proficiency. At level 5, that's DC 11. Most creatures save on an 8+ against that. Stunning Strike becomes more powerful and worth the Ki cost as WIS rises to 14, 16, and 18.

Trying to boost CHA or INT for roleplaying reasons and losing CON. Monks need every HP they can get — they're not wearing armor, their Unarmored Defense is modest, and they're in melee.

Not using Ki points efficiently: Ki is limited per short rest. Stunning Strike on a boss is almost always worth it. Flurry of Blows when you already hit twice is great. Spending Ki on Dodge in combat (Deflect Missiles) is situational. Don't hoard Ki.

Multiclassing Considerations

Monk multiclasses are tricky because the class wants both DEX and WIS, which are expensive in point buy. Spreading to a third stat for multiclassing is challenging.

**Monk/Rogue**: Both DEX-based. Stunning Strike gives you automatic Sneak Attack trigger since you have advantage after stunned. Requires DEX 13 for Rogue — already your primary stat. Very natural pairing.

**Monk/Fighter**: A 2-level Fighter dip gives Action Surge and a Fighting Style. Action Surge with Flurry of Blows is a devastating turn. Fighter requires STR 13 or DEX 13 — DEX already qualifies.

**Monk/Cleric**: Both need WIS. A 1-level Cleric dip (Life or War Domain) gives armor and shield proficiency — but Monks lose Unarmored Defense in armor! Better to stay unarmored. A 1-level dip is mostly for spell utility.

Subclass-Specific Stat Tweaks

**Open Hand**: Maximize WIS for better Stunning Strike DCs. Open Hand Technique's prone/push effects don't have a save, so they land regardless.

**Shadow Monk**: Same as baseline. Ki-cost spells (Pass Without Trace, etc.) have WIS as their DC.

**Astral Self**: WIS for Astral Arms (uses WIS for attacks when the arms replace your unarmed strikes). A rare case where Monk actually benefits from WIS higher than DEX for offense.

**Mercy Monk**: WIS for Hand of Healing and Hand of Harm — both use WIS modifier for the healing/damage added. Higher WIS means more healing and better poison damage DCs.

**Drunken Master**: Stumbling Gambit and the bonus action Disengage let you be extremely mobile. DEX for Initiative lets you act first and start the drunkard dance before enemies can engage.

Monk is one of the most challenging classes to point buy because three stats matter meaningfully: DEX for offense, WIS for defense and control, and CON for survival. The standard array (DEX 15, CON 14, WIS 14) uses all 27 points efficiently and gives you a functional character from level 1. Don't try to boost STR, INT, or CHA — Monks have no room in the budget.

Frequently Asked Questions — Monk Point Buy

What is the best race for Monk in 5e?
Wood Elf (DEX +2/WIS +1) is the gold standard for 2014 rules. Both primary stats covered, plus a 35ft base movement speed synergizes with Monk's Unarmored Movement. In 2024 rules with flexible ASIs, any race works — pick your thematic preference and put the +2 in DEX and +1 in WIS.
Do Monks need high STR?
Only if you're building a Grapple Monk (a niche but functional build using STR for Athletics grapple checks while relying on DEX for AC). Standard Monks using Unarmed Strikes and Monk weapons use DEX via the Finesse property — STR can safely be dumped to 8.
How does Monk Unarmored Defense work?
Monk AC = 10 + DEX modifier + WIS modifier. With DEX 16 (+3) and WIS 14 (+2), you have AC 15 unarmored. This doesn't stack with shields or armor — putting on a single piece of armor cancels Unarmored Defense entirely.
What's the best Ki point ability to use?
Stunning Strike is almost always your highest-value Ki spend against a dangerous enemy. A stunned creature auto-fails STR and DEX saves, and attack rolls against it have advantage — this includes your party's attacks. Spending 1 Ki to give your Fighter advantage on all attacks for a round is an enormous action economy win.
Can Monks use two weapons?
Yes, but inefficiently. Monks have Martial Arts (bonus action Unarmed Strike after attacking with a Monk weapon). Using two weapons costs your bonus action on the off-hand attack, which competes with Martial Arts or Flurry of Blows. Most Monks use a single Monk weapon (shortsword, staff) for the Action attack, then Martial Arts or Flurry for bonus action.

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