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Dragonborn Warrior of the Open Hand Monk Build Guide

Dragonborn Warrior of the Open Hand Monk Build Guide

Combine the AoE blast of a Dragonborn's Breath Weapon with the unmatched battlefield control of Open Hand Technique for a devastating martial striker.

7/10 Synergy Striker Role Hard Difficulty
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Why Warrior of the Open Hand?

The Dragonborn Warrior of the Open Hand Monk is a 7/10 synergy build that covers up the Monk's traditional weaknesses while amplifying its strengths. Monks are notorious for lacking area-of-effect damage, but the Dragonborn's Breath Weapon solves this instantly, giving you a reliable tool for clearing out swarms of low-HP minions before closing in for single-target martial arts.

As a Warrior of the Open Hand, your entire identity revolves around unarmed strikes. At level 3, Open Hand Technique turns your Flurry of Blows into a reliable source of crowd control. By forcing enemies prone or pushing them 15 feet away, you control the positioning of the battlefield without spending extra Focus Points. Pair this with the Dragonborn's innate Damage Resistance, and you have a d8 striker who can survive the front lines much longer than a standard Monk.

The late-game synergy is where this build truly shines. The combination of Draconic Flight and the level 11 feature Fleet Step turns you into an untouchable missile. You can bypass the frontline entirely, ignoring difficult terrain and verticality, to drop a Quivering Palm directly onto the enemy spellcaster before soaring away.

Warrior of the Open Hand Features

Open Hand Technique

Level 3

You can manipulate your enemy's body using your Unarmed Strikes. Whenever you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can spend 1 Focus Point to trigger one of the following effects on that creature: It must succeed on a Dexterity saving throw or be Knocked Prone. It must succeed on a Strength saving throw or be pushed 5 feet away from you. It can't take Reactions until the end of the next turn.

Wholeness of Body

Level 6

As an action, you can spend Focus Points to restore hit points to yourself. The number of hit points you restore equals 4 × the number of Focus Points spent. You can't use this feature if you don't have Focus Points remaining.

Fleet Step

Level 11

When you use your action to Dash, you gain the following benefits until the end of the turn: Your Speed increases by 10 feet, difficult terrain costs no extra movement, and you have Advantage on Dexterity (Acrobatics) checks.

Quivering Palm

Level 17

You gain the ability to set vibrations in a creature's body. When you hit a creature with an Unarmed Strike, you can spend 3 Focus Points to set the vibrations in that creature. The vibrations last for a number of days equal to your Monk level. At any point during that duration, you can use an action to end the vibrations and require that creature to make a Constitution saving throw. If the creature fails the save, it takes 10d10 necrotic damage. If it succeeds, it takes half as much damage.

Recommended Ability Scores

Strength
12(+1)
Dexterity
15(+2)
Constitution
13(+1)
Intelligence
10(+0)
Wisdom
14(+2)
Charisma
8(-1)
HP (Lv1)
9
AC
12
Initiative
+2
Passive Per.
12
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Dragonborn Traits That Benefit Warrior of the Open Hand Monk

Draconic Flight

Flight provides incredible mobility, letting the Monk reach otherwise inaccessible positions.

Damage Resistance

Built-in damage resistance reduces incoming damage, keeping your Monk alive longer in combat.

Draconic Ancestry

Breath Weapon provides AoE damage that martial Monks otherwise lack.

Breath Weapon

Extra saving throw advantages protect against debilitating spells and effects.

Combat Effectiveness

Level HP Melee DPR Ranged DPR
Level 5 33 7.8 7.8
Level 11 69 7.15 7.15
Level 17 105 7.15 7.15

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Build Path (Levels 1-20)

Levels 1-4

Start with 15 DEX, 14 WIS, and 13 CON. Levels 1 and 2 are standard Monk fare, but level 3 is where your build comes online with Open Hand Technique. Every time you spend a Focus Point on Flurry of Blows, you can force the target to make a Dexterity save or be knocked prone. Always use this to set up advantage for your subsequent attacks or for your melee allies. At level 4, take your first Ability Score Improvement. Split it to get 16 DEX and 14 CON, immediately boosting your hit points, AC, attack rolls, and damage.

Levels 5-10

Level 5 brings Extra Attack and Stunning Strike. A massive spike in power. You can now use Breath Weapon in place of one of your attacks, followed by an unarmed strike, and then a Flurry of Blows bonus action to trigger Open Hand Technique. At level 6, Wholeness of Body gives you a desperately needed self-heal. Remember it costs an Action, so use it preemptively before you drop to zero. At level 8, push your Dexterity to 18 to maximize your DPR and AC.

Levels 11-16

Level 11 introduces Fleet Step. When you Dash, you gain 10 extra feet of movement, ignore difficult terrain, and get Acrobatics advantage. If you have Draconic Flight, you are now the most mobile character on the grid. At level 12, max your Dexterity to 20. At level 16, start pumping your Wisdom to 16 to increase your Unarmored Defense and, more importantly, the saving throw DC for your Open Hand Technique and Stunning Strikes.

Levels 17-20

Level 17 grants the legendary Quivering Palm. For 3 Focus Points, you set up a delayed-fuse execution. Use your incredible flight speed to reach the biggest threat, apply the vibrations, and trigger it on your next turn for potentially lethal damage. Use your level 19 ASI to push Wisdom to 18, ensuring your Quivering Palm CON save DC is as high as possible. At level 20, you are a master of unarmed combat who can instantly delete a boss.

Recommended Feats

Dragon Fear

Available at level 4. Swap one of your Breath Weapon uses to roar, forcing enemies within 30 feet to make a Wisdom saving throw or become frightened. This is incredible crowd control that pairs perfectly with Open Hand Technique—frighten the swarm, then isolate and knock down the primary target.

Mobile

Take this at level 8 or 12 if you aren't playing a variant with Draconic Flight. Adding 10 feet of movement and ignoring opportunity attacks from enemies you swing at means you can hit a target with Flurry of Blows, trigger Open Hand Technique to push them, and retreat safely without spending Focus Points on Step of the Wind.

Crusher

If you start with an odd Strength or Constitution score, Crusher is a fantastic half-feat. Moving an enemy 5 feet when you hit them with bludgeoning damage stacks with the 15-foot push from Open Hand Technique, allowing you to easily shove enemies off cliffs or into area-of-effect spells like Wall of Fire.

Gear Progression

Tier 1 (Levels 1-4)

Start with a simple Quarterstaff or Spear to use with two hands for 1d8 damage on your main attacks, relying on unarmed strikes for your bonus action. Keep some Darts handy for ranged combat when your Breath Weapon is on cooldown and you can't close the gap.

Tier 2 (Levels 5-10)

Seek out an Insignia of Claws or Wraps of Unarmed Prowess (+1) to bypass non-magical bludgeoning resistance and boost your hit rate. A Dragonhide Belt (+1) is absolutely mandatory for this subclass; it boosts the DC of your Open Hand Technique, Stunning Strike, and eventually Quivering Palm, while letting you regain Focus Points mid-combat.

Tier 3 (Levels 11-16)

Upgrade to a Dragonhide Belt (+2). Bracers of Defense are critical here, giving you a flat +2 to AC since you cannot wear armor. If your Dragonborn subrace doesn't have Draconic Flight, beg your DM for Winged Boots to ensure you can reach flying enemies to apply your unarmed strikes.

Tier 4 (Levels 17-20)

Aim for a Manual of Quickness of Action or a Tome of Understanding to push your DEX or WIS beyond 20. A Dragonhide Belt (+3) ensures your Quivering Palm lands almost every time. Wraps of Unarmed Prowess (+3) will keep your DPR relevant against endgame bosses.

Party Composition

As a Warrior of the Open Hand, your primary role is a Striker with heavy secondary battlefield control. Because you rely on Flurry of Blows and Open Hand Technique to knock enemies prone, you synergize best with heavy melee attackers. A Rogue (especially an Assassin or Phantom) will love you forever, as your prone targets grant them free advantage for Sneak Attack.

You also pair beautifully with area-control casters like a Druid or Wizard. When a Wizard drops a Sickening Radiance or Web, you can use Open Hand Technique to punch enemies 15 feet directly into the hazard. You need a dedicated tank, like an Oath of Conquest Paladin or an Ancestral Guardian Barbarian, to absorb hits while you dart in, apply crowd control, and retreat using your superior mobility.

Multiclass Options

Fighter 2 dip

A two-level dip in Fighter gives you the Unarmed Fighting Style (giving your punches a d8 damage die early on) and Action Surge. Action Surge is incredible for a Monk: you can use your Breath Weapon, Action Surge to attack twice, and then follow up with Flurry of Blows to trigger Open Hand Technique, delivering massive burst damage and control in a single turn.

Cleric 1 (Peace Domain)

A single level of Peace Cleric gives you Emboldening Bond, adding a 1d4 to attacks and saves for you and your allies. It doesn't cost Focus Points, scales with proficiency bonus, and helps patch up your saving throws while ensuring your Flurry of Blows connects.

Common Pitfalls

  • Pushing enemies out of melee range: Using Open Hand Technique to push a target 15 feet away is great for escaping, but if you do this before your Paladin or Fighter can attack, you force them to waste movement. Knock them prone instead when allies are close.
  • Misusing Wholeness of Body action economy: Wholeness of Body costs a full Action. Do not try to use it in the middle of a damage-race against a boss. Use it before combat starts if you are low, or when you are stuck behind cover.
  • Ignoring Open Hand Technique's reaction denial: Everyone remembers the prone and push effects, but the third option—preventing the target from taking reactions until your next turn—is vital. Use it to stop enemy spellcasters from casting Shield or Counterspell.
  • Blowing Focus Points on Step of the Wind early: With Draconic Flight and Fleet Step at level 11, you rarely need to spend Focus Points to Dash. Save your points for Flurry of Blows and Quivering Palm.

More Questions

Does Quivering Palm stack if I use it multiple times?
No. You can only have one Quivering Palm vibration active at a time. If you spend 3 Focus Points to set the vibrations on a second creature, the first one ends harmlessly. Focus on one high-value target.
Can I replace a Flurry of Blows strike with a Breath Weapon?
No. The Dragonborn Breath Weapon can replace an attack taken as part of the Attack action, but Flurry of Blows is specifically a Bonus Action. You must use it during your main Action.
Does Open Hand Technique work on regular bonus action unarmed strikes?
No. Open Hand Technique explicitly requires you to hit with an unarmed strike granted by Flurry of Blows. The standard Martial Arts bonus action attack does not trigger the push, prone, or reaction-denial effects.
How does Fleet Step interact with Draconic Flight?
Beautifully. Fleet Step increases your Speed by 10 feet when you Dash. If you are using your Draconic Flight speed, that speed increases, allowing you to cover massive aerial distances while ignoring difficult terrain.

Strengths & Weaknesses

Strengths

  • Warrior of the Open Hand grants Open Hand Technique at level 3
  • Strong species-class synergy enhances core abilities
  • Good armor class and initiative
  • Built-in damage resistance improves survivability

Weaknesses

  • Low Charisma limits social interactions
  • Limited ranged and magical options without multiclassing
  • No Darkvision — may need light sources in dungeons

Pro Tips

1

Always use Open Hand Technique's prone effect on the first Flurry of Blows hit to gain advantage on the second.

2

Use your Breath Weapon when facing three or more enemies to conserve your Focus Points.

3

Deny enemy reactions with Open Hand Technique so your Wizard can cast without fear of Counterspell.

4

Combine Fleet Step and Draconic Flight to reach enemy snipers perched on high ledges.

5

Save 3 Focus Points for Quivering Palm when you know a boss fight is imminent.

Other Monk Subclasses for Dragonborn

Other Races for Warrior of the Open Hand Monk

Frequently Asked Questions

Is Warrior of the Open Hand a good subclass for Dragonborn Monk?
Yes, Dragonborn is a solid 7/10 choice for a Warrior of the Open Hand. The Dragonborn's Damage Resistance helps keep this d8 striker alive in melee, while the innate Breath Weapon perfectly covers the Monk's glaring lack of area-of-effect damage without costing Focus Points.
What makes Warrior of the Open Hand different from other Monk subclasses?
A Dragonborn Monk should prioritize Dexterity and Wisdom. Start with exactly 15 DEX and 14 WIS. Put 13 in Constitution to boost your HP, and leave STR at 12. Dump Charisma to 8; you are a martial artist, not a diplomat. Max DEX to 20 as soon as possible.

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