Class
Armor: None
Weapons: Simple weapons, shortswords
Bonus Attack: 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. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Deflect Missiles: Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d 10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
Open Hand Technique: Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
• It must succeed on a Dexterity saving throw or be knocked prone.
• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
• It can’t take reactions until the end of your next turn.
Slow Fall: Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike: Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee w eapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Ki-Empowered Strikes: Starting at 6th level, your unarmed strikes count as magical for the purpose o f overcoming resistance and immunity to nonmagical attacks and damage.
Wholeness of Body: At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Evasion: At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind: Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.