Your focus and martial training allows you to harness a well of energy within yourself called Focus Points.You have 3 Focus Points and regain all expended points after you finish a Short or Long Rest.You can spend these points to enhance or fuel certain Monk features.
You can expend 1 Focus Point to make 2 Unarmed Strikes as a Bonus Action.
You can take the Disengage action as a bonus action.Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge action as a Bonus Action
You can take the Dash action as a Bonus Action.Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Once per turn, when you hit a creature with an Unarmed Strike, you can deal damage to the target and also push it 5 feet away from you.
Once per Long Rest, when you roll initiative you can regain all expended Focus Points, and regain 1d6+3 HP.
When an attack roll that includes Bludgeoning, Piercing, or Slashing damage hits you, you can take a Reaction to reduce the attack’s total damage by 1d10+4.If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do, choose a creature you can see within 5 feet of you if it was melee, or a creature you can see within 60 feet. that isn’t behind Total Cover if the attack was ranged.The creature must succeed on a DC13 Dexterity saving throw or take 2d6+1 damage of the same type dealt by the attack.
You hurl searing bolts of magical radiance at a creature within range for 1d6+1 Radiant damage.When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Focus point to make the special attack twice as a bonus action.
Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.Improvised Weaponry. You have proficiency with improvised weapons.Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.The hand can't attack, activate magic items, or carry more than 10 pounds.
Each creature in a 5-foot Emanation originating from you must succeed on a DC13 Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.You regain this spell after taking a Long Rest.
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range.A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.