You have 3 luck points per long rest. Whenever you make an attack roll, an ability check, or a saving throw (or when an attack roll is made against you), you can spend one to roll an additional d20 and you choose which die to use. You can choose to spend luck points after you roll the die, but before the outcome is determined.
You are proficient in all saving throws and whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
You are immune to disease and poison. You have advantage against being charmed. You cannot be put to sleep by magical means.
You can move along vertical surfaces and across liquids on your turn without falling during the move.
You can use an action to end one effect on yourself that is causing you to be charmed or frightened.
When you are subjected to an effect that allows you to make a DEX 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.
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
You can use your reaction when you fall to reduce any falling damage you take by 75.
You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll.
Leap to Your Feet.
When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Redirect Attack.
When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 ft. until the end of the current turn.
You have 15 points per short rest and your Ki save DC is 20.
Flurry of Blows - 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.
Stunning Strike- When you hit with a melee weapon attack spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 20).