When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action. When a creature within 5 ft. of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.
You know the friends cantrip.
You can cast charm person once per long rest.
You can cast suggestion once per long rest.
CHA is your spellcasting ability. DC 14 WIS
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.
Martial Arts die = 1d6
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Once per short rest, you can use a bonus action to regain 1d10 + 1 HP.
Whenever you hit with one of your Flurry of Blows attacks, you can impose one of the following effects on that target: fall prone if it fails a DEX saving throw (DC 15), get pushed up to 15 ft. if it fails a STR saving throw (DC 15), or it can't take reaction until the end of your next turn.
When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 15).
You can spend Ki Points to fuel ki features. You have 7 points per short rest and your Ki save DC is 15.
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.
You can use your reaction when you fall to reduce any falling damage you take by 35.
When a creature within 5 ft. of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.
When a creature you can see hits a target, other than you, within 5 ft. of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10+3 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
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 1d10 +11. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.
Deflect Missiles Attack
If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon).
Once per long rest as an action, you can regain 21 HP.
You can use an action to end one effect on yourself that is causing you to be charmed or frightened.