Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike.
The target must make a Constitution saving throw.
On a failed save, the target has the Stunned condition until the start of your next turn.
On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
Flurry of Blows. 1 Focus to make two Unarmed Strikes as a Bonus Action.
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.
Addle. The target can’t make Opportunity Attacks until the start of its next turn.
Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
Topple. The target must succeed on a Dexterity saving throw or have the Prone condition.
Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense. 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 actions as a Bonus Action.
Step of the Wind. 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.
Stunning Strike: Once per turn you can spend 1 Focus to stun. Con save. Failed: Stunned until start of your next turn. On save: Speed is halved and next attack has disadvantage.
Enhanced Unarmed Strike:
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.
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike.
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.
Autumn:
Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).