Immediately after taking the Attack action on your turn, you can spend 1 ki point to make two additional unarmed strikes as a bonus action.
Spend 1 ki point to take the Dodge action as a bonus action on your turn, causing attacks against you to be made with disadvantage.
Spend 1 ki point to Dash or Disengage as a bonus action. Your jump distance doubles until the end of your turn.
When you hit a creature with a melee weapon 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.
You have a pool of 5 ki points. You regain all expended points when you finish a short or long rest. Spend ki to fuel Flurry of Blows, Step of the Wind, Patient Defense, and other features.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Use Dexterity for unarmed strikes and monk weapons. Your unarmed strikes deal 1d6 damage. When you use the Attack action with an unarmed strike or monk weapon, you can make one unarmed strike as a bonus action.
While in dim light or darkness, teleport up to 60 feet to an unoccupied space also in dim light or darkness. You gain advantage on the first melee attack before the end of your turn.
A veil of shadows and silence radiates from you and your allies. Each creature you choose within 30 feet gains +10 to Stealth and leaves no tracks. Concentration required.
Magical darkness spreads in a 15-foot radius sphere from a point you choose. It blocks vision, even with darkvision. Concentration required.
Grant a willing creature the ability to see in darkness to a range of 60 feet. Does not stack with existing darkvision.
No sound can be created within or pass through a 20-foot-radius sphere centered on a point. Creatures inside are deafened. Concentration required.
Teleport up to 30 feet to a space you can see. Gain resistance to all damage until the start of your next turn. Usable a number of times equal to your proficiency bonus per long rest.
Melee attack using Dexterity. Deals 1d6 + Dex modifier bludgeoning damage.
Thrown weapon attack using Dexterity. Deals 1d4 + Dex modifier piercing damage.
Finesse melee weapon. Deals 1d6 + Dex modifier slashing damage. Counts as monk weapon.
Until the start of your next turn, attacks against you are made with disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.
Gain additional movement up to your speed.
Your movement does not provoke opportunity attacks for the rest of the turn.
Grant an ally advantage on the next ability check or attack roll against a creature within 5 feet of you.
Make a Stealth check to become unseen. Requires cover or obscurity.
Interact with a second object on your turn, beyond your free interaction.
Gain proficiency in Acrobatics. When making checks to escape restraint or balance on narrow surfaces, you may reroll a 1.
Wondrous item, uncommon. Grants advantage on Stealth checks made in dim light or darkness. Once per long rest, cast Pass Without Trace without components.
You have resistance to necrotic damage and are immune to magical sleep. Sunlight does not impair your vision.