After taking the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Spend 1 ki point to take the Dodge action as a bonus action. Attacks against you have disadvantage until the start of your next turn.
Spend 1 ki point to take the Dash or Disengage action as a bonus action. Your jump distance is doubled until the end of the turn.
When you hit a creature with a melee weapon attack, you can spend 1 ki point. Target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + Wisdom modifier) or be stunned until the end of your next turn.
Use Dexterity for monk weapon and unarmed strikes. Unarmed strike damage is 1d6. After using the Attack action with an unarmed strike or monk weapon, you may make one unarmed strike as a bonus action.
You have 5 ki points. Regain all expended ki after a short or long rest. Ki powers Flurry of Blows, Patient Defense, Step of the Wind, and more.
Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
Your movement speed increases by 10 ft while you aren’t wearing armor or using a shield.
While in dim light or darkness, you can teleport up to 60 ft to an unoccupied space also in dim light or darkness. You then have advantage on the first melee attack made before the end of your turn.
Teleport up to 30 ft 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 proficiency bonus per long rest.
You and allies within 30 ft gain +10 bonus to Stealth checks and leave no tracks. Requires concentration. Ki cost: 2.
Magical darkness spreads from a point you choose within range, creating a 15-foot radius sphere. Blocks darkvision. Ki cost: 2.
Create a 20-foot radius sphere of magical silence. No sound can be made or passed through. Creatures are deafened. Ki cost: 2.
Grants a willing creature 60 ft of darkvision. Ki cost: 2.
Make a melee weapon attack using Dexterity. Deals 1d6 + Dex modifier bludgeoning damage.
Ranged weapon attack using Dexterity. Deals 1d4 + Dex modifier piercing damage.
Finesse weapon attack using Dexterity. Deals 1d6 + Dex modifier slashing damage.
Until the start of your next turn, all attacks against you have disadvantage and you gain advantage on Dexterity saving throws.
Make a Stealth check to become unseen. Requires cover or being lightly/heavily obscured.
Gain movement equal to your speed in addition to your regular movement.
Your movement does not provoke opportunity attacks until the end of the turn.
Grant an ally advantage on the next ability check or attack roll against a creature within 5 ft of you.
Creates a 20-ft radius sphere. No sound can be made or passed through. Creatures in the area are deafened. Used via Shadow Arts for 2 ki.
Incapacitated. Cannot move, speak, or take actions. Fails Strength and Dexterity saving throws. Attack rolls against stunned creature have advantage.