Core Monk Ki Feature.
Limit: Requires you to take the Attack action on your turn first.
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.
Core Monk Ki Feature.
Limit: Uses your single Bonus Action for the turn.
You can spend 1 Ki point to take the Dodge action as a bonus action on your turn.
(Attackers have disadvantage on attack rolls against you, and you make Dexterity saving throws with advantage until the start of your next turn).
Core Monk Ki Feature.
Limit: Uses your single Bonus Action for the turn.
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.
Core Monk Ki Feature.
Limit: Requires your Reaction when hit by a ranged weapon attack.
You can use your reaction to deflect or catch the missile. Damage is reduced by 1d10 + Dex modifier + Monk level.
If damage reduces to 0 and you catch it, you can spend 1 Ki point to make a ranged attack with the weapon (range 20/60) as part of the same reaction.
Core Monk Feature.
Limit: Requires you to have spent Ki during your main Action this turn.
If you spend 1 or more Ki points as part of your action on your turn, you can use your Bonus Action to make one melee or ranged attack with a Monk weapon or unarmed strike.
Core Monk Ki Feature.
Limit: Can only be done as a main Action during combat or exploration.
As an action, you can spend 2 Ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
Core Monk Ki Feature.
Limit: Can be used multiple times per turn, but only upon a successful melee weapon hit.
When you hit another 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.
Core Monk Ki Feature.
Limit: Triggered immediately after you miss an attack roll.
When you miss with an attack roll, you can spend 1 to 3 Ki points to increase your attack roll by +2 for each Ki point spent, potentially turning a miss into a hit.
Core Monk Feature.
Limit: Requires your main Action on your turn.
You can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.