You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Your instinctive agility lets you dodge out of the way of certain area effects, such as a dragon's breath weapon or a fireball spell. When you are subjected to an effect that allow you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only take half damage if you fail.
You have the ability to heal yourself. As an action, you can regain hit points equal to three times your Monk level.
You must finish a long rest before you can use this feature again.
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
You can interfere with the flow of ki in an opponent's body.
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.
Whenever you take the Attack action on your turn, you can make two attacks, instead of one, as part of taking that action.
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times to your monk level.
You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can't take reactions until the end of your next turn.
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 + your Dexterity modifier + your Monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Your speed increased by 10 feet, while you are not wearing armour or wielding a shield. This increase to 15 feet at 6th Level, 20 feet at 10th Level, 25 feet at 16th Level and 30 feet at 18th Level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
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 spend 1 ki point to take the Dodge action as a bonus action on your turn.
Your training allows you to harness the mystic energy of ki. You access to this energy is represented by a number of ki points. Your Monk level determines the number of points you have, 1 per level.
You can spend these points to fuel various ki features. You start knowing 3 such features, Flurry of Blows, Patient Defence and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw. The DC is 8 + Prof Bonus + Wisdom Modifier.
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.