As a Bonus Action ,you can do one of the following.,
•Sleight of Hand: Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.
•Use An Object: Take the Utilize action,or take the Magic action to use a magic item that requires that action.
You've trained to get into especially hard-to-reach places,,granting you these benefits.
•Climber: You gain a Climb Speed equal to your Speed.
•Jumper.: You can determine your jump distance using your Dexterity rather than your Strength.
When you deal Sneak Attack damage,you can add one of the following Cunning Strike effects. Each effect has a die cost,which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling,and the effect occurs immediately after the attack's damage is dealt.
•If a Cunning Strike effect requires a saving throw,the DC = 8 + Dexterity modifier + Proficiency Bonus.
Poison: Cost 1d6: You add a toxin to your strike,forcing the target to make a Constitution saving throw. On a failed save,the target has the Poisoned condition for 1 minute. At the end of each of its turns,the poisoned target repeats the save,ending the effect on a success. To use this effect,you must have a Poisoner's Kit on your person.
Trip: Cost 1d6: If the target is Large or smaller,it must succeed on a Dexterity saving throw or have the Prone condition.
Withdraw: Cost 1d6: Immediately after the attack,you move up to half your speed without provoking Opportunity Attacks.
You can expend these points to enhance or fuel certain Monk features. When you finish a Short or Long Rest,you regain all your expended points.
•Poison: Cost 1d6: 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.
Once per turn when you hit a creature with an Unarmed Strike and deal damage,you can expend 1 Focus Pointto deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.,
As a Magic action,you can expend 1 Focus Point to touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier. When you use Flurry of Blows,you can replace one of the Unarmed Strikes with a use of this feature without expending a Focus Point for the healing.
When an attack roll hits you and its damage includes Bludgeoning Piercing or Slashing damage,you can take a Reaction to reduce the attacks total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level. If you reduce the damage to 0,you can expend 1 Focus Point to redirect some of the attacks force. Choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isnt behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.
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 targets Speed is halved until the start of your next turn and the next attack roll made against the target before then has Advantage.,,