You have advantage on saving throws against poison, and you have resistance against poison damage.
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
At 1st level, you gain the following benefits while you are wielding only monk weapons (shortswords / simple melee weapons that don't have the two-handed or heavy property) 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 Matrial Arts Die in place of the normal damage of your unarmed strike or monk weapon.
• 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, assuming you haven't already taken one this turn.
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Starting at 2nd level, your training allows you to harness the mystic energy of ki, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features, you learn more 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.
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
You start knowing three such features
• Flurry of Blows. 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.
• Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
• Step of the Wind. 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.
At 2nd level, you train yourself to use a variety of weapons as monk weapons. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet these criteria:
• The weapon must be a simple or martial weapon.
• You must be proficient with it.
• It must lack the heavy and special properties.
| Level | Martial Arts | Ki Points | Unarmored Movement |
| 1st | 1d4 | - | +10 ft. |
| 2nd | 1d4 | 2 | +10 ft. |
| 3rd | 1d4 | 3 | +10 ft. |
| 4th | 1d4 | 4 | +10 ft. |
| 5th | 1d6 | 5 | +10 ft. |
| 6th | 1d6 | 6 | +15 ft. |
| 7th | 1d6 | 7 | +15 ft. |
| 8th | 1d6 | 8 | +15 ft. |
| 9th | 1d6 | 9 | +15 ft. |
| 10th | 1d6 | 10 | +20 ft. |
Starting when you choose this tradition at 3rd 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.
Starting at 3rd level, 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 a range of 20/60 using 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.
Starting at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Also at 4th level, 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.
Starting at 5th level, 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.
Starting at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.