You can enter a special meditation that surrounds with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until you attack or take another long rest.
Until the spell ends, any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect you from area effects, such as the explosion of a fireball.
If you make an attack or casts a spell that affects an enemy creature, this spell ends.
The saving throw DC is 8 + Your Wis modifier + your Prof bonus.
Your mastery of Ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
You have the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do you, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can only have one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
The saving throw DC is 8 + Your Wis modifier + your Prof bonus.
You can use your action to spend 4 ki points to become invisible for 1 minute.
During that time, you have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.
When you roll initiative and have no ki points remaining, you regain 4 ki points.
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.
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.
You can spend 1 ki point to take the Dodge action as a bonus action on your 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.
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 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.
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 have the ability to channel your Ki to cast certain spells.
As an action, you can spend 2 Ki points to cast darkness, darkvision, pass without a trace, or silence, without providing material components.
Additionally, you gain the minor illusion cantrip if you don't already know it.
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.
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 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.
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
You have the ability to step from one shadow into another.
When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
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 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 can use your action to end one effect on yourself that is causing you to be charmed or frightened.