1st Level
Ki
- Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by innate points determined by the Innate Source feature. You also gain additional innate points equal to your Wisdom modifier (with a minimum bonus of 1).
- You can spend these points to fuel various ki features. You start knowing a few such features and you learn more ki features as you gain levels in this class.
- Features modifying Flurry of Blows instead applies when you use Ki to make an attack, such when you use Ki to make a Ki feature or a martial maneuver.
- Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Step of the Wind
- You may spend 1 innate point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Counter Strike
- You can spend 1 innate point when you or a friendly creature adjacent to you, is hit with a melee attack, to use your reaction to make a melee attack against the aggressor.
Deflect Missiles
- You can spend 1 innate point to 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 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 make a ranged attack (range 10/20 meters) 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.
Unarmored Movement
- You can spend 1 innate point to increase your speed by
2 × your proficiency bonus
meters while you are not wearing armor or wielding a shield. - Additionally, you can spend 1 innate point to gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Slow Fall
- As a reaction, when you are falling, you may spend 1 innate point to reduce any falling damage you take by an amount equal to
5 × your level
.
2nd Level
Monastic Tradition
- You commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 2nd level and again at 6th, 10th, and 18th level.
6th Level
Monastic Tradition feature
10th Level
Monastic Tradition feature
14th Level
Empowered Ki
- Your melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Distant Strike
- You can spend 1 innate point to double your attack range on your next attack.
Stunning Strike
You can interfere with the flow of ki in an opponent's body.
- You can spend 1 innate point to attempt a stunning strike during an attack. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Quick to Act
- You can spend 1 innate point to increase your initiative roll by half your proficiency bonus. You can use this feature after initiative is rolled.
Rising Wind
- Whenever you use Step of the Wind, you can spend 1 ki point to briefly manifest clouds under your feet, gaining a flying speed equal to your walking speed until the end of your turn. If you end this flight in the air, you fall unless something else holds you aloft.
18th Level
Monastic Tradition feature
20th Level
Perfect Soul
- When you roll for initiative and have no innate points remaining, you regain 4 innate points.
- You can use your action to spend 4 innate points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
- You can spend 8 innate points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.