You gain proficiency in Acrobatics. You may use Dexterity in place of Strength for attack and damage rolls of unarmed strikes and monk weapons.
Your unarmed strike damage starts at 1d8, increasing to 1d10 at 11th level and 1d12 at 16th level.
When you take the Attack action on your turn and attack with an unarmed strike or monk weapon, you can make one unarmed strike as a bonus action.
You gain a Monk subclass of your choice. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass’s features that are of your Monk level or lower.
You gain a pool of ki points equal to your Monk level + your Wisdom modifier. You regain all expended ki when you finish a short or long rest after 30 minutes of meditation.
Flurry of Blows: After taking the Attack action, spend 1 ki to make two unarmed strikes as a bonus action.
Step of the Wind: Spend 1 ki to Dash or Disengage as a bonus action, and your jump distance doubles for that turn.
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 19.
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, once per turn, on hitting with unarmed strike or simple weapon, spend 1 ki to stun target until start of your next turn (no save).
You can attack twice, instead of once, whenever you take the Attack action on your turn.
When subjected to an effect that allows a Dexterity saving throw for half damage, you instead take no damage on a success and only half damage on a failure.
When a creature misses you with a melee attack, you can use your reaction to make one melee attack against that creature.
You gain a +5 bonus to initiative. Additionally, if you are surprised at the beginning of combat and not incapacitated, you can act normally on your first turn.
As an action, you can spend 3 ki to meditate and glimpse into the echoes of history tied to a place or creature within 60 feet. The DM may reveal visions of past events, and you learn the resistances and vulnerabilities of a creature seen in this vision.
You can use this feature once without ki by spending 10 minutes in meditation, regaining this use after a long rest.
You gain proficiency in all saving throws. Whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the new result.
You are immune to disease and poison, and you do not suffer the frailty of old age. You cannot be aged magically.
When you fail a saving throw, you can reroll it. You must use the new roll. You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses when you finish a long rest.
As an action, you can spend 4 ki points to become invisible for 1 minute. During this time, you also have resistance to all damage except force.
The first time you roll initiative and have no ki points remaining, you regain a number of ki points equal to your Wisdom modifier (minimum 1).