Bonus Ki. You have an additional number of ki points equal to your proficiency bonus.
You can make grapple and shove checks with Dexterity (Athletics).
Your hit dice size becomes d10 instead of d8.
Unarmored Defense. At 1st level, Your quick reflexes allow you to defend yourself even when unarmored. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Wisdom modifier.
Extra Ki Powers. At 5th level, you practice more advanced techniques early. You learn two options of your choice from the Ki Power List. This replaces the Stunning Strike and Focused Aim features at 5th level.
Ki Power List
Arcane Ki. As a bonus action, you can expend one spell slot and regain a number of ki points equal to the slot's level.
Ascetic Self. You do not need to eat or drink. If you spend 1 ki point as an action, you can hold your breath for 1 hour. At 15th level you no longer need to breathe.
Becoming Wind. You can spend 4 ki points to cast haste without components targeting yourself.
Bloody Ki. When you reduce a creature to 0 or fewer hit points with a melee attack, you can regain 1 expended ki point, you can regain a maximum number of ki points using this ability equal to your proficiency bonus. The amount of ki you have regained using this feature is reset to 0 whenever you finish a short or long rest.
Blurring Speed. Whenever you use Step of the Wind, you gain the benefits of both the Dash and Disengage actions.
Clinging Energy. When you deal acid, cold, fire, lightning, or poison damage to a creature, you can wrap it in elemental energy until the start of your next turn. Whenever a wrapped creature is hit with a weapon attack or an unarmed strike, it takes an extra 3 damage of the same damage type as the energy it is wrapped in. A creature can only be wrapped in one type of energy at a time.
Cloud Anchorite. Your high jump distance equals your long jump distance. Whenever you use Step of the Wind, your jump distance continues to be doubled for the next minute.
Dance of the Porcupine. As an action, you can spend 1 ki point to heighten your reflexes. Until the start of your next turn, using Deflect Missiles does not require your reaction and making ranged attacks using it does not require ki. In addition, you can redirect projectile weapon attacks which pass within 10 feet of your space to instead target you.
Deflect Strike. When a creature hits you with a melee attack, you can use your reaction to deflect the worst of the 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 spend 1 ki point to immediately make an unarmed strike versus the attacker if they are within your reach.
Driving Strike. Whenever you hit a large or smaller creature with a weapon or unarmed attack, you can move the creature 5 feet into any unoccupied space.
Dust Tornado. As a bonus action, you can spend 1 ki to kick up a cloud of dust with a 10 ft radius around you. The area of the cloud is heavily obscured and lasts until the start of your next turn unless blown away by a strong wind.
Endure Adversity. As an action, you can spend 2 ki points to gain resistance to either acid, cold, fire, lightning, or thunder damage for 1 hour, or until you use this feature again.
Extra Ki. Increase your maximum ki pool by an amount equal to half your proficiency bonus (rounded down).
Flash of Steel. When you use Flurry of Blows, one of the additional attacks can be made using a Monk weapon rather than an unarmed strike.
Flying Barrage. When you use Step of the Wind, for the remainder of the turn, you can use Flurry of Blows once without using a bonus action.
Focused Strike. As a bonus action, you can deliver powerful focused blows. Until the start of your next turn, increase your martial arts die by one step, to a maximum of 1d12 (1d4, 1d6, 1d8, 1d10 and 1d12).
Frog Splash. Whenever you use Slow Fall to reduce fall damage on your turn, if you immediate make an unarmed strike after landing, you can add the damage you reduced with Slow Fall to the damage of the attack.
Great Flurry. When you use Flurry of Blows, you can spend 1 additional ki point to make a third unarmed strike.
Horizon Throw. As an action, you can spend 1 ki point to infuse your body with the power to throw a target with great force. The target must be no more than one size larger than you and must be within your reach. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You may add your Wisdom modifier to the result of your ability check. If you win the contest, you deal bludgeoning damage to the target equal to two rolls of your martial arts die plus your proficiency bonus and you can throw the target up to 30 feet in a straight line where it lands prone.
Improvised Assault. You become proficient with improvised weapons, they are considered Monk weapons for you. When you roll a 1 on an attack roll with an improvised weapon, you can break the weapon to treat the number rolled as 20 instead.
Life Sense. You can attune yourself to the other living beings around you. As an action you can spend 1 ki point, for the next 10 minutes all living beings within 30 feet are outlined in a soft pure light only you can see (including hidden and invisible creatures). You can see these outlines through solid objects which prevents creatures from hiding from you or benefiting from being invisible.
Light as a Feather. You can move across difficult terrain without it costing extra movement. In addition, you can spend 1 ki point to cast either levitate or water walk targeting only yourself.
Metallic Mastery. You can use your Martial Arts and Unarmored Movement abilities even while wearing armor.
Mystical Healing. As long as you have at least 1 ki point remaining, treat any dice rolled to determine hit points you regain as having rolled their maximum value for you.
Proverbial Wisdom. If you spend 2 ki points when a creature you can see within 30 feet of you fails an ability check, attack roll or saving throw, you can use your reaction to shout a piece of relevant wisdom. If they can hear you, they can reroll. The creature must use the second result, even if it is worse.
Reactive Recovery. When you use Quickened Healing, you can roll an additional die for each instancefdamage you have taken since the end of your last turn. The maximum number of dice you can roll when you use Quickened Healing is equal to your proficiency bonus.
Signature Ki Power. Choose one of your Monk abilities or features that costs ki points. Reduce the cost of the chosen ability by 1 (to a minimum of 1). If the chosen feature has multiple options, this feature only reduces the cost of one of them, chosen when you learn this feature. When you gain a level, you can change the Monk ability.
Speed of Thought. Your body moves without hesitation. You can add your Wisdom modifier to your initiative rolls. When you make an initiative roll, if you are not surprised, you can use your reaction to move up to your speed.
Steel Body. Through physical conditioning you have hardened your body like iron. While benefiting from Unarmored Defense, increase your armor class by 1. In addition, when a creature within 5 feet of you hits you with a melee attack, the attacker takes bludgeoning damage equal to your Wisdom modifier.
Stunning Combo. Whenever you hit a creature with three or more attacks during your turn you can attempt to interfere with the natural flow of ki in their body. The target must succeed on a Constitution saving throw or become stunned until the end of your next turn.
Stunning Surge. Once per turn, when you take the Attack action, you can spend 1 ki point to replace an attack with a projected burst of ki. Choose a creature within 20 feet, the target must succeed on a Constitution saving throw or become stunned until the end of your next turn.
Swift Strike. You can make a single unarmed strike as a bonus action.
Sublime Soul. While not engaged in activity more strenuous than walking, speaking, eating, drinking or reading. You regain a number of ki points equal to half your proficiency bonus (rounded down) every five minutes.
Terrorize. Once per turn, when you strike a frightened creature with an unarmed strike, the attack deals additional psychic damage equal to your martial arts die.
Unhalted Step. You can spend 5 ki points to cast freedom of movement without components targeting yourself.
Water Splitting Stone. When you hit an object with an unarmed strike or a weapon attack, before rolling damage, you can spend 1 ki point to cause the attack to be a critical hit which deals the maximum possible damage.
Wise Vocalist. You can substitute your Wisdom modifier for your Charisma modifier when performing Charisma (Deception) and Charisma (Persuasion) checks.
Perfect Dodge. At 7th level, when you are targeted by an attack roll, you can use your reaction to attempt to dodge the attack in the brink of time. You can spend 1 to 3 ki points to increase your AC by 2 for each of these ki points you spend, potentially turning the hit into a miss.
Ability Score Improvement. When you reach 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Essence of the Sun and Moon. At 13th level ,all the impurities of your body have been cleansed, allowing your ki to always protect you. Whenever you complete a long rest you gain a number of temporary hit points equal to your Monk level.
Perfect Self. [Revised] Starting at 20th level, you have completely transcended yourself. You gain the following features:
You don't need to sleep and you can’t be forced to sleep by any means.
To gain the benefits of a long rest, you must spend at least 4 hours doing light activity, such as meditating and keeping watch.
You have gained such mastery over your spirit that you can meditate even while performing other actions. Light activity, such as traveling, eating, and talking, counts as short resting for you for the purposes of regaining your Ki.
You gain the following choices as an action or bonus action:
Lightning Step. As an action or bonus action, for 1 minute, all your speed becomes quadrupled. Once you use this feature, you can't use it again until you finish a long rest.
Overlimit. As an action or bonus action, for 30 seconds, you gain the following features:
Your Martial Arts die become 1d12.
You can attack three times, instead of twice, whenever you take the Attack action on your turn,
You don't need to spend a ki point to take your flurry of blows, patient defense, or step of the winds features.
Once you use this feature, you can't use it again until you finish a long rest.
Rejuvenation. As an action or bonus action, you can enter a special meditation that allows you to tap into your inner reserves. You instantly gain the benefit of a short rest and regain all of your expended ki points. Once you complete a short rest with this feature, it becomes unavailable until you finish a long rest.