Level 1
Martial Arts
You honed your body into a weapon, mastering many styles of martial arts. For the purposes of your Monk abilities, Martial Arts attacks are unarmed strikes, and attacks with melee weapons without the Heavy property.
So long as you are not wearing heavy armor, wielding a shield, or wielding a non-monk weapon, you gain the following effects:
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Unarmored Defense
You have trained to defend yourself from deadly strikes even when unarmored. While you aren't wearing armor or wielding a Shield, your base
Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Unarmored Movement. While your Unarmored Defense is active, your speed increases by 3 meters. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
Level 2
Monk's Focus
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. You have a number of Focus Points equal to your Monk level + your Wisdom modifier. You can expend these points to enhance or fuel certain Monk features, including Techniques (see below).
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest. You regain a number of focus points equal to your Wisdom modifier on a Short Rest, and recover all of your focus points on a Long Rest.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Techniques
At 2nd level, you know three Techniques from the list at Techniques.
To learn a Technique you must meet any prerequisites it has. Whenever you gain a Monk level, you can replace one Technique you know with another.
At certain Monk levels you learn additional Techniques, as shown on the Techniques Known column of the Monk table.
Flurry of Blows
You can draw on your spiritual power to strike with blinding speed. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
Level 3
Monastic Subclass
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.
Signature Techniques
Each Subclass has a list of Signature Techniques that you learn at the Monk levels as noted in your Subclass's description. These Techniques don't count against your total number of Techniques Known and they cannot be replaced with other Techniques when you gain a level in this class.
Level 4
Ability Score Improvement
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 6, 8, 12, and 16.
Level 5
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 6
Empowered Fist
Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
Level 7
Evasion
When you're subjected to an effect that allows 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 half damage if you fail.
You don't benefit from this feature if you have the Incapacitated condition.
Level 9
Spirit of Tranquility
You can draw upon your spiritual vitality to bolster your mental defenses. When you are forced to make an Intelligence or Charisma saving throw, you can spend 2 Focus Points before rolling to add your Wisdom modifier to the result of your roll.
Addittionally, at the end of each turn, you can remove one of the following conditions from yourself: Charmed, Frightened , Poisoned .
Level 11
Warrior Spirit
The thrill of battle invigorates your spirit. You regain 1 expended Focus Point at the start of each of your turns in combat, so long as you are not Incapacitated.
Level 13
Purity of Body
Your mastery over your body protects you from ailments. At 13th level, you gain proficiency in Constitution saving throws, and immunity to all disease and to the Poisoned condition.
Level 14
Purity of Mind
You maintain a clear mind even if the most stressful situations. You gain resistance to Psychic damage and proficiency in Wisdom saving throws.
Level 15
Purity of Soul
You have completely detached yourself from all desires of the flesh. Beginning at 15th level, you become resistant to psychic damage and you no longer require food or water to sustain yourself.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Level 20
Body and Mind
You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25.