Unarmed Strike
As a result of your training with martial arts, your unarmed strike is considered to be a finesse weapon that deals 1d6 bludgeoning damage on a hit.
Your unarmed strike damage increases as you gain levels, as noted in the Unarmed Strike column in the Monk table.
Your unarmed strikes count as being magical for the purpose of overcoming resistance and immunities.
Unarmored Defense
While you are wearing no armor and using no shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
Ki
Your training allows you to channel energy, called ki, to create supernatural effects, including dazzlingly fast attacks and blinding speed. Your access to this magical energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column in the Monk table.
When you spend a ki point, it is unavailable until you complete a short rest or a long rest. The rest allows you to meditate and draw ki back into yourself.
You start with one way to use your ki points: Flurry of Blows, which is detailed below. You gain additional ki options at higher levels.
Whenever one of your ki abilities forces a creature to make a saving throw, the DC equals 8 + your Wisdom modifier + your proficiency bonus.
Flurry of Blows
You can make unarmed strikes with supernatural speed, using your fists, kicks, and head-‐butts. You can use your attack action to make two unarmed attacks. If you haven’t used your whole move for the turn, you can move between the attacks.
You can spend 1 ki point to make an additional unarmed attack as a part of the same action. You can decide to spend this point after seeing the result of the previous attack.
Supreme Flurry
At 2nd level, on your turn, you can spend 1 ki points to give yourself advantage on all attacks you make during this turn.
Slow Fall
Beginning at 2nd level, when you take damage from a fall, you can use your reaction to reduce the damage you take from the fall by an amount equal to your monk level.
If you spend 1 ki point, you instead reduce the damage by 5 times your monk level.
Monastic Tradition
When you reach 3rd level, you choose the monastic tradition to which you dedicate yourself: the Way of the Four Elements or the Way of the Open Hand.
Your tradition grants you features at certain monk levels, as shown in the Monk table. Each tradition is detailed at the end of the class description.
Step of the Wind
At 3rd level, your speed increases by 5 feet. You can spend 1 ki point to increase your speed by an additional 15 feet until the end of the turn. When you spend this point at 8th level and higher, you can also move along vertical surfaces and across liquids until the end of the turn.
Stunning Strike
Starting at 5th level, when you score a critical hit on a creature, you can try to stun the creature. The target must succeed on a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus) or be stunned until the end of your next turn.
Uncanny Dodge
At 7th level, your agility is instinctive. When you make a Dexterity saving throw to take only half damage from an effect, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Improved Flurry of Blows
When you reach 8th level, your Flurry of Blows gives you two extra unarmed attacks, instead of one.