CLASS FEATURES
Unarmored Defense [PHB78]
While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
Martial Arts (d4) [PHB78]
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Unarmed Strike: 1 Bonus Action
Ki [PHB78]
You can spend Ki Points to fuel ki features. You have 4 points per short rest and your Ki save DC is 12.
Flurry of Blows - After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Unarmored Movement [PHB78]
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Monastic Tradition [PHB78]
Way of the Open Hand
Deflect Missiles [PHB78]
You can 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 + 3 + 4. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.
Deflect Missiles: 1 Reaction
Deflect Missiles Attack: 1 Reaction
Open Hand Technique [PHB79]
Whenever you hit with one of your Flurry of Blows attacks, you can impose one of the following effects on that target: fall prone if it fails a DEX saving throw (DC 12), get pushed up to 15 ft. if it fails a STR saving throw (DC 12), or it can't take reaction until the end of your next turn.
Open Hand Technique: (No Action)
Slow Fall [PHB78]
You can use your reaction when you fall to reduce any falling damage you take by 20.
Slow Fall: 1 Reaction
RACIAL TRAITS
Darkvision
You can see in darkness (shades of gray) up to 60 ft.
Feline Agility
When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Feline Agility: (No Action)
One Use / Special
Cat’s Claws
You have a climbing speed of 20 ft. and your claws are natural weapons that deal 1d4 +1 slashing damage, instead of the normal bludgeoning damage for an unarmed strike.
Claws: 1 Action
Cat’s Talent
You have proficiency in the Perception and Stealth skills.
Features & Traits