When you gain a Monk Feat option, you can also choose from the options below.
When you take the Grapple action, you can use Acrobatics for the contest, instead of Athletics.
When you take the Meditate action, you gain ward points equal to your monk level.
Your Wisdom score and your choice of your Strength or Dexterity score, and their maximum, increase by 4.
When a creature takes the Attack action against you and hits, you can expend 1 action point to reduce the damage by a number of d10s equal to your monk level. If you reduce the damage to 0, you can take the Attack action against the creature with the projectile (such as a non-bullet ammunition or thrown weapon) you caught with a free hand, treating it as a thrown (20/60) monk weapon, or you can take the Attack action while unarmed or with a monk weapon against the creature.
When a creature takes the Spellcast action against you and hits, you can expend 1 action point to reduce the damage by a number of d10s equal to your monk level. If you reduce the damage to 0, you can take the Attack action against the creature as if you were equipped with a thrown (20/60) monk weapon, dealing the same damage type as the spell.
When you take the Attack action, you can attempt to end the grappled condition on yourself or you can take the Move (Sidestep) action as part of the same action.
You can expend an action point to reduce falling damage by an amount equal to five times your monk level.
You can take an action to gain a featherstep speed equal to your walking speed until the end of the turn.
When a creature takes the Attack action against you and hits, the bludgeoning, piercing, and slashing damage from each roll die is reduced by a number equal to your Wisdom modifier.
You can take the Attack action as one action, but only twice on the same turn.
You can expend an additional action point outside of your turn.
When you take the Attack action with a lunge monk weapon and hit, you can move to within 5 feet of the target as part of the same action without expending movement speed.
As a monk:
Simple melee and light martial melee weapons are considered monk weapons to you.
While unarmed or equipped only with a monk weapon, when you take the Strike action, you can use Dexterity for the attack and damage rolls, and on a hit, you can replace the damage die with a d4, which increases by one size as a level 5 (d6), 9 (d8), 13 (d10), and 17 (d12) monk.
While unarmored, your AC is 13 + your Wisdom modifier, or 10 + your Wisdom modifier + your choice of your Strength or Dexterity modifier, whichever is higher.
While unarmored, your movement speed increases by 10 feet, and you ignore any Attack action against you made as a reaction after you take the Move action within a creature's reach.
You have advantage on d20 tests against the grappled bound, grappled, and gripped conditions. Moreover, when you succeed on a d20 test against the bound, grappled, or gripped condition, you can take the Shove action as a reaction against the creature that attempted to cause the condition on you.
You are immune to the diseased, hungry, poisoned, and thirsty conditions. Moreover, whenever you finish a short rest, your exhaustion level decreases by 1.
You gain proficiency in all saving throws. Moreover, when you fail a saving throw, you can take a reaction to reroll the save.
You gain an additional number of attunement slots equal to your Wisdom modifier.
You gain damage threshold against bludgeoning, piercing, and slashing damage equal to your monk level.
You ignore resistance and immunity against bludgeoning, piercing, and slashing damage.
You gain expertise with unarmed attacks.
While unarmored, you gain a +1 bonus to your AC and to your saving throws.
Your walking speed increases by 20 feet, and by an additional 10 feet as a level 5 (30 feet), 11 (40 feet), and 17 (50 feet) monk.
While raging, when you take the Attack action, you can reroll any 1 or 2 on a damage die.
When you take the Dodge action, for the duration, you gain advantage against all saves.