Ki Abilities

Name Required Level Ki Cost Time to Use Range Duration Effect
A Twist of Fate 2 1 Self Instant When you make an ability check, an Attack roll, or a saving throw and have disadvantage on the roll, you can spend 1 ki points to cancel the disadvantage for that roll.
Air Grab 10 1 Reaction Self Instant After using Wind Step you can intentionally stop in mid-air and using Ki make an DC20 acrobatics check to catch yourself in mid air and not fall. If you fail the roll you still fall.
Deflect Missiles 3 1 Reaction Self Instant 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 your Martial Arts Die + your Dexterity modifier + your level. If you reduce the damage to 0, you can choose to catch the missile and if you spend another Ki Point you can use it to make an attack of your own with the missile as part of the same reaction.
Empty Body 16 6 1 Action Range Duration You can spend your Ki to cast the Astral Projection spell, without needing material Components. When you do so, you can’t take any other creatures with you.
Flash Step 4 1 Bonus Action 15 feet Instant You can move so fast you disappear in one spot and appear in another within line of sight, even if this is above or across a gap as long as their is something to stand on where you end up.
Flow of Combat 4 Self 1 Turn You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Flurry of Blows 2 1 Self 1 Round Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed or Monk Weapon strikes as a Bonus Action, instead of one.
Ki Blast 4 1 1 Action 15 foot Cone Instant You unleash a blast of raw Ki that deals 2d6 force damage and pushes everything in it back 10 feet, everyone in the area of effect must make a Dexterity Saving Throw to take half damage and not be pushed. You can ‘overcharge’ this ability by spending 2 Ki points to increase the range to a 30 foot cone and shift the damage to 3d6 Force damage.
Ki Strike 1 1 Bonus Action Self 1 Minute You can charge your unarmed attacks, and monk weapons, with Ki. This lets you inflict force damage instead of the normal damage type.
Ki Weapon 2 1 Self Until Rest Whenever you finish a short or Long Rest, you can touch one weapon and then count that weapon as a monk weapon until you use this feature again. You still need proficiency in the weapon to use it this way.
Patient Defense 4 1 Reaction Self 1 Turn You can take the Dodge action as a Reaction on Your Turn, which lasts until your next turn.
Perfect Strike 2 1 Self Instant When you miss with an Attack roll you can spend a ki point to increase your Attack roll by your martial arts die, potentially turning the miss into a hit.
Quivering Palm 16 4 1 Action Melee 1 Month
Shadow Rush 2 1 1 Action Self 1 Round You move fast enough to become hard to see. You can make a dash as a bonus action, and this provides the cover you need to also hide as part of it.
Shadow Step 6 2 Bonus Action Self Up to 1 Minute You can use your bonus action to become Invisible for up to 1 minute. During that time, you also have Resistance to all damage but force damage. The effect ends if you make a hostile action.
Slow⁠ Fall 4 1 Reaction Self Instant You can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your level.
Step of the Wind 3 1 Bonus Action Self 1 Turn You can take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn in which you do so.
Stillness of Mind 7 1 Reaction Self Instant You can use your reaction to counter one mental condition applied on you that is causing you to be Charmed or Frightened.
Stunning Strike 6 1 Melee 1 Round When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.
Wholeness of Body 4 1 Bonus Action Self Instant As a Bonus action you can spend 1 ki point and roll a Martial Arts die, you then regain a number of Hit Points equal to the number rolled plus your Monk Level.
Wind Step 6 1 Bonus Action Self 1 Minute You gain a fly speed equal to your normal movement speed, but you must end your turn on a solid surface or fall to the ground afterwards.
Wind Strike 4 1 Bonus Action 30 Feet 1 Round You channel Ki through your hands and feet into the air, letting you strike distant targets even when they are concealed or behind cover. These attacks do Martial Arts Die in Bludgeoning damage and are non-lethal by default.

Ki Abilities

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