Evasion. If the monk is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail. They can’t use this trait if they're incapacitated.
Shadow Step. When the monk is in dim light or darkness, they can use a bonus action to teleport 60 feet to an unoccupied space they can see that is also in dim light or darkness. They then have advantage on the first melee attack they make before the end of the turn.
Innate Spellcasting. The Monk's innate spellcasting ability is Wisdom (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: minor illusion, sacred flame, thaumaturgy
1/day each: command, darkness, darkvision, pass without trace, silence
Multiattack. The Monk makes three attacks, then makes two unarmed strike attacks.
Staff of the Master (+1 Quarterstaff). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. The Monk's unarmed strikes are magical.
Deflect Missiles. In response to being hit by a ranged weapon attack, the monk deflects the missile. The damage she takes from the attack is reduced by 1d10 + 9. If the damage is reduced to 0, they catch the missile if it’s small enough to hold in one hand and they have a hand free.
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