Breath Weapon
You can use your action to exhale destructive energy.
Your Draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw,
the type of which is determined by your Draconic ancestry.
The DC for this saving throw equals 12 (8+Con+Prof),
A creature takes 3d6 damage on a failed save, and half as much damage on a successful one.
The damage increases to 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.
Draconic Resistance
You have Resistance to acid damage.
Deflect Missiles
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 1d 10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.
If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught,
as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack.
Slow Fall
You can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.
Ki-Empowered Strikes
Your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
Stillness of Mind
You can use your action to end one Effect on yourself that is causing you to be Charmed or Frightened.
Evasion
Your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning breath or a Fireball spell.
When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Shadow Step
You gain the ability to step from one shadow into another.
When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
You then have advantage on the first melee attack you make before the end of the turn.