At 7th monk level, upgrade any Pursuant of the ways upgrade that you have by gaining the corresponding effects:
Blind oracle -> Shadow sight - You now have shadowsight, allowing you to see any creature of darkness or anything that is in shadow or darkness. Allows you to perceive through solid objects in this manner.
Crossroads watcher -> Gatewalker - You can blink to a creature once per combat and immediately make an attack. You can spend 3 rest dice to reactivate or maintain a gate, portal, or similar magical pathway (Subject to GM.) for 1d4 rounds as an action.
Dark teachings -> Forbidden knowledge - Upgrade an occult cantrip you know twice. Gain 7 total spell levels worth of occult spells, none higher than 3rd level. Use wisdom as the casting modifier. You may spend a number of rest dice equal to the level at which you wish to cast the spell -1 (at a max possible level no higher than 1/2 your total level, rounded up.)
Devotion -> Apotheosis - Gain a +20 bonus to max HP. Increase number of rerolls granted by devotion to 2 per rest.
Eternal pupil -> Final conclusion - Gain a +2 bonus to all skill checks. You gain a +2 bonus to saves vs fear, charm, and illusion effects, as well as mind override effects.
Healers gift -> Truth of necromancy - All healing and all necromancy damage you deal is increased by 1d4. You may use healers gifts active effect or any other healing ability or spell to instead deal necrotic damage to a target directly, dealing double damage. This effect has no save or block. Learn a necromancy cantrip and use wisdom as the casting modifier.
Hex discipline -> Hex Mastery - Learn 1 minor hex, 1 major hex, and 1 greater hex. Upgrade a single hex you know, do so 5 times.
Moon worship -> Lunar truth - The disadvantage from moon worship can be imposed 1 time more per rest, and the range is increased by 30ft. Under a moon at night, you may spend a rest dice or take 1 damage to fatigue to not have it count towards the limit.
Mystic warrior -> Shadow warrior - Learn an arcane or occult cantrip. Upgrade a cantrip you know twice. You may cast a melee spell-attack cantrip, spell, or scroll on a creature after a successful attack by using flurry and replacing the attack granted by the spell casting. Requires an action or bonus action casting time, which is done in place by the flurry attack. Does not refund rest dice if used in this way.
Sun worship -> Solar superior - Whenever you have advantage, roll an extra d20, and take the best result.
Thunder-father worship -> Cosmic cycles truth - You gain advantage on save vs effects that trigger death save effects. Your melee weapon attacks deal an extra 1d6 lightning damage.
Tonal arts -> Tonal architecture - The sonic damage bonus from Tonal arts is increased to 1d4. Learn a spell or cantrip that manipulates an object, pushes a creature, or deals sonic damage. Use your performance bonus as the casting modifier. If it is a spell, it costs a number of rest dice equal to the spells level to cast, or the level at which you wish to cast it (Max 1/2 your total level.)
Trained fist -> Cursed hands - Choose one on-hit effect that triggers whenever you make an unarmed or fist-weapon attack, making them magical:
* Bursting touch - on a successful 1d4>3 chance dice, apply bleed to the target.
* Burning palm - deal an extra 1d4 fire damage, and ignite on a critical hit.
* Void punch - deal an extra 1d4 cold damage, and deal 1 damage to fatigue on a critical strike.
* Screeching strikes - deal an extra 1d4 sonic damage which cannot be blocked.
* Descrtuctive resonance - Each consecutive unarmed attack on a creature deals 1 extra damage, up to a maximum of 10. This effect persists across turns and is per target. Resets uppon not being hit for 1 minute.
* Profane claws - Your unarmed damage becomes slashing and is increased by 1 damage size category. Your slashing damage dealing fist weapons deal an extra 1d4 slashing damage. You gain a +1 bonus to checks and DCs when grappling.
Warding aura -> Forbidden warding rune - You can gain a +2d4 bonus to a save vs a spell as a reaction by spending 1 rest dice. You must make saves even vs friendly spells and magical effects.
Way of combat -> way of the reaper - Gain a +1 bonus to death saves. Whenever you slay a small or larger creature, regain 1d4 HP.
Way of fire -> Path of immolation - Fire damage you deal is increased by a further 4. You may spend a rest dice during a rest to grant the ignite property and maintain it on one weapon you are proficient with.
Way of iron -> The law of power - Refund rest dice spend to make a maneuver without spending a bonus action, if the maneuver was a success(landed, triggered effect.) Gain an extra attack. Increase the range of thrown weapons by 30/60.
Way of water -> Disturbed flow - You can perform one extra move action or one extra bonus action(but not both) once on your turn.
Way of wind -> Way of storm - Your jump distance is increased by 30ft. Gain expertise with accrobatics. If already expert, further increase jump distance by 10ft. You gain resistance to lightning damage.
Way of the mountain -> Rockfall strike - You may spend 1 rest dice when attacking from above(falling, jumping, or descending) to deal an extra 3d10 bludgeoning damage. Increase way of the mountain stun DCs by 1.
At 8th monk level, choose one
Hemomantic transgression - You and your belongings can dissolve into a mist of blood on your turn, becoming ethereal and retaining your movement speed as a fly speed, at the cost of 2 rest dice. You cannot remain in this form for longer than 1 round, and can choose to reconstitute at will. You gain a +4 bonus to checks made to revive you from death if your blood is used in the remains.
Eldrich communion - You are imbued with an eldritch substance, gaining regeneration 1 when below half health, wallclimbing, and the granting your melee and unarmed attacks an extra 5ft of reach. Gain a +1 bonus to one physical attribute when obtaining this.
Layline parasitism - You can spend 2 rest dice as a bonus action or move action to blink to a location within a range 40ft + your movement speed + your jump speed. You must have line of sight to the location. Once you do so, you can use this ability again at no rest dice until the end of your next turn. You can consume a 1d3 charges from a wand or destroy a gemstone worth 50 gold or more up to three times per rest to regain 1 rest dice as an action.
Dimworld access - You can spend 1 rest dice to move between two points of shadow or darkness within sight. This ability has a 1d4>3 cooldown chance once used. Gain a +1 bonus to saves vs evocation and conjuration spells. Gain a +2 bonus to all attributes when in the ethereal plane or in dream realms.
False time witness - You can spend 3 rest dice to gain an extra turn immediately after your own, resetting things to the way they were at the start of your previous turn. Can only be done once per rest.
At 9th monk level, the first 6 times you use flurry each rest are free.
At 9th monk level choose one way to upgrade flurry:
Thunderous onslaught method - You can spend an extra rest dice when using flurry before making any attacks, instead making a number of magical attacks equal to the number of attacks you would otherwise get with your flurry +1d3. For each attack, roll a 1d4 > 2 chance dice. On a success, deal your unarmed strike damage to the target and ignore block conditions. These cannot crit. This has a cooldown chance of 1d4>3 uppon use.
Blinking flurry - In place of an attack granted by flurry(if made before all attacks are made, flurry attacks can be weaved inbetween non-flurry attacks) you can blink up to 25ft without provoking reactions. The range is increased by any bonuses to melee weapon or attack reach you have.
Destructive resonance - When using flurry before an attack action, you can cause the target to take 1d3 extra sonic damage per other damage dice taken from all attacks, including the flurry attacks. This has a cooldown chance of 1d3>2 after use and disables flow while on cooldown (returning any temporary block once the ability is regained.)
Explosive fists - When using flurry before making any attacks, your unarmed attacks deal an extra 1d6 fire or force damage(your choice when choosing the ability) that cannot be blocked, in a 10ft outward cone originating from the recipient of your unarmed attack.
At 10th monk level, your enlightenment(monk 4) ability only applies to intelligence saves.
Gain a +2 bonus to all mental attributes.
Gain a +10 bonus to max HP.
Gain a +1 bonus to your proficiency modifier.
Learn a lvl 4 and lvl 5 spell of choice, which must be arcane, occult, or mystic. You can cast it using wisdom as your casting attribute by spending 3 or 4 rest dice respectively. They are always cast at maximum level possible (1/2 your total character level, rounded up)
At 11th monk level, either choose an extra Pursuant of the ways(monk 1) ability which is immediately upgraded through darkened path or an extra monk training (monk 3) ability.
At 12th monk level, you gain a +2 bonus to saves vs spell and magical effects that would dematerialize, descintegrate, totally incinerate or disolve, remove from reality or the tapestry of time, or consecration or dessecration effects. Your remains can still make saves vs such effects if you choose to, as though you were alive (Subject to GM.)
You age at 1/8th your normal rate.
Your maximum rest dice are increased by 2.
Your maximum death save slots are increased by 3.