At 7th monk level you treat spell effects that have critical save failure conditions as only a failure, and a success as a critical success if applicable. This only applies to spells with a mental save.
At 7th monk level, choose one:
Aether-step - you can spend 1 rest dice to gain aether-walking for as long as you maintain concentration. While it is active, you can walk on water, your jump distance and movement speed are increased by 10ft, and you can walk on frail substances or structures, as well as difficult terrain without any adverse effects, and without triggering pressure based abilities.
Ascended form - you must maintain a diet or routine( agreed with GM.) if you maintain it, you gain a +3 bonus to all attributes, but your rest dice maximum is decreased by 1.
Awakened to magic - learn a total of up to 7 spell levels worth of spells, up to a max lvl of 4 per spell, which can be cast by spending a number of rest dice equal to the level at which you wish to cast the spell (max 1/2 your character level, rounded up.) Use wisdom as the casting modifier.
Mastered flow - The amount of block granted by flow is increased by 1, and it applies when wearing light armor, or heavy armor if already applicable, or heavy armor if already applicable. Flow now grants a +2 bonus to AC when in appropriate armor.
Immense soul - You gain a -1 penalty to saves vs detection and divination magic. You gain an extra death save slot, +2 maximum rest dice, and all healing and temporary health you grant and receive is increased by 1d3, and all attacks and damaging abilities deal an extra 1d4 force damage.
Psychic aura - You gain the ability to manipulate the world at a range of 25ft as though you were present and directly manipulating them, using your strength or dexterity score as the modifier. Situations where you are overpowered result in you taking 1d4 psychic damage.
At 8th monk level, increase your rest dice maximum by 1.
Also reduce your aging to 1/12 its natural pace.
At 9th monk level, you can choose one ability from the list below:
Chosen magic - Learn a total of 5 spell levels worth of spells, which must be either oath, occult, or mystic, and must be at least lvl 2, and at most 5th. You can use rest dice to cast them, spending a number of rest dice equal to the level at which you wish to cast the spell -1 (min 1.) Increase your rest dice maximum by 1. Must be either oath, occult, or mystic
Chosen weapon - Choose a weapon group. When using flurry while wielding chosen weapon group, flurry grants 2 extra attacks at the end of it. Only the initial flurry attack determines the refund. Weapons of the chosen weapon group you wield have their block, poison, and ability DCs increased by 2. You can make one maneuver with the chosen weapon per turn without spending a bonus action.
Chosen element - Choose either fire, lightning, cold, acid, or sonic. Your attacks and magic you cast or manifest becomes entwined with it, either manifesting it in harmless ways, dealing an extra 1d8 damage of the chosen element if applicable, and granting you immunity to that form of damage yourself.
At 10th monk level, gain an upgrade based on the higher path chosen:
Aether-step -> Aether-walk - You can spend 1 rest dice to blink to a point within 100ft that you are aware of as a move action or reaction. This does not provoke reactions.
Ascended form -> Perfected form - The ascended form bonuses to attributes becomes +6 to physical attributes and +4 to mental attributes. Your rest dice maximum is no longer impacted by the penalty.
Awakened to magic -> Magical lucidity - learn a total of up to 6 spell levels worth of spells, up to a max lvl of 4 per spell, which can be cast by spending a number of rest dice equal to the level at which you wish to cast the spell (max 1/2 your character level, rounded up.) and also learn a cantrip. Use wisdom as the casting modifier. Increase your rest dice maximum by 1. Spells and cantrip must be either oath, occult, or mystic.
Mastered flow -> Perfected flow - The amount of block granted by flow is further increased by 2, and it applies when wearing light armor, or heavy armor if already applicable, or if already applicable at heavy, the bonus is further increased by 1. Gain a +3 bonus to block checks.
Immense soul -> Greater soul - The penalty to detection spells is increased to -2, but the healing and temporary health bonus is increased to 1d6, and the damage bonus is increased to 1d8.
Psychic aura -> Psychic domain - Your psychic aura range is doubled, you gain a +2 bonus to wisdom, and you gain telepathy and awareness of presences at a range of 300ft.
At 11th monk level, your rest dice maximum is increased by 1. You regain 1 extra rest dice every rest.
At 12th monk level, learn a lvl 6 occult, mystic, or oath spell. You can spend 6 rest dice to cast it, using wisdom as the casting modifier. Upgrade the spell in one of the following ways:
Its range is doubled.
If it targets one creature, it can now target two.
If it targets self, it can now target a target creature within touch range.
If it has an area effect, that area is doubled.
Increase its duration or a duration within the spell by 1 unit (turn, round, minue, hour, day, or year.)