At 5th monk level, you may use flurry and spend an extra rest dice to grant an extra attack. The extra rest dice is refunded alongside the original if the first attack lands.
At 5th monk level, choose two upgrades from the list below:
Art of the knee - Gain a +3 bonus to saves and block checks vs maneuvers. You can push a creature as a free action once per round.
Blade dance - You can spend 3 rest dice while wielding a slashing medium blade, polearm, or similar(Subject to GM) weapon to make three attacks against all creatures within reach of the weapon (An all-creature-cleave, one roll. Any ac below is hit and may attempt to block.)
Block mastery - Gain 1 extra block at the start of combat. Gain a +1 bonus to block checks and strength saves. Can be taken multiple times.
Cleansing method - You can spend 1 rest dice to enhance a melee weapon in your possession as an action, granting it an extra 1d10 radiant damage on hits for 1 minute. This damage is cursed when attacking monstrous, eldritch, undead, or fae creatures, negating healing, and consecrates those slain by it, preventing their use for undeath or eldritch forces. You gain a +1 bonus to saves vs monstrous, eldritch, undead, or fae creature spells and magical abilities.
Defensive mastery - Gain a +1 bonus to AC and dexterity saves.
Endurance training - Increase max HP by 8. Your rest dice maximum is increased by 1. Gain a +1 bonus to constitution saves.
Instinctive combat - You can ignore blindness, deafness, or invisibility when making melee attacks within 10ft. Gain a +1 bonus to wisdom.
Leaping strikes - Your unarmed and melee weapon attacks can target creatures 5 feet further, allowing you to leap and strike them with every hit. Any attacks of opportunity made against you while leaping have disadvantage. Per dexterity modifier above 2, increase the distance by 5ft.
Lightning strikes - If two of your flurry attacks hit in one turn, you gain an extra flurry attack. This cannot trigger more than once per turn.
Robed warrior - Gain proficiency progression in light armor > medium armor > heavy armor, and progress the category of armor that flow can apply with to light > medium > heavy. Gain proficiency with either a weapon group of choice or heavy shields.
Salvo attack - You can choose to alter flurry when spending its rest dice, causing it to apply double the extra attacks, but only for thrown or ranged weapons. Reduce the reload property of weapons by 1 when using flurry.
Tool weapon mastery - You gain a +2 bonus to maneuver attacks and the DC of maneuvers made with weapons that have the tool property. Gain a +1 bonus to attacks made with weapons with the tool property. The tool property grants a +1 extra bonuns.
Wall-runner - You can scale a wall horizontally up to your movement speed, you can wall-hug while descending to ignore fall damage. Gain a +1 bonus to dexterity.
Way of the fist - Your unarmed strike damage dice are increased by 1 size category. Gain a +1 bonus to block checks and AC while unarmed. Can be taken multiple times to increase dice size and block DC further, up to a maximum damage of 1d12.
Weapon art - choose 4 weapon groups, gain proficiency if not proficient. Gain a +1 bonus to attack and damage rolls with them. 3 times per combat, you can ignore one bonus action cost for a weapon maneuver with chosen weapons.
Wind-walker - Increase your movement speed and jump distance by 10ft. Gain a +1 bonus to dexterity.
At 6th monk level gain 2 extra upgrades.
At 7th character level, gain an extra upgrade.
At 6th monk level, choose an extra upgrade from the Martial Arts (monk 1) list.
At 6th monk level, you gain a +1 bonus to all physical ability scores.