At 7th monk level, your movement speed is incerased by 5ft and you gain a +1d3 bonus to perception and insight checks.
At 7th monk level choose one:
Blademaster - You gain proficiency with all blades. When you use flurry, you can make an extra attack with any blade weapon you are wielding. You can make one free attack with a blade weapon once per round as a free action so long as you are wielding it. Your critical range for such weapons is increased by 1.
Sage-teacher - You gain proficiency with all polearms. You can make one free attack with a polearm weapon once per round as a reaction, and this attack can be a maneuver instead. Extend the reach of your polearm weapon attacks by 1. Gain a +1 bonus to AC while wielding polearms. Each polearm enchantment has a unique +1 bonus added once, that can be anywhere in its effect (Subject to GM.) only while you wield them. Once chosen the effect cannot be changed and is unique per polearm.
Dagger-whisperer - You can make a thrown weapon attack or a knife/dagger/light blade attack as a free action once per round. The range of your thrown attacks is doubled. When you attack while using flurry, if all your attacks were thrown weapon attacks, you can make an extra thrown weapon attack. Gain a +1 bonus to thrown weapon attacks.
Unarmed teacher - You can make one melee attack, push, shove, or grapple check once per round as a free action. Your unarmed strike damage is increased by 1 dice size category. You gain a +2 bonus to insight, persuasion, and intimidation checks.
Tonal master - If flurry is used before an attack is made, all the damage dealt is increased by 1 size category. If it is used after, then the next attack will deal an extra 1d10 force damage per previously landed attack. Gain a +3 bonus to performance checks.
Dragon sage - You gain scales, gaining 1 block at the start of combat, learn draconic, your rest dice maximum is increased by 2, and you can spend 1 rest dice as a free action once per round to do one of the following:
Breathe fire or ice in a 20ft ray, dealing 3d8 + wisdom bonus + constitution bonus damage.
Alter a fire or ice damage dealing effect, increasing its damage dice by 1 size category.
Gain a +4 bonus to an intimidation check.
Gain a +4 bonus to an athletics check.
Leaping lord - You gain a jump distance of 40ft, and every weapon or unarmed attack made after a jump gains momentum, dealing +1 damage and having +1 to block DC per 5ft traveled. Attacks of opportunity against you have disadvantage. You can jump as a bonus action, in addition to being able to do so as a movement action.
Sanguine Sage - Your slashing weapons all apply bleed on a critical hit. Whenever you deal slashing damage, roll a 1d6<2 chance dice, applying bleed to the target on a success. Learn an occult cantrip. Whenever you inflict bleed, you heal 1 hp.
At 8th monk level, your rest dice maximum is increased by 1.
At 9th monk level, choose another master of an art upgrade.
At 10th monk level, choose one defensive speciality:
Armored sensei - Flow now applies to light, medium, or heavy armor, whichever was last applicable. Flow grants an extra instance of block at the start of combat.
Warded trick - Up to 3 times per rest, you can attempt to counter a spell targeting you or an ally within 5ft as a reaction. Make a wisdom save vs the spells DC, negating it on a success, and countering it back at the caster on a critical success.
Master duelist - Choose a favored versatile or two-handed weapon(specific weapon, subject to GM.) you gain +1 to AC while wielding it.
At 11th monk level, assemble a perfected ard of your own invention. Once created, it cannot be changed. It costs 1 rest dice and has a requirement which must be true or done in order to do the maneuver, a trigger which must be executable in order to perform the maneuver and determines the targets of the perfected ard, an effect which determines the outcome for every target. You can only perform one perfected art per turn.
Requirement:
Fury driven - You must be below 1/2 max health. +1 power.
Hemomantic - You take 1d8 points of damage to health. +2 power.
Mastered - Spend 3 rest dice. +3 power.
Perfected - You must be above 1/2 max health +2 power.
Trigger:
Unarmed - When you hit with an unarmed strike, target the creature you just hit with the unarmed strike. +1 power.
Hyperdash - As an action, move up to 5ft per dexterity bonus, moving through occupied tiles and targeting any adjacent creature you pass. +1 power.
Spearhead - As an action, target all creatures in a reach +5ft ray. +2 power.
Retributive - As a reaction to being attacked, target the attacker. +4 power.
Sagesweep - As an action, target creatures in a cone the size of your weapons reach. +1 power.
Personal - As a bonus action, target a creature within reach. +3 power.
Effect:
powerstrike - Make a weapon attack against all targets simultaneously(1 roll) deal 1d10 damage (of the weapons type) per power to targets and apply the weapons on-hit effects. Cannot be blocked.
windstrike - Force target to make a dexterity save(DC 12 + proficiency + wis bonus), taking 2d6 damage per power (of the weapons type) on a failure and half on a success.
Surge - Deal 1d8 damage per power (fire, lightning, or radiant) to targets, and if a target is slain, deal 2d8 damage to surrounding creatures.
Stormstrike - Make a weapon attack against every target, dealing 2d6 extra force damage, and increasing block DC by power, and stuns for 1 round on a critical strike. You may relocate to any point adjacent to any target at the end of the ability. Against a single target, make 1 attack per power. Can use flurry to add an extra attack.
Heart-bind - Targets must make a constitution save (DC 12 + proficiency + wis bonus,) becoming winded and heartbound on a failure, taking 2d8 force damage per power if they move more than 5ft or if you choose to release the heartbin as an action from any distance.
At 12th monk level, also apply a signature to the Perfected Art, applying an extra effect:
Death-handed - If the effect slays a target, you may choose to blink next to it and force them to make a strength or dexterity save. On a failure, you are healed for 3d10 health and the targets corpse rapidly turns to dust and bones, and has a 1d4<2 chance to not be revivable, both as living or undead.
Exploding - Slain creatures deal an additional 1d6 damage to creatures surrounding them, you do not take damage from this effect.
Overwhelming - Take 1 damage to fatigue after the ability ends. +1 power.
Lethal - You deal cursed damage with the ability, meaning that it cannot be healed until the targets finish a long rest.
Vapirical - Per creature slain, heal 1d6 hp.
Echoing - Force the targets to make a constitution save afterwards, taking half of the damage again.
Overdriven - Increase the spells trigger range by 10ft. +1 power.
Bloodrite - Targets that are dealt damage are also inflicted bleed.
Combo - At the end of the spell, choose one target, blink to it and force it to make a wisdom save. On a failure, deal 1d6 damage per power in a 20 ft cone eminating from the chosen target away from you, dealing damage to all other creatures besides the main target that fail a dexterity save.
Arcanum - You can cast a scroll, spell, or cantrip that targets at least one creature at the end of the ability, so long as the spell has a cast time of action or bonus action. The spell must target creatures that were targeted by the perfected art.
Occultis - You may sacrifice the 1d8 HP worth of blood when using this to double range.
Kensai - Targets must also make a wisdom save, being unable to cast spells or use supernatural abilities for 2 rounds on a failure.