Finger Pistol
Starting at 3rd Level, your fingers become as sharp as daggers. When you make an unarmed strike, you can choose to use piercing damage for the damage type. When you choose to deal piercing damage on an unarmed strike with this feature, the range of that attack increases by 5 ft.
Tempest Kick
Also at 3rd level, you can make ranged air slices with your legs or other available limbs. This special attack is a sharp compressed air slice used as a ranged spell Attack with a range of 30 feet, in place of your unarmed strike or martial artist weapon attack. You are proficient with it, and you add your Dexterity modifier to its Attack and Damage Rolls. Its damage is slashing, and its damage die is a d6. This die changes as you gain martial artist levels, as shown in the Martial Arts column of the Martial Artist table.
At 6th level, you can deal force damage with Tempest Kick instead of slashing.
Also at 6th level you learn an advanced form of tempest kick. Pick one of of the options below.
Tempest kick line
A number of times equal to half your proficiency mod per day when you make an attack using tempest kick you can instead use tempest kick line to force each creature in a 30ft line to make a dexterity saving throw dc equal to your ki save or take damage equal to your unarmed strike times 2 with all the damage being slashing and be pushed back 10ft or half as much on a save and not be pushed back.
Tempest kick spiral
A number of times equal to half your proficiency mod per day when you make an attack using tempest kick you can instead use tempest kick spiral to force each creature within 10ft of you to make a dexterity saving throw dc equal to your ki save or take damage equal to your unarmed strike times 2 with all the damage being slashing and be pushed back 10ft or half as much on a save and not be pushed back.
Tempest kick burst
Once per day when you make an attack using tempest kick you can use another attack to replace both with tempest kick burst. Which increases the range of tempest kick to 100ft, deals twice your unarmed damage in slashing, ignores resistance to slashing damage and gains the siege property. You can spend 2 ki to gain an extra use of this attack
Iron Body and Paper Art
Starting at 6th level, your muscles become stronger than steel. Your Deflect Bullets feature can now work against melee attacks that deal bludgeoning, piercing, or slashing damage.
You can use this feature this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point to use this feature again.
Additionally, if you reduce the damage of a melee attack to 0 with this feature, you can completely shift your body to redirect the attack toward another enemy by spending 1 ki point as part of the same reaction. By redirecting the attack, you can force it to hit a creature of your choice, other than the attacker, within 5 feet of you.
Shave
Starting at 11th level, you gain the ability to move or fly at extremely high speeds, appearing to teleport. You can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see. You then have advantage on the first melee Attack you make before the end of the turn.
You can use this feature a number of times equal to your proficiency bonus. After you've expended all these uses, you can only use Shave again by spending 1 ki point to activate it. You regain all uses of this feature after you complete a long rest.
Moon Walk
Also at 11th level, when you use your Whirlwind Step, you can now kick the air with such force that you begin to propel yourself. While you do this, you have a flying speed equal to your walking speed until the end of your next turn.
Additionally, using the Slow Fall feature now reduces any Falling damage you take to 0.
Six King Gun
At 17th level, you learn the secret seventh technique of the Six Powers. When you hit a creature with an Unarmed strike within 5 feet of you, you can spend 3 ki points to force it to make a Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 force damage. Until the end of your next turn, you can't take an Action on your turn, as a wave of lethargy sweeps over you.