Way of the Setting sun
The Setting Sun discipline teaches its initiates to turn their opponents’ strength against them. With a quick shift in stance and a carefully aimed attack, a Setting Sun warrior sends a charging enemy tumbling in a new direction. Monks who follow this path seek perfect balance in every segment of their life. Experienced practitioners of these arts see their enemies not as creatures of flesh and bone, but as vessels of energy that they can distort and tilt to their favor. Focusing their powers and misaligning a creatures flow of Ki, they can manipulate a creatures Ki through a mere grasp.
Distant Horizon
Your movements are always perfectly matched with your surroundings, allowing you to move in fluid perfection, remaining ever elusive.
Starting at 3rd level, you gain proficiency in either the Athletics or Acrobatics skill. Furthermore, you may add your Wisdom modifier as a bonus on any Strength (Athletics) and Dexterity (Acrobatics) check you make to either resist or initiate a grapple or shove.
Baffling Defense
You crouch balanced on one foot, hands held high over your head. Your foe hesitates, unsure of how to attack you in this unlikely stance.
Starting at 3rd, you can use a bonus action on your turn to assume the Baffling Defense stance. While in this stance, you can use the following features:
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Counter Charge. If an opponent moves at least 20 feet in a straight line before entering a space adjacent to you, you can spend 1 Ki point as a reaction to counter his charge. The creature must make a Dexterity saving throw against your Ki Save DC or be pushed 10 feet in a direction of your choice and knocked prone.
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Ballista Throw. When you have a creature grappled at the start of your turn, you can spend 1 Ki point as an action to fling it across the battlefield. The opponent must succeed on a Strength saving throw against your Ki Save DC or be thrown a horizontal distance of feet equal to 5 times your Wisdom modifier, landing prone at the end of this movement. If the creature hits a solid object during this movement, it takes one Martial Arts die of damage for every 5 feet it traversed in this way.
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Hidden Grasp. Whenever you use your Fury of Blows or Martial Arts class feature, you can replace one or both of the unarmed strikes with a shove or grapple attempt
This stance ends early if you are incapacitated or decide to drop it as a free action.
In Sun's Bright Shadow
You have developed a supernatural link between your mind and body that allows you to manipulate your energy reserves and recuperate far quicker than most mortals.
Beginning at 6th level, you automatically regain an amount of hit points equal to your Martial Arts die + your Wisdom modifier after each short rest.
In addition, the time you require to gain the benefits of a long rest is halved.
Tornado Throw
Like a whirlwind, you twist and spin across the battlefield, tossing foes away left and right.
Starting at 11th level, you may use an action to spend 2 Ki points and move up half your speed. This movement doesn't provoke opportunity attacks. Any enemy you move adjacent to during this movement must make a Dexterity saving throw against your Ki Save DC or be pushed 10 feet in a direction of your choice and be knocked prone.
Touch of the Shadow Sun
Your grip sucks the very life force out of your foes, rendering them weak and hopeless.
Starting at 17th level, any creature being grappled by you has disadvantage on all weapon attacks and can't regain hit points. Furthermore, if a foe that is currently grappled by you attempts to cast a spell, you may spend 4 Ki points as a reaction to cut it's connection to the Weave. The creature must make a Constitution saving throw against your Ki save DC, or the spell fails and has no effect.
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