#### Air's Erudition. Your jump distance equals your speed. You choose the rate of descent when you fall and can move horizontally 2 feet for every foot descended, expending movement when doing so. If you take the disengage action, as part of the action or your next melee weapon attack (persisting), you can choose a creature within your reach to make a Strength saving throw. On a failed save, that creatures is pushed in a direction of your choice a distance equal to half you walking speed. If the creature was pushed into the air, they remain suspended there until the until the end of your next turn.
#### Mountain's Momentum. Your movement speed is halved, however, you cannot be knocked prone or otherwise impeded (such as by difficult terrain or movement speed reduction). When you take the dodge action, you gain a number additional of reactions equal to your Monk level divided by four (rounded up), replacing any reactions previously gained this way (persisting). These additional reactions can only be used by your other monk features or to make opportunity attacks with a monk weapon or unarmed strike.
#### River’s Reciprocity (6th level). While adjacent to a creature, you can move to any other space adjacent to that creature without expending movement, additionally, you can move through another creatures space without penalties. The trigger for deflect missiles becomes "taking any damage" in this stance. Reducing the trigger's damage to 0 allows you to catch the damage as if it were a missile, it deals piercing damage or a triggering damage type (your choice) on hit. You cannot change stances using deflect missiles this way.
#### Vital Synchronicity (6th level). You can switch locations with an ally by expending movement equal to the distance between you and that ally. When you use Quickened Healing or Focused Aim (TCE p.48), allies within 15 feet are granted the same effect on their next attack (persisting).
#### Cleansing Retribution (11th level). As a reaction to when another creature inflicts harm, you can move up to half your walking speed directly toward the triggering creature or its target. When you take the dash action, the next target you hit with a melee weapon attack must make a Constitution saving throw (persisting). On a failed save, the target's current and maximum hit points are reduced by an amount equal to the total number of hit points you are currently missing or half as much on a success. Hit points reduced in this way can only be recovered after finishing a long rest. You can use this feature once per long rest, or spend 3 ki points to use it again when you have no remaining uses.
#### Boundless Reflection (17th level). You can move through creatures, objects, surfaces, terrain, and structures without penalty, so long as you do not end your movement within them. While you are under the benefits of Gaze, you can spend 2 ki points when you make an attack against a target, that same attack is made against all other targets of your choice within 30 feet of the original target. Stunning Strike and Cleansing Retribution do not apply beyond the initial target.
STANCE CLARIFICATION NOTES:
AE: You can't jump midair unless there is another effect that allows it.
MM: The total number of reactions had after dodging this way should never exceed 1 + 1/4th of the monk's level at any time.
RR: DMG (p.246): buildings and vehicles do not count as objects. The missile created by the special deflect missiles uses the monk's martial arts die.
CR: The damage bonus on the attack resets based on the latest of the 3 conditions.
BR: The enhanced attack can be declared after you roll to attack.