Monastic Tradition: Way of the Feral

Most Monks are controlled and elegant dancers in battle. Able to hone their skills through practice and discipline. You are a Feral Monk. Forgoing this control, you stalk your Quarry with an unrelenting fervor, before you launch your assault. Many Feral Monks may be more "monsterous" races such as Dragonborn or Tabaxi, who use their fangs or claws to eliminate their prey. Feral Monks are masters of stalking an opponent. Once they have settled on their mark, they will ignore all else until they have achieved the thrill of their hunt.

The Scent of Blood

From level 3, when you dedicate yourself to the Tradition of the Feral, you gain the ability to mark your foes as your intended quarry. As a Bonus Action on your turn, you can expend 1 Ki point to mark a target you can see within 120 feet of you as your Quarry. You gain the following benefits against them for 1 Hour:

You always know the distance from your Quarry and the direction they are from you.

You gain Advantage on any Wisdom (Perception) Wisdom (Survival) checks you make to track your foe.

You gain Advantage on any attacks made against your Quarry, though Disadvantage on any attack made against other creatures.

If you slay your Quarry, you can transfer this ability to a new target as a bonus action on your turn, marking them as your next hunt for the remaining duration.

Tooth and Claw

Also, beginning at 3rd Level, your unarmed attacks can now deal Piercing or Slashing damage (Your Choice.)

Clawful

Upon reaching level 6, you have learned how to prevent your Quarry from slipping away from your grasp. When your Marked Quarry is within 5 ft. of you, you can take an attack of opportunity against them, even if they disengage. In addition, should your Quarry end their more then 30 ft. from you, you can immediately move 30 ft. closer towards them. Attacks of Opportunity you provoke doing this are made at Disadvantage.

Bathed in Blood

Starting from level 11, your patience as a Hunter has taught you to wait for just the right moment, before exploding into a dervish of violence. Should you end your turn within 30 ft. of a target twice without attack them, you can expend 3 Ki on your next turn to launch an all-out attack against them. Until the end of your Turn, all attacks against this target deal extra damage equal to half your monk level (Rounded Down) as weapon damage.

Thrill of the Hunt

Upon reaching level 17, your Quarry must fear the ultimate hunter. Capable of felling impossible odds once they pounce. When marking your quarry, you may spend 1 Ki point to make your attacks against them have their Critical Hit range reduced by 1.

In addition to this, your Quarry must make a Wisdom Saving throw the first time they deal damage against your in a turn. On a failed save, your presence as a hunter sews fear into the heart of your target. Their resolve and capabilities to fight back are shaken temporarily, causing you to gain Resistance to all damage they deal to you (But only from them) until the end of your next turn. A Creature that is immune to being frightened does not need to make this Saving Throw.