Monastic Tradition: Way of the Feral

Most Monks are controlled and elegant dancers whilst in battle, who have honed their skills through rigorous practice and discipline. You are a Feral Monk. Forgoing this control, you stalk your quarry with an unrelenting fervour before you launch your assault. Many Feral Monks may be more "monstrous" 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. You can now use your bonus action and spend 1 ki point to mark a target you can see within 60 feet as your intended quarry. You can only have one target marked in this way at a time. You can end your hunt as a bonus action on your turn, marking another creature as your quarry will also end your previous hunt. For up to 1 hour, you gain advantage on Wisdom (Perception) and Wisdom (Survival) checks made against this target. In addition, your attacks against your marked quarry cannot suffer from disadvantage. Finally, once per turn, your first attack that hits your quarry deals extra damage equal to your profficency modifier. This damage is the same type as your attack damage.

Tooth and Claw

Also, beginning at 3rd level, you can choose what damage type your unarmed strike deals upon hit - bludgeoning, piercing, or slashing damage.

A Hunter Unleahsed

Upon reaching level 6, you have attuned yourself slightly with nature, able to use it to your Advantage in the persuit of your foe. When you use your Step of the Wind feature, you now ignore difficult terrain. In addition, you can now take the Hide action when using your Step of the Wind feature.

Bathed in Blood

Upon reaching level 11, your quarry must fear an even more deadly hunter. Capable of felling impossible odds once they pounce. When marking your quarry using The Scent of Blood you can spend 1 additional ki point to cause your attacks against score a critical hit on a roll of 19 or 20 on the d20.

In addition to this, when scoring a critical hit against your quarry, you gain resistance to damage done by them until the start of your next turn as your overpowering nature as a hunter shakes their will to fight. This ability has no effect on creatures that are immune to being frightened.

Thrill of the Hunt

Starting from level 17, every one of your senses have been refined and trained. You are the ultimate hunter. When you mark a creature as your quarry using The Scent of Blood, an aura of blood surrounds them. For the duration of your blood mark, you always know the exact location of the creature if they are within 60 feet of you and no form of magic can mask their pressence from you. You also gain advantage on the first attack made against your quarry each turn. When you are within 5 feet of your quarry, moving away from you is concidered difficult terrain for your quarry.

If your quarry is more than 60 feet away from you, you know the direction that your quarry is in comparrsion to you. You also know whether or not your quarry is within 1 mile of you.