Rapid Grapple , you can make a Dexterity Check instead of a Strength (Athletics) Check for Grappling, but the target has advantage on their Strength (Athletics) Check to break the grapple. If any attacks are made against against the target and they miss the AC, the grapple is immediately broken.

Improvised Defense , as a Bonus Action, you can use a Monk Weapon or Improvised Weapon to defend yourself. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated. If any attack beats your AC while defending, your weapon breaks and you take half damage.

When choosing this Tradition at 3rd Level, You're adept with going toe to toe against foes in unconventional situations, using what you learned in practice and training with a piece of lumber against a group of aggravated drunkards.

Burning Heat

You give off a naturally intimidating presence that turns into a fiery and intense aura in battle, burning hotter as you get more fierce, violent and bestial. At it's peak, your Heat is blistering, emanating an air of fear Like a Dragon.

As a Action, you can enter into Heat by spending 2 Ki Points, or 1 Ki Point as a Bonus Action after taking the Attack action. At later Levels, You can enter into a higher Gear, with the cost increasing by 2 Ki Points per Gear or 1 Ki Point into the following Gear as a Bonus Action after a Attack.

When in Heat, you gain stacking benefits depending on what Gear you are in.

First Gear, at 3rd Level, you can make a following Unarmed Attack or add a extra Martial Arts die to existing damage by exhausting Heat using your Reaction after a Action. You can exhaust more Heat in the same Action to make more following Unarmed Attack or add additional Martial Arts dice, keeping your current benefits until the end of your attacks or you run out of Heat.

Second Gear, at 6th Level, you can make Monk Weapon Attacks in place of Unarmed Attacks in Features that require them and they count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Third Gear, at 11th Level, you can involve multiple enemies with your Flurry of Blows and when burning Heat. You can use Two Handed and Heavy Non-Magical Simple Weapons or Heavy Improvised Weapons in place of your Unarmed Attacks like in Second Gear. Heavy Improvised Weapons can imply a grappled, medium sized humanoid, taking the accumulative damage from the attacks made with them.

Top Gear, at 17th Level, all damage dice is considered Explosive when burning Heat. Any damage that goes beyond the initial targets Hit Points can be carried over to another attack against a different target.