3rd Level Shifting Disciplines

Starting at 3rd level, you can learn the following disciplines:

Bull's Charge. If you haven't used any of your movement on your turn, you can use an action to spend 1 ki point to move up to your speed in a straight line. If you would enter a creature's space, that creature must make a Dexterity saving throw. On a failed save, you gore the creature and stop moving. A creature gored this way takes 3d8 piercing damage, and you can spend a number of ki points up to your proficiency modifier, increasing the damage by 1d8 for each ki point spent.

Crab's Claws. When you hit a creature with an unarmed strike with one of your hands, you can spend 1 ki point to grapple the target if it's no more than one size larger than yourself. When the target attempts to escape, you may choose to use your Wisdom modifier for the Athletics check you make to contest it, instead of your Strength modifier.

Goat's Toughness. You can stubbornly stand your ground like a goat. When you use your Patient Defense feature, you gain temporary hit points equal to your Wisdom modifier (minimum of 1), and you have advantage on Strength saving throws until the start of your next turn.

Hunter's Sight. You can spend 1 ki point to gain the ability to see a blurred red outline of any creature within 20 feet of you that doesn't have all its hit points. Your sight of that creature can't be obscured. If a creature is invisible, that doesn't impose disadvantage on your attack rolls against it. This effect lasts for 1 minute.

Snake's Venom. When you hit a creature with both attacks granted by your Flurry of Blows, you can spend 1 ki point to force it to make a Constitution saving throw. On a failed save, it is poisoned until the end of its next turn and takes 1d10 poison damage.

Speech of Beasts. You learn how to influence beasts and communicate with them. You can spend 1 ki point to cast animal friendship or speak with animals.

Tail Weapon. As an action, you can grow or retract a spiked or weighted tail. You are proficient with the tail, which is a natural weapon, counts as a monk weapon for you, and has a reach of 10 feet. When you grow your tail, you choose whether it deals bludgeoning, piercing or slashing damage. On a hit, it deals 1d8 + your Dexterity or Strength modifier (your choice) damage of the chosen type. If you hit a creature with your tail, you can spend 1 ki point to force it to make a Strength saving throw or be knocked prone.

Tiger's Pounce. If you move at least 20 feet towards a creature and hit it with an unarmed strike on the same turn, you can spend 1 ki point to force it to make a Strength saving throw or be knocked prone. The next time you hit a prone target with an unarmed strike before the end of your turn, it takes an additional 1d10 piercing damage.