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. After spending 1 Minute honing your senses to the thrill of the hunt, you can mark a creature you name specifically as your quarry (Such as the Vampire Lord Count Strahd von Zarovich or the alpha of a Dire Wolf pack) by spending 2 Ki points. You gain the following benefits against your named quarry 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) or Wisdom (Survival) checks you make to track your foe.

You gain Advantage on your first attack against your quarry per turn. In addition, your attacks against your quarry cannot suffer from disadvantage.

If you slay your quarry, you can transfer this ability to a new target that you can see within 120 Ft. 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 upon making the attack).

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 Target end their turn more than 30 Ft. from you, you can use your Reaction to move 30 Ft. closer moving in a direct line closer towards them, ending this movement if you are blocked by a creature or object you cannot move through.

Bathed in Blood

Upon reaching level 11, your quarry must fear the ultimate hunter. Capable of felling impossible odds once they pounce. When marking your quarry, you may 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, your patience as a Hunter has taught you to wait for just the right moment, before exploding into a dervish of violence. If you end your turn within 60 Ft. of your quarry for one turn without attacking them, you may spend 3 Ki Points to empower yourself with a bloody frenzy as a free action at the start of the next turn. For the duration of that turn, your attacks against your quarry deal extra damage equal to Half your Monk Level (Rounded Down).