Begining at level 11, you further your connection with the wild spirits. A stance now stays active for 7 rounds. You also can choose four stnace improvements, listed at the end of the subclass. You may also change 2 stance improvements you've previously selected.

If it parishes, you may summon a new one by spending a long rest meditating and expending 50gp of food and oil into a fire.

Begining at level 6, whatever form you take you have a spirit representing it. Only you and a creature with truesight can see it, it remains hidden and is an extention of your connection. The spirit guide will do as you wish and functions as the Find Familiar spell except here:

Begining at level 6, you become more intunned with your stances. A stance now stays active for 5 rounds. You also can choose four stnace improvements, listed at the end of the subclass.

Activation You are better at working in a group. You gain advantage hitting a target as long as an ally is threatening it with a melee weapon.

Wolf Stance. Your maw grows fangs, you may do piercing damage with unarmed strikes. Your senses are finely tuned, you have advantage on Wisdom (perception) checks to do with smell or hearing.

Activation Your aura becomes prominant, it is now double your proficiency bonus and adds your widsom modifier.

Turtle Stance. you turn green and a faint protective aura goes around you, you gain temp health equal to your proficiency modifier at the begining of your turn each round.

Activation . Your speed allows an extra attack in flurry of blows, however each attack of the flurry is made at a -3 penalty.

Tiger Stance. You grow sharp claws on your hands and feet, you unarmed strikes now do slashing damage, and the feline agility allows you to have advantage on acrobatics checks as well as a +2 to stealth in dim light or darkness.

Activation Your unarmed damage changes to the element of your focus, in addition, once per turn you may change your elemental focus at no cost at anytime.

Elemental Stance. You represent one of the four core elements: Air, Earth, Fire, and Water. Based on which one you choose, you gain a benefit.

Activation You seemlingly grow slightly and are able to over power your enemies better. Treat yourself as one size catagory larger and you gain advantage on grapple checks.

Bear Stance. Your muscles grow and you become an effective grappler and may use your Dexterity (acrobatics) for grapple checks.

In addition, your stances each has an activation, upon swapping your stance is activated or you may spend 2 Ki points and no action to activate the stance. It remains activated for 3 rounds.

Starting when you choose this tradition at 3rd level you are able to go into a stance, each stance has different benefits. It costs 3 Ki points to change your stance and no action. You can only change your stance at the begining of your turn and once per round.

Monks of the Way of the Wild have felt their inner beast and chose to embrace it. Guided by their soul and fire within, it enhances their natural abilities as they focus on different aspects.

Desperation

Begining at level 11, once per long rest, you may change stances without Ki points, however you take necrotic damage equal to half your monk level. This damage cannot be reduced in any way. At the end of combat you have one level of exhaustion.

Perfected Stances

Begining at level 17, you have perfected your connection, your spirit is now one with the wild. A stance now stays active for 10 rounds. You also can choose four stnace improvements, listed at the end of the subclass. You may also change 2 stance improvements you've previously selected.

Spirit Meld

Upon reaching level 17, you are able to join bodies with your spirit guide. You can expend 5 Ki points as an action to join bodies with your spirit guide. When you do so, the spirit becomes revealed and your stance is no longer active and you are indistinguishable from the creature it represents. While in this form you can expend 3 Ki points to cast invisibility on yourself, but select creature up to your Wisdom modifier who can see you.

If you attack you have advantage on your first strike but you break out of the form. You also lose the form if you take damage from any source. Leaving this form as an action allows you to pick the stance you return you and it becomes activated.

You can stay in this form for 1 hour. You can only do this once per long rest.

Stance Improvements

With stance improvements there is active and passive improvments. Active only come into play during your stance activation while passive are always in play while in that stance. You may only have one passive stance improvement. Any Saving throw is equal to 8 + proficiency + wisdom mod.

Acurate Strikes - Tiger (Active. Requires level 11). You learn to control your faster strikes. Decreases the negative of flurry of blows by 2.

Ankle Biter - Wolf (Passive) While in wolf stance, when you hit with your first unarmed strike, you can take a 1 on the damage roll and instead for the enemy to make a Strength check or else fall prone. regardless of save they take damage as if your rolled a 1.

Blockade - Turtle (Passive) While standing between an ally and a ranged attack, you may use your Deflect Missiles class ability as if you were the target. Gain 1 AC while in turtle stance

Blood Frenzy - Wolf (Active. Requires level 11). You've learned how to tear at open wounds. While in wolf stance, when you hit a creature you've already damage, you deal an additional 1d6 damage.

Cat Like Reflexes - Tiger (Active). While in tiger stance, you can make an addition Attack of Opportunity. Your first one consumes your reaction that turn, your second is only for attack of opportunities.

Cling - Bear (Passive) While grappling a creature you have a +2 bonus to strike them.

Diamond Shell - Turtle (Active. Requires level 11 and Hardened Shell) While dodging, you have resistance to all damage

Ebb and Flow - Elemental (Active. Requires Improves Elemental Focus) While in elemental stance and focusing on one element you may select an additional one to focus on. You may choose to have the resistance of one and attack of the other.

Explosion - Elemental (Active) Activating your stance causes an elemental explosion. Enemies within 10 ft make a dexterity save or take 2d10 damage. This damage goes up to 3d10 at level 11 and 4d10 at level 17.

Feline speed - Tiger (Passive). You become excedingly fast for your foes. Disengage no longer costs a Ki point to use as a bonus action. When you Disengage, you gain 10ft. of movement.

Ham Fist - Bear (Active. Requires level 11). while in bear stance, you can choose to use all of your attacks in one strike. You can choose to do this after your first attack roll. You may use a Ki point to use flurry of blows in this strike. You add twice your modifiers for this hit.

Hardened Shell - Turtle (Active. Requires Turtle Shell or Blockade). While dodging, you have resistance to bludgeoning, piercing and slashing attacks from weapons not made of adamantine.

Heavy Paws - Bear (Active). While in bear stance, your first attack of the round is a stunning fist strike without expending Ki points.

Hooked Claws - Bear (Passive). While in bear stance, your first unarmed strike allows you to grapple your target as a bonus action.

Howl - Wolf (Active). Upon activation of wolf stance you emit a powerful howl that aids your allies. All allies in a 60 ft radius around you gain 1d6 to add to all of their attack rolls and saving throws until your next turn.

Improved Claws - Tiger (Active Requires level 17, Acurate Strikes and Rending slashes) Removes all negatives from flurry of blows and rending slashes now does 1d10

Improved Elemental Focus - Elemental (Passive). Your elemental focus is going deeper than the skin. You now have resistance to your current focus.

Improved Howl - Wolf (Active, Requires Howl) Your howl dice is now 18 and allies may also add this to their weapon damage for the round. You may also howl as a bonus action as long as your stance is activated.

Improved Pack Tactics - Wolf (Active). your sense of leadership guides your allies and allows them to have advantage on a creature you last hit and are adjacent to.

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