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  Monastic Traditions 
  Three traditions of monastic pursuit are common in the 
  monasteries scattered across the multiverse. Most 
  monasteries practice one tradition exclusively, but a few 
  honor the many traditions and instruct each monk 
  according to his or her aptitude and interest. All traditions 
  rely on the same basic techniques, diverging as the student 
  grows more adept. Thus, a monk need choose a tradition 
  only upon reaching 3rd level. 
  Way of the Mask 
  When you put on your mask, you're not an ordinary, if 
  impossibly handsome, commoner anymore; you're the 
  greatest wrestler the world has ever known. You'll wrestle 
  anyone – or anything – that comes within arm's reach. 
  Sometimes you wrestle inanimate objects, just to prove that 
  you can. That one time you wrestled an owlbear? Totally 
  happened. For real. 
       People come from all around to get a shot against you, 
  to unmask you and take your championship belt. Women 
  want you, and men want to be you. But above all, everyone 
  wants to beat the champ; too bad no one ever will. 
  Crowd Favorite 
  The roar of the crowd lives inside you. Starting when you 
  choose this tradition at 3rd level, you can choose to add 
  your Charisma modifier, instead of your Wisdom modifier, 
  to your Ki Save DC and AC from Unarmored Defense. 
  Additionally, you can add your Strength modifier, instead 
  of your Dexterity modifier, to your AC from Unarmored 
  Defense. 
  Heavyweight Champion 
  When presented with an obstacle, your first instinct is to 
  wrestle it, even if the obstacle in question is not 
  conventionally wrestle-able, like a dragon, an ooze, or an 
  awkward conversation. At 
  3rd level, you gain the 
  following features: 
   
   
   
   
   
   
   
   
   
   
   
   
  • You are considered one size larger for the purposes of 
  grappling. 
  • You can attempt to grapple any creature, regardless of 
  its size. 
  • You can use your action to try to pin a creature 
  grappled by you. To do so, make another grapple 
  check. If you succeed, you and the creature are both 
  Restrained until the grapple ends. 
  • If you have the Grappler feat, you can choose whether 
  a target grappled by you must make a Strength 
  (Athletics) or Dexterity (Acrobatics) check to escape. 
  Signature Move 
  At 6th level, you master a signature move, which soon 
  becomes synonymous with your exploits. Choose one of 
  the following features of your choice. Each of these 
  features has a suggested name, but you can choose any 
  name for your signature move, preferably one that sounds 
  good being chanted by a crowd and yelled by you when 
  you perform it. 
       Foreign Object. You are proficient with improvised 
  weapons and can use an improvised weapon when you use 
  Flurry of Blows. Once on each of your turns, you can spend 
  1 ki point to add your proficiency bonus to the damage of 
  an improvised weapon. 
       Headbutt of Justice. Once per turn when you miss with 
  an unarmed strike, you can spend 1 ki point to follow it up 
  with a quick headbutt. Make a second unarmed strike 
  against the same target. The damage die of this attack is 
  1d8. 
       Infinity Suplex. While you are grappling another 
  creature, you can use your action and spend 1 ki point to 
  end the grapple early by hurling your opponent over your 
  shoulder and slamming them into the ground. Make an 
  attack roll against the creature you are grappling. On a hit, 
  the creature takes 2d10 damage. The grapple ends and the 
  target is prone. 
  Off the Top Rope 
  At 11th level, whenever you fall 5 feet or more 
  immediately before making and unarmed strike, you can 
  choose to make a stunning strike without expending ki, or 
  to knock the target prone and automatically grapple the 
  target on a hit. 
  Choked Out 
  At 17th level, when you make a grapple check on your 
  turn, you can spend 1 ki point to make that check with 
  advantage. 
  Mask and Wrestling Gimmick 
  People know you far and wide by the mask that you 
  wear. Whenever you are in combat (and in much of 
  your time outside combat) you wear a tight mask, made 
  of leather or cloth, ornately decorated in a theme of 
  your choice. Your mask's theme must tie into your 
  wrestling persona, which you adopt to stir crowds and 
  build your legend. For example, your mask might 
  include furs to look like a werewolf, a fin to resemble a 
  shark, or dark colors to resemble an executioner's garb.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Way of the Mask.pdf