TEXT: WAY OF THE FLYING FIST 
  The Way of the Flying Fist teaches that true martial power is 
  found in the air, when one escapes from the pull of gravity. 
  Monks of this Way train their bodies to leap great heights, 
  channel that power into their strikes, and even pursue the 
  ancient techniques that enable them to fly through the air. 
  CARRYING THE TEAM 
  Starting at 3rd leveL you can grapple a willing creature 
  without making an attack, an ability check, or using an action, 
  and when you spend a ki point to use the Step of the Wind 
  feature, you can carry a creature you are grappling your full 
  speed instead of half your speed 
  LEAPING STRIKE 
  Also at 3rd leveL you learn how to channel the force of your 
  mighty leaps into your attacks. When you spend a ki point to 
  use the Step of the Wind feature, your jump distance is 
  tripled instead of doubled 
  When you use the Step of the Wind feature and jump or 
  fly at least 10 feet toward a target, you can change the first 
  attack you make against it at the end of the movement into a 
  leaping strike. On a hit, the attack deals bonus damage equal 
  to two of your Martial Arts dice + twice your Dexterity 
  modifier, and you can choose to spend 1 extra ki point. If you 
  do, the target must make a Strength saving throw, falling 
  prone on a failure. You can only make a leaping strike with a 
  monk weapon, and you can only do so once per tum. 
  INTERCEPTION 
  Starting at 6th leveL you can intercept a foe when they move. 
  When a creature moves within 15 feet of you, you can spend 
  1 ki point and use your reaction to jump ( or fly if you have a 
  flying speed) up to 15 feet to a space adjacent to them. If you 
  do, you make an unarmed attack against the creature 
  immediately at the end of the movement. If you hit, the 
  creature's speed becomes O for the rest of the turn. 
  FLEET OF FOOT 
  Starting at 11th leveL you have advantage on saving throws 
  and ability checks to avoid or escape a grapple or to avoid 
  becoming restrained, and you never require more than 10 
  feet of movement to stand up when prone. 
  Also, you can move through enemy spaces on any turn you 
  have dodged or disengaged, but you can't end your turn there. 
  Finally, difficult terrain never costs you more than 2 feet of 
  speed for every 1 feet of movement, and when you spend a ki 
  point to use the Step of the Wind feature, you ignore difficult 
  terrain until the end of your turn. 
  EMPTY AND BECOME WIND 
  Starting at 17th leveL you have mastered the Flying Fist's 
  ultimate art: becoming weightless and walking on air itself. 
  You have a base flying speed of 60 feet and you can hover. 
  The bonus damage of your Leaping Strike also increases to 
  four of your Martial Arts dice + twice your Dexterity modifier. 
  BY BENEVOLENT EVIL 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Elements & Beyond/D&D Unleashed -- The Flying Fist Monk (1p0).pdf