TEXT:  
  Monastic Tradition 
  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 Rose 
  One of several flower-themed monastic traditions practiced 
  in the Feywild, the Way of the Rose emphasizes the 
  importance of love and compassion in all things. Although 
  the monastery is closely associated with the Rose Court, all 
  are welcome to join, including human visitors from the 
  Material Plane. 
  Thorny Defense 
  When you choose this tradition at 3rd level, you begin to 
  take a proactive approach to defense, striking at anyone 
  who tries to attack you. Whenever you take damage from a 
  melee attack, you can use your reaction to make an 
  unarmed strike against the creature that attacked you. 
  Falling Petal Flurry 
  Also at 3rd level, you can perform a special technique that 
  allows you to disappear in a blizzard of rose petals. 
  Whenever you use your Flurry of Blows, you can spend 1 
  additional ki point to teleport up to 10 feet in any direction. 
  This movement can take place before, during or after the 
  attacks, but cannot be split into two moves. 
  Sweet Scent 
  By 6th level, your spirit has taken on a floral aspect, 
  causing you to smell of roses at all times. You have 
  advantage on Charisma (Persuasion) checks relating to love 
  or romance. 
       Furthermore, as an action, you can expend 1 ki point to 
  intensify this scent for 1 minute, filling the air within a 150-
  foot radius around you with an overpowering aroma. When 
  you do so, no other smells can be detected in this area, and 
  creatures in the area with the Keen Smell ability (or 
  similar) have disadvantage on all Wisdom checks they 
  make. 
  Colors of Love 
  At 11th level, you understand that love comes in many 
  forms, as represented by the many colors of the rose. 
  When you complete a long rest, you can attune yourself to 
  one of the following colors, gaining the benefits specified 
  until you use this ability again. 
       Coral. The color of desire, attuning to the coral rose fills 
  you with burning passion. Once per turn, you can add your 
  Wisdom modifier to the damage of an unarmed strike that 
  you make. 
       Pink. The color of gratitude, attuning to the pink rose 
  turns a good deed into its own reward. When you take the 
  Help action on your turn, you gain advantage on one attack 
  roll or ability check of your choice that you make on your 
  next turn. 
       Red. The color of love, attuning to the red rose deepens 
  you bond with your allies. For every friendly creature you 
  can see within 60 feet of you, you gain 1 temporary hit 
  point at the start of each of your turns, up to a maximum of 
  10. 
       White. The color of purity, 
  attuning to the white rose aligns 
  your ki with the heavens. You 
  have resistance to necrotic 
  damage, and your unarmed 
  strikes deal radiant damage. 
  Stunning 
  Beauty 
  Once you reach 17th level, 
  your beauty is such that your 
  every move leaves your 
  opponents awestruck. 
  When you stun a 
  creature with your 
  Stunning Strike, the 
  condition lasts for 1 
  minute. The target 
  can repeat the saving 
  throw at the end of each 
  of its turns, ending the effect 
  on a success. Additionally, 
  you attempt to stun a 
  creature even if your 
  initial attack missed the 
  target, though you must 
  spend 3 ki points to do 
  so. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Way of the Rose.pdf