TEXT:  
  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 Wheel 
  In the dank and reeking donjons and gaols of countless 
  towns, forts and temples, an order of monks plies their 
  trade. These are not the somber and disciplined ascetics one 
  would normally associate with the better-known 
  monasteries of the world, however. No, these leather-clad 
  lunatics are dedicated to interrogation and torture, gleefully 
  extracting confessions, repentance and even loyalty from 
  their victims. 
       Whether by burning brand, electric shock, rack or 
  Catherine wheel, the Monks of the Wheel are unrivaled in 
  their chosen profession, and command a mighty reputation 
  among the warlords, tyrants and monsters who employ 
  them. No evil overlord gets far without the dedicated - and 
  scarily eager - service of one of these masters of pain. 
  Scissorhand Technique 
  When you choose this tradition at 3rd level, you learn the 
  techniques of the Way of the Wheel, including their 
  signature weapon. You can choose to deal slashing instead 
  of bludgeoning damage for your unarmed strikes. If you 
  deal slashing damage to a target that is not a construct or 
  undead, you can also spend 1 ki point to make the target 
  bleed. A bleeding target loses 1d4 hit points at the start of 
  each of its turns until it uses an action to staunch the 
  bleeding. While a target is bleeding, it can't regain lost hit 
  points. 
  Torturer’s Arts 
  At 6th level, you can apply double your proficiency bonus 
  to any ability check relating to torture or torture devices. 
       In addition, you learn the shocking grasp cantrip, which 
  you can cast in place of one of your attacks when you take 
  the Attack action on your turn. Wisdom is your spellcasting 
  ability. 
   
   
   
   
  Addicted to Pain 
  By 11th level, you are so accustomed to pain that you enter 
  a rapturous frenzy when wounded. Whenever you take the 
  Attack action on your turn while you have fewer than half 
  of your maximum hit points, you can make one additional 
  unarmed strike. 
  Dark Seduction 
  When you reach 17th level, you can spend 5 ki points to 
  cast dominate person, using your ki save DC. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Way of Wheel.pdf