At 3rd level, you gain the Dynamic Entry Technique
Dynamic Entry
Cost: 3 ki points
Range: 40 feet
As an action, you do either a standing or running jump towards an enemy using one leg to kick them with intense speed and force. Make an unarmed strike attack. If the attack hits, the target takes 1d8 + your Dexterity modifier bludgeoning plus 2d4 force damage and must make a Strength saving throw. On a failure, it is pushed 20 feet away. If Dynamic entry is used when the target is unaware of you, you have advantage on the attack roll and the damage increases to 2d6 force.
First Gate
At 3rd level, as an bonus action, you can open the first gate, the gate of opening. This gate unlocks your mind’s inhibitions. You may close the first gate as a bonus action. While the first gate is open, you gain the following bonuses:
- You gain a +1 bonus to AC.
- You gain a +10 ft. bonus to your movement speed.
- You gain a +3 bonus to attack and damage rolls.
- You lose 3 hit points at the end of each of your turns.
- You gain the Front Lotus technique.
Front Lotus
Cost: 2 ki points
As an action, you hit one creature, forcing it to make a Dexterity saving throw. If it fails, it is pushed 20 feet into the air and it's stunned until the end of your next turn. On your next turn, you can use your action to make an unarmed strike against them, moving behind them and pile driving them into the ground on a hit, dealing 2d10 + your Dexterity modifier force damage. If this attack misses, you can make a normal unarmed strike as a bonus action. A creature hit by this has advantage against it for 24 hours.
3rd Gate
At 7th level, as an bonus action, you can open up to the 3rd gate, the gate of life. This gate unlocks your mind and spinal cord’s limitation of the Mana network, reddening your skin, bulging your veins, and making your pupils disappear. You may close the 3rd gate as a bonus action, or all gates as an action. You gain the following benefits:
- You gain an amount of temporary hit points equal to your Monk level + your Constitution modifier + your Proficiency bonus. You lose these temporary hit points when you close the 3rd gate.
- You gain a +2 bonus to AC.
- You gain a +20 ft. bonus to your movement speed.
- You gain a +5 bonus to attack and damage rolls.
- You lose 6 hit points at the end of each of your turns.
- You gain the Reverse Lotus technique.
Reverse Lotus
Cost: 3 ki points
As an action, you can execute a powerful kick against a creature. The target must make a Dexterity saving throw. If it fails, its pushed 20 feet into the air and its stunned until the end of your next turn. On your next turn, you can jump into the air and take the Attack action against it. As a bonus action after the attack, you make a final diving attack into them, knocking you both to the ground dealing a 2d8 bludgeoning and 2d8 force damage on a hit. After you use this technique, you may choose to close the 3rd Gate immediately, and you are knocked prone and stunned until the start of your next turn. When you use this technique on a creature, it gains advantage against it for 24 hours.
5th Gate
At 10th level, as an bonus action, you open the 5th gate, the gate of limit. This gate pushes your muscles to the limit, often causing tearing and nosebleeds. You may close the 5th gate as a bonus action, or this gate and any lower gates as an action. You gain the following benefits:
- You gain a +3 bonus to AC.
- You gain a +40 ft. bonus to your movement speed.
- You gain a +7 bonus to attack and damage rolls.
- You lose 9 hit points at the end of each of your turns.
- You gain the Great Dynamic Entry and the Morning Peacock techniques.
Great Dynamic Entry:
Cost: 5 ki points
Range: 50 feet
Duration: Instantaneous
As an action, you do either a standing or running jump towards a creature using both legs to kick them with intense speed and force. Make a melee attack roll. If the attack hits, it takes 2d10 bludgeoning and 3d6 force damage, and must make a Dexterity saving throw. If it fails the save, it is pushed 50 feet away.
Morning Peacock
Cost: 8 ki points
As an action, you charge forward up to your movement speed and make five unarmed strikes against a single creature. Each attack that hits deals 2d8 bludgeoning damage and 2d4 fire damage. The fire damage does not benefit from any gate form’s damage bonus. As the air is super-heated and flames fly out the back of the target, any creature behind it in a 20 ft. cone must make a Dexterity saving throw, taking 3d6 fire damage on a failure, or half as much damage on a success.
7th Gate
At 15th level, you are a Taijutsu expert able to unlock up to the 7th gate, the gate of Wonder. Unlocking this gate unlocks your bodies near full potential. Your blood flow increases giving you red skin, your veins begin to bulge, and you begin to sweat profusely, but with your body heat it evaporates the moment it leaves your body giving off the look of being covered in an aura of green energy. As a bonus action, you open the gate. You may close the 7th gate as a bonus action, or this gate and any lower gates as an action. While in the 7th gate, you gain the following:
- You gain a +5 bonus to AC.
- You gain a +60 ft. bonus to your movement speed.
- You gain a +9 bonus to attack and damage rolls.
- You lose 12 hit points at the end of each of your turns.
- You gain the Leaf Guillotine and the Hirudora techniques.
Hirudora
Cost: 10 ki points
As an action, you place one hand forward with the palm out you take your opposite hand, tapping the center of your palm, creating a massive amount of air pressure. Then punching forward, you form the shape of a tiger’s head, sending the pocket of air outward and condensing onto a single point. Each creature in a 30 foot radius must make a Dexterity saving throw, taking 6d12 force damage on a failure, or half as much damage on a success.
Leaf Guillotine
Cost: 8 chakra
As an action, you move at high speed and appear above the target, slamming your heel into the back on their neck. Make an unarmed strike. On a hit, the target takes 3d12 force damage and must make a Constitution saving throw. If it fails, its paralyzed and prone until the end of your next turn.
8th Gate
At 20th level, you are a Taijutsu master, and have gained access to the eighth gate, the gate of Death. Upon opening this gate as a bonus action by puncturing your heart with your thumb, your body's blood flow is pushed to the max, heating you to the point that your sweat and blood evaporate into a red aura. If you end this form with 6 or more levels of exhaustion, your body begins to burn from the inside out, shortly after this process begins, you die and can only be brought back with the wish spell..
You can end this form as an action. When you close this gate, you take 8d12 necrotic damage. If this reduces you to 0 hit points you are paralyzed for 1 minute and suffer 2 levels if exhaustion for the next 2 months. You gain the following benefits while the 8th gate is released:
- You gain a +9 bonus to AC.
- You gain a +90 ft. bonus to your movement speed.
- You gain a fly speed equal to half your movement speed (rounded down), as you kick the air hard enough to gain lift.
- You gain a +15 bonus to attack and damage rolls.
- You gain 2 levels of exhaustion at the end of each of your turns.
- You gain the Burning Youth, No holds barred, Full Power Dynamic Entry, the Evening elephant/Sekizo Assault, and the Night Guy techniques.
Burning Youth, No holds barred, Full Power Dynamic Entry
Cost: 14 ki points
Range: 90 ft
As an action, you do either a standing or running jump towards a creature, using both legs to kick them with intense speed and force. Make an unarmed strike. If the attack hits, the target takes 4d10 + Dexterity modifier bludgeoning and 5d6 force damage and must make a Dexterity saving throw. On a failure, it's pushed 80 feet away.
Evening Elephant/Sekizo Assault
Cost: 20 ki points
As an action, you land a series of four unarmed strikes that increase in speed one after another using air pressure to injure the enemy, each punch deals 2d6 force damage and increases by 1d6 after each hit (max 5d6). The punch is strong enough to create a tunnel in the ground 1 mile deep.
Night Guy
Cost: 40 ki points or 6 levels of Exhaustion.
Range: 70 feet
The Night Guy is considered to be the most powerful move a Taijutsu master can obtain from releasing the eight gates. As an action, you enter a sprinters stance. In the stance, your aura gathers around you forming a dragons head in a 10 ft. radius around you. You launch yourself at a target within range. The kick is hard enough that if there is a wall behind the target, they crash through it. You and the target move in a 100 feet line from your starting location. The target must succeed a Constitution saving throw, taking 60d6 force damage on a failure, or half as much on a success. For this damage, immunity is reduced to resistance, resistance is ignored, and creatures without resistance gain vulnerability. After this attack, you leave the form. This action ignores Endurance.
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