Way of the 5 Gates: For each gate you open, you gain a buff. to open a gate, you have to spend 1 ki point per gate and will count as a bonus action (you can spend you action and bonus action to activate 2 gates but you must not move for the rest of your turn). to open gates you must have the previous gate open so if you try to open gate 3, you must have gate 2 open and so on. the effects of the gates will last 1 minute, for each gate opened the gates last an extra 2 rounds.to close a gate takes a bonus action but does not require to spend Ki.
Lv3 Gate 1 (Gate of Opening)
Your unarmed strikes deal additional damage +2 and gain 10ft of movement
Lv6 Gate 2 (Gate of Life)
You gain resistance to bludgeoning damage and disengage can be used as a bonus action. When you enter in this gate state, you gain temporary hit point equal to you martial art die + wis mod
Lv 8 Gate 3 (Gate of Pain)
You gain 1 AC and your unarmed strikes deal 1d8+(Prof Bonus) damage
When you take the flurry of blows option, you can make a third attack with it. If it hits, the target get damage equal to your dex mod
Lv 11 Gate 4 (Gate of Limits)
You gain an aura of Ki that flows through you, each enemy within 5ft will have to make a Dex saving throw or take an extra 1d4+2 damage, on a save they take half. (DC 15)
you also gain resistance to piercing damage
Lv 17 Gate 5 (Gate of Death)
Each unarmed strike now has an extra range of 10ft with an additional 2d10, but for each attack you do, you take 1d4 Damage per attack.
At the end of the Gate State, you are a state of Exhaustion equal to half the Lvl of gate you were last in (rounded up), you can spend 1 ki point to reduce the level of exhaustion.
Way of the 5 Gates:
For each gate you open, you gain a buff. to open a gate, you have to spend 1 ki point per gate and will count as a bonus action (you can spend you action and bonus action to activate 2 gates but you must not move for the rest of your turn). to open gates you must have the previous gate open so if you try to open gate 3, you must have gate 2 open and so on. the effects of the gates will last 1 minute, for each gate opened the gates last an extra 2 rounds.to close a gate takes a bonus action but does not require to spend Ki.
Lv3 Gate 1 (Gate of Opening)
Your unarmed strikes deal additional damage +2 and gain 10ft of movement
Lv6 Gate 2 (Gate of Life)
You gain resistance to bludgeoning damage and disengage can be used as a bonus action.
When you enter in this gate state, you gain temporary hit point equal to you martial art die + wis mod
Lv 8 Gate 3 (Gate of Pain)
You gain 1 AC and your unarmed strikes deal 1d8+(Prof Bonus) damage
When you take the flurry of blows option, you can make a third attack with it. If it hits, the target get damage equal to your dex mod
Lv 11 Gate 4 (Gate of Limits)
You gain an aura of Ki that flows through you, each enemy within 5ft will have to make a Dex saving throw or take an extra 1d4+2 damage, on a save they take half. (DC 15)
you also gain resistance to piercing damage
Lv 17 Gate 5 (Gate of Death)
Each unarmed strike now has an extra range of 10ft with an additional 2d10, but for each attack you do, you take 1d4 Damage per attack.
At the end of the Gate State, you are a state of Exhaustion equal to half the Lvl of gate you were last in (rounded up), you can spend 1 ki point to reduce the level of exhaustion.