Base Class: Monk
Ki - the force that flows through all living things. Monks use this energy to enhance their strengths, debilitate their foes, and perform feats any other would deem nothing short of miraculous.
However, the body has to be sparing in how it distributes ki, lest it overtake the body and destroys it from within. Luckily, the body regulates this on its own through certain nodes that open and close instinctively to allow ki to flow where it is needed. These nodes, known as Ki Gates, can (with proper training) be forced to open in order to let the ki flow freely and unobstructed throughout the body. Though, doing so is extremely risky.
Form of the Eight Gates
Starting when you choose this Tradition at 3rd level, you learn how to use your ki to open the nodes through which ki flows. These nodes are known as the Eight Ki Gates - by opening these gates, you are able to increase your power, precision, and capabilities, but also put an enormous amount of strain on your body.
As a bonus action on your turn, you can spend at least 1 ki point to activate your Form of the Eight Gates. When you do so, you gain each opened gate's benefits for the form's duration. When you use this bonus action, you open a number of gates equal to the number of ki points you spend - these gates open consecutively, always starting with the First gate. Additional gates can be opened on subsequent turns by spending additional ki points, with each additional ki point you spend opening another gate, up to the highest gate you are capable of opening. The Form of the Eight Gates lasts for 1 minute, until you are reduced to 0 hit points, or until you choose to end it as a bonus action.
At 3rd level, you are able to open the First and Second gates, and gain the ability to open further gates as your level increases, as denoted under each gate's level requirement.
Drawbacks
Opening your Ki Gates is not without consequence - you suffer drawbacks when your Form of the Eight Gates ends, with each gate you open causing more and more severe drawbacks. When your Form of the Eight Gates ends, you must make a Constitution saving throw, the DC of which equals 10 + the number of gates you had open for the duration. On a failure, you are affected by all drawbacks listed under the gates you had open, resolving them from lowest to highest.
1st Gate - Gate of Opening
Upon initiating the Form of the Eight Gates, and opening the First gate, you feel the metaphorical doors of your mind being thrown open wide.
While this gate is open, you can use your Wisdom modifier in place of Strength for any attack roll using your Unarmed Strikes or Monk Weapons, as well as for ability checks and saving throws that use Strength.
Drawback: Lethargy. On a failed Drawback saving throw, your speed is halved until you finish a short or long rest. You ignore the effects of this drawback only as long as your Form of the Eight Gates is active.
2nd Gate - Gate of Healing
When you open this gate, your body's natural healing process kicks into overdrive to restore the damage done to your continuously overstressed muscles, or use it to cause additional harm to your opponents.
While this gate is open, you can use the following techniques.
- As a bonus action, you can expend one of your hit dice. You regain hit points equal to the roll + your Constitution modifier.
- When you hit with an unarmed strike or a monk weapon, you can expend one of your hit dice and add necrotic damage equal to the number you roll.
3rd Gate - Gate of Life
Prerequisite: 5th Level
While this gate is open, your blood flow increases sharply, turning your skin red and causing your sweat to evaporate as steam. With this gate open, you have access to an advanced technique called the Reverse Lotus.
Reverse Lotus. Once per turn, when you hit a target of your size category or smaller with an unarmed attack, you can attempt to use a combination of acrobatics and grappling techniques to slam the target into the ground or against a solid surface. The target takes the attacks damage as normal, and must make a Dexterity saving throw. On a failure, you throw the target against the ground or against a solid surface up to 15 ft. away. Upon impact, the target takes 1d8 bludgeoning damage per Ki Gate you have open, and is knocked Prone.
Drawback: Overexertion. On a failed Drawback saving throw, you suffer 1d4 necrotic damage per ki point you spent on opening Ki Gates, taking half as much necrotic damage on a success.
4th Gate - Gate of Pain
Prerequisite: 7th Level
While this Gate is open, a creature that fails its saving throw against your Stunning Strike takes necrotic damage equal to half your monk level (rounded down) + the number of gates you have open.
5th Gate - Gate of Broken Limits
Prerequisite: 9th Level
While this Gate is open, you can use your Step of the Wind feature without expending Ki Points. If you do so, you do not trigger attacks of opportunity.
Drawback: Fatigue. If you fail your Drawback saving throw, you gain one point of Exhaustion.
6th Gate - Gate of View
Prerequisite: 13th Level
While this Gate is open, you are able to push yourself to a much higher degree than ever.
Immediately after using your Flurry of Blows, you can spend up to 2 additional Ki points to make one more unarmed strike per ki point you spend. When you do so, you take 1d4 necrotic damage per additional ki point you spend at the end of your turn.
7th Gate - Gate of Wonder
Prerequisite: 15th Level
While this gate is open, you add half your proficiency bonus (rounded down) to your AC. You also gain access to a new technique, called Tiger's Roar.
Tiger's Roar. As an action, you can spend 3 ki points to concentrate your ki into your fist, unleashing a shockwave of pure force in a 60 ft. cone in front of you. Each creature in the cone must make a Constitution saving throw. On a failure, a creature takes 1d8 force damage per gate you have open, and is knocked Prone. On a successful save, a creature only takes half as much damage and is not knocked prone.
Drawback: Daze. On a failed Drawback saving throw, you fall Prone, and become Paralyzed until the end of your next turn.
8th Gate - Gate of Death
Prerequisite: 17th Level
When you initiate this Gate, you push yourself to such a degree that your blood begins to boil and seep out of your pores, forming a dense, red mist around you.
While this Gate is open, you are at the absolute peak of your physical capability, and gain the following benefits:
- You gain resistance to Bludgeoning, Piercing, Slashing, Fire, and Cold damage.
- You score a critical hit on a d20 roll of 19 or 20.
- Your standing and running jump distance becomes equal to your walking speed.
- You are immune to the Incapacitated, Paralyzed, Stunned, and Unconscious conditions.
Additionally, if anything would end your Form of the Eight Gates, such as its duration running out, you drop to 0 hit points, or start your turn with 0 hit points, you can choose to immediately reduce your hit point maximum by 10 to extend the Form's duration until the end of your next turn. When you do so, you remain conscious even if you are at 0 hit points. You still make Death Saving Throws at the start of each of your turns, and you still fail one Saving Throw automatically if you take damage as normal.
If you fail 3 death saving throws while this Gate is open, you only die if you are still at 0 hit points when the Form of the Eight Gates ends, though you die if your hit point maximum is reduced to 0. Your hit point maximum is restored when you finish a long rest.
Drawback: Imminent Doom. When you succeed on your Drawback saving throw, you suffer every other drawback as if you failed your saving throw with 7 Gates open. If you fail the saving throw, the same effect occurs, you drop to 0 hit points, and you have disadvantage on death saving throws until you are stabilized.
Whirlwind Strike
At 6th level, your combat prowess has made your martial arts particularly destructive.
Once per turn, when you make a damage roll on your turn using an unarmed strike or a monk weapon, and you roll a 1 or 2 on your damage dice, you can re-roll the die, and use either total.
Instant Opening
At 11th level, your body has gotten used to its near-constant strain. Your first two Ki gates no longer require ki points to open, and you do not suffer the lethargy drawback if your fail your Drawback saving throw.
As well, you can now open your Ki Gates as a free action on your turn, no longer requiring a bonus action to do so, though you can still only do so once per turn.
Master of the Eight Gates
When you reach 17th level, your body has toughened considerably. Your first four Ki Gates no longer require ki points to open.
Additionally, whenever you score a critical hit with an unarmed strike or monk weapon, you regain 1 ki point.







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Posted Apr 2, 2023This is very cool, it did miss a few things so I cleaned it up for easier use in dnd beyond -> link
very good, very nice