Monk
Base Class: Monk

Gate of Opening

By the time you reach 3rd level, you can momentarily push beyond your body's natural capabilities. When you make an ability check that uses your Strength or Dexterity modifier and, you can spend 1 ki points to reroll it and take the second result.
You can use this feature two times. You regain all expended uses of it when you finish a short or long rest.

Gate of Rest

At 3rd level, your control over your body's natural healing processes allow you to momentarily invigorate yourself. As a bonus action, you can spend 2 ki points to grant yourself temporary hit points for one minute equal to 1d8 plus your Wisdom modifier(min +0). At 11lvl it increases to 2d8 + wis modifier.
Once you use this feature, you must finish a long rest before you can use it again.

Gate of Life

Starting at 6th level, you can push yourself beyond your limits to unleash a devastating aerial assault. Using your action, you can spend 3 ki points to make three unarmed strikes against a single creature which uses your entire turn. If the target is Medium or smaller, after the third unarmed strike it is launched 10 feet straight up for every unarmed strike attack roll that hit as part of this action. The fall damage if any gets a bonus to the damage equal to your wis modifier(min +0).
After using this feature, you suffer one level of exhaustion, and you must finish a short or long rest before you can use it again.

Gate of Pain

When you are 6th level, you have learned to enhance your speed and power at great personal cost. As a bonus action, you can spend 4 ki points to enter a state gaining the following benefits:

* You ignore the effect of exhaustion for the duration

* Your speed is increased by 10 feet for the duration

* You get +2 to attack & damage roll for the duration

* While moving you have bonus to AC equal proficenty modifier

This state lasts for 1 minute. It ends early if you are knocked unconscious. You can also end this state on your turn as a bonus action. After using this feature, you suffer 1 levels of exhaustion and take 1d4 damage for every turn you were in this state. This damage cannot be prevented or reduced in any way.
You cannot use this feature in conjunction with your Gate of Closing or Gate of Death features. 

Gate of Joy

At 11th level, you can unleash a combination of punches that ignite the air with sheer friction. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action. You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Gate of closing

Starting at 11th level, you have trained yourself to reach near-superhuman levels of strength. As a bonus action, you can spend 6 ki points to enter a state gaining the following benefits:

* You ignore the effect of exhaustion.

* Ability checks that use your Strenght or Dex gets a +5 for the duration.

* Your speed is increased by 15 feet for the duration.

* You get a +3 to attack and damage roll for unarmed strikes for the duration.

This state lasts for 1 minute. It ends early if you are knocked unconscious. You can also end this state on your turn as a bonus action. After using this feature, you suffer two levels of exhaustion and take 1d6 damage for every turn you were in this state. This damage cannot be prevented or reduced in any way.
You cannot use this feature in conjunction with your Gate of Pain or Gate of Death features. Once you use this feature, you must finish a long rest before you can use it again.

Gate of Wonder

At 17 lvl You can create a blast of compressed air that strikes like a mighty claw. As an action, you can spend 3 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw(DC=18). On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you use, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone. 
Once you use this feature, you must finish a long rest before you can use it again.

Gate of Death

When you are 17th level, you can burn out your soul to gain the power of a god. As a bonus action, you can spend 8 ki points to enter a state gaining the following benefits:

* You ignore the effect of exhaustion for the duration.

 * Ability checks that use your Strenght or Dex get advantage for the duration.

* Your speed is increased by 15 feet for the duration and you gain a fly speed equal to you walk speed

* Your unarmed attack have reach and +4 to damage & attack rolls for the duration

* You can preform a flying kick that has advantage on the attack and that deals 8d6 fire damage & 2d6 force damage(this is an unarmed strike). If it hits, you and the target gets pushed a number of feet equal to the damage dealt away from the point you kicked them from. If the creature is large or smaller. Preforming this kick so uses your entire turn and ends the gate immediately. If you miss you get pushed 15 feet and the gate ends.

This state lasts for 1 minute. After using this feature, you exhaustion level gets set to 5 levels of exhaustion and reduced to zero. If you do not regain any hit points within an hour you gain 1 level of exhaustion(note: you get additional levels is exhaustion for every hour). 
You cannot use this feature in conjunction with any other gates. You can only do this ability once before you must finish a long rest.

Gate of Opening & Gate of Rest

Gate of Opening

By the time you reach 3rd level, you can momentarily push beyond your body's natural capabilities. When you make an ability check that uses your Strength or Dexterity modifier and, you can spend 1 ki points to reroll it and take the second result.
You can use this feature two times. You regain all expended uses of it when you finish a short or long rest.

Gate of Rest

At 3rd level, your control over your body's natural healing processes allow you to momentarily invigorate yourself. As a bonus action, you can spend 2 ki points to grant yourself temporary hit points for one minute equal to 1d8 plus your Wisdom modifier(min +0). At 11lvl it increases to 2d8 + wis modifier.
Once you use this feature, you must finish a long rest before you can use it again.

Gate of life & Gate of pain

 

Gate of Life

Starting at 6th level, you can push yourself beyond your limits to unleash a devastating aerial assault. Using your action, you can spend 3 ki points to make three unarmed strikes against a single creature which uses your entire turn. If the target is Medium or smaller, after the third unarmed strike it is launched 10 feet straight up for every unarmed strike attack roll that hit as part of this action. The fall damage if any gets a bonus to the damage equal to your wis modifier(min +0).
After using this feature, you suffer one level of exhaustion, and you must finish a short or long rest before you can use it again.

Gate of Pain

When you are 6th level, you have learned to enhance your speed and power at great personal cost. As a bonus action, you can spend 4 ki points to enter a state gaining the following benefits:

* You ignore the effect of exhaustion for the duration

* Your speed is increased by 10 feet for the duration

* You get +2 to attack & damage roll for the duration

* While moving you have bonus to AC equal proficenty modifier

This state lasts for 1 minute. It ends early if you are knocked unconscious. You can also end this state on your turn as a bonus action. After using this feature, you suffer 1 levels of exhaustion and take 1d4 damage for every turn you were in this state. This damage cannot be prevented or reduced in any way.
You cannot use this feature in conjunction with your Gate of Closing or Gate of Death features. 

 

Gate of joy & Gate of closing

Gate of Joy

At 11th level, you can unleash a combination of punches that ignite the air with sheer friction. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action. You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Gate of closing

Starting at 11th level, you have trained yourself to reach near-superhuman levels of strength. As a bonus action, you can spend 6 ki points to enter a state gaining the following benefits:

* You ignore the effect of exhaustion.

* Ability checks that use your Strenght or Dex gets a +5 for the duration.

* Your speed is increased by 15 feet for the duration.

* You get a +3 to attack and damage roll for unarmed strikes for the duration.

This state lasts for 1 minute. It ends early if you are knocked unconscious. You can also end this state on your turn as a bonus action. After using this feature, you suffer two levels of exhaustion and take 1d6 damage for every turn you were in this state. This damage cannot be prevented or reduced in any way.
You cannot use this feature in conjunction with your Gate of Pain or Gate of Death features. Once you use this feature, you must finish a long rest before you can use it again.

Gate of wonder & Gate of death

Gate of Wonder

At 17 lvl You can create a blast of compressed air that strikes like a mighty claw. As an action, you can spend 3 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw(DC=18). On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you use, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone. 
Once you use this feature, you must finish a long rest before you can use it again.

Gate of Death

When you are 17th level, you can burn out your soul to gain the power of a god. As a bonus action, you can spend 8 ki points to enter a state gaining the following benefits:

* You ignore the effect of exhaustion for the duration.

 * Ability checks that use your Strenght or Dex get advantage for the duration.

* Your speed is increased by 15 feet for the duration and you gain a fly speed equal to you walk speed

* Your unarmed attack have reach and +4 to attack & damage rolls for the duration

* You can preform a flying kick that has advantage on the attack and that deals 8d6 fire damage & 2d6 force damage(this is an unarmed strike). If it hits, you and the target gets pushed a number of feet equal to the damage dealt away from the point you kicked them from. If the creature is large or smaller. Preforming this kick so uses your entire turn and ends the gate immediately. If you miss you get pushed 15 feet and the gate ends.

This state lasts for 1 minute. After using this feature, you exhaustion level gets set to 5 levels of exhaustion and reduced to zero. If you do not regain any hit points within an hour you gain 1 level of exhaustion(note: you get additional levels is exhaustion for every hour). 
You cannot use this feature in conjunction with any other gates. You can only do this ability once before you must finish a long rest.

Previous Versions

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