Monk
Base Class: Monk
Monk Level Eight Gate Features

3rd

Strong Fist Technique

3th

The Eight Gates

6th

Crimson Lotus

11th

Morning Peacock

17th Daytime Tiger

Strong Fist Technique

3rd level When you choose this tradition at 3rd level, you gain proficiency in the Athletics skill. 

The Eight Gates

Starting when you choose this tradition at 3rd level, you gain the ability to fully open the gates within your body to release your flow of Ki. As a bonus action on your turn, you can spend ki points to open a gate you have access to, you gain access to additional gates as you gain levels in this subclass. Additionally when you open a higher than the one you are currently in you spend one additional ki point rather than the coast listed. 

As a bonus action on your turn, you spend the number of ki points listed with each gate to open it, and gain the benefits of that gate, and any under it, for 1 minute. At the end of that minute, you take necrotic damage equal to your martial arts die times the amount of ki points spent,This damage ignores resistance and immunity. 

Alternatively you can expend your monk hit die in place of Ki points, and you suffer levels of exhaustion in place of damage.

Additionally the gate closes early if you fall unconscious.  

1st Gate: Gate of Opening (Cost 1 ki): This gate removes the limits on your muscles. You gain a +2 to all attack and damage rolls.

2nd Gate: Gate of Healing (Cost 2 ki): This gate increases blood flow. You regain 1 ki point and hit points equal to two of your martial arts die, and gain temporary hit points equal to half your level

Crimson Lotus

  • 3rd Gate: Gate of Life (Cost 3 ki): This gate further increases blood flow and healing. At the start of each of your turns, you regain hit points equal to your strength modifier, as long as you have at least 1 hit point.
  • 4th Gate: Gate of Pain (Cost 4 ki): This gate increase the strain on your muscles. You gain extra movement equal to half of your strength score(rounded to the nearest 5ft interval.) and have advantage on the first attack you make after moving on that turn. 
  • Lotus. When you hit another creature with a melee weapon attack, you can spend 2 ki points to attempt a Shatter strike. The target must succeed on a Constitution saving throw (DC:{{savedc:wis}}) or take 2d6 force damage, and have disadvantage on all strength checks and saving throws, until the end of your next turn.

Morning Peacock

At 11th level you have learned to open two additional gates, while using one of these gates, you can use your action to perform a special attack.

5th Gate: Gate of Limit (Cost 5 ki): This gate increase the strain on your muscles. You gain extra movement equal to your strength score(rounded to the nearest 5ft interval) and can make an additional attack as part of your flurry of blows. Additional you gain advantage on strength based ability checks and saving throws 

  • 6th Gate: Gate of Joy (Cost 6 ki): This gate increases the body temperature, forming steam from your sweet. The reach of your unarmed strikes increases by 5ft, and deal an additional martial arts die of fire damage.
  • Morning Peacock prerequisite(Gate of Joy) As an action on your turn, you send out a flurry of flaming punches. Each creature in a 30-foot cone must make a Dexterity saving throw(DC:{{savedc:wis}}). A creature takes 4d8 bludgeoning damage, and 4d8 fire damage damage on a failed save, or half as much damage on a successful one. Once you use this feature, you must finish a long rest before you can use it again.

Daytime Tiger

  • 7th Gate: Gate of Wonder (Cost 7 ki): This gate further increase your body temperature and strain on your muscles. You have advantage on all attacks using strength, additionally once per turn, you can reroll the damage of one of your attacks.
  • 8th Gate: Gate of Death (Cost 8 ki): This gate releases all limiters on Ki flow and heart rate, this causes extreme damage to the user once its effects end. Your attacks critically hit on a 19-20, and you add twice your strength modifier to the damage of your unarmed strikes, Once per turn when you hit a creature with an unarmed strike, you can force the target to make a strength saving throw (DC:{{savedc:wis}}), or be knocked back 30ft and fall prone.

If you choose to open the gate of death, at the end of the duration you then gain vulnerability to all damage until you finish a long rest.

  • Daytime Tiger prerequisite (Gate of Wonder) As an action on your turn, you spend 2 ki points and choose one creature you can see within 60 ft of you, that creature must make a Dexterity saving throw (DC:{{savedc:wis}}). If it fails it takes 10d10 force damage and is stunned until the end of your next turn, If it succeeds, it takes half as much damage and is not stunned.
  • Night Guy prerequisite (Gate of Death) As an action on your, you can spend your remaining ki points and choose one creature you can see within 100 ft of you, that creature must make a strength saving throw (DC:{{savedc:wis}}) at disadvantage. if it fails it takes 20d6 force damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. after you use this ability the Eight Gates ends early.  if you are able to survive the aftermath of this ability your body is left horribly burned and disfigured while healing magic can save your life you would no longer be able to walk or cast spells nothing short of a Wish spell can fix this. 

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