Monk
Base Class: Monk

A Monk Monastic Tradition based on Might Guy, made for the world's greatest roleplaying game. Created by: Game Masters Domain

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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

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. 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 1d6 necrotic damage equal to 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.

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 made with Strength.

2nd Gate: Gate of Healing

(Cost 2 ki): This gate increases blood flow. you or a creature with in 5ft regain hp equal to 1d8 + your STR modifier.

Crimson Lotus

At 6th 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.

3rd Gate: Gate of Life

(Cost 3 ki): This gate further increases bloodflow 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 increases 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.

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 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 increases 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.

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 1d6 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 60-foot cone must make a Dexterity saving throw 10+STR mod. A creature takes 4d8 bludgeoning damage, and 2d8 fire 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

At 17th 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.

7th Gate: Gate of Wonder

(Cost 7 ki): This gate further increases 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 or be knocked back 30ft.

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 60ft of you, that creature must make a Dexterity 10+STR mod saving throw. 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.

Evening Elephant

Prerequisites: Gate of Death

This technique is a continuous assault of five punches, with each "foot" — as they are referred to — being performed faster than the one before. It creates a cannon of pressurized air which bears the appearance of an elephant's leg. choose up to 4 creatures you can see within 5ft of you, that creature must make a Dexterity 10+STR mod saving throw. If it fails, it is stunned until the end of your next turn, if it succeeds, it takes half as much damage and is not stunned. reach 5 ft (2d6 + 6) force damage. On each consecutive hit, this damage increases by 4 (1d6) to a maximum of 25 (5d6 + 6).

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