Monk
Base Class: Monk

The Inner Gates exist in order to limit the flow of chakra within an individual's body. Ordinarily, individuals can use no more than 20% of their body's full potential, the brain's way of protecting the individual from harming their body through overexertion. With training, individuals can learn to remove these limiters, referred to as "opening" the gates. With each opened gate, individuals are given access to more and more of their body's chakra, thus increasing their physical strength and speed.

The Gates in order are; The Mind Gate(lvl3), The Recovery Gate(lvl3), The Limitless Gate(lvl6), The Aura Gate(lvl11), The Final Gate(lvl17).

Only one gate can be opened per turn, cannot be stacked. Opening a new gate will cancel the effects of previous gate.

 

 

The Mind Gate

At level 3 removes the user's mental inhibitions allowing a stillness of the mind.

Opening this gate as a bonus action gives the user Adv on Wisdom and Intelligence saving throws.

WIS Mod per Short Rest.

The Recovery Gate

At level 3 increases the user's bodies recovery time from damage sustained in battle.

Opening this gate as a bonus action gives the user Temp. HP equal to Monk Lvl + WIS Mod in recovery.

Once per Short Rest.

The Limitless Gate

At level 6 allows the user's body to remove the limits of the muscles increasing their strength and speed.

Opening this gate as a bonus action give the user +10 movement speed and Adv on all attacks with Monk weapons and unarmed attacks.

However your muscles start to tear and bones begin to fracture with every swing causing 1d6 damage per turn.

WIS Mod per Long Rest.

The Aura Gate

At level 11 gives the users unarmed strikes the ability to send pockets of compressed air at their foes as their steaming sweat creates a "aura" around the user. 

To open this gate you must use a bonus action.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is Bludgeoning, and its damage die is a d8. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 2 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

However your sweat is steaming burning your skin, muscles tear and bones fracture even more so than your previous unlocked gate. With every swing causing 1d8 damage per turn.

Once per Long Rest

The Final Gate

At level 17 increases the user's power to the utmost limits of mortal kind. Every attack shatters the users bones and rips apart their muscles as your blood is boiling to the point where red steam is erupting from every pore creating a large red aura around the user.

Opening this gate as a bonus action gives the user +25 movement speed and Adv on all attacks with Monk weapons and unarmed attacks. An additional 1d10 damage to all their attacks as well.

Also gains the ability to use The Aura Gates ability of punching compressed air.

Using this ability however is at the cost of ones lifeforce, each turn the monk takes 1d12 damage PER ATTACK USED THIS ROUND.

The final addition to this Gate allows the user to give up the rest of their HP to use an unarmed strike that automatically hits, deals max damage, and adds 1 Damage per HP Spent.

UPON FALLING UNCONSCIOUS, IMMEDIATELY FAILS TWO DEATH SAVING THROWS.

ONCE PER LONG REST

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