Base Class: Monk
Way of the Closed Gate is all about weakening your opponent so that they cannot achieve certain goals they wish to reach. It is based on Chi-Blockers like Ty Lee from Avatar: The Last Airbender and Amon from Avatar: The Legend of Korra.
Slam Shut
At 3rd level, you can utilize pressure points to close the gate giving ki to their bodies and cause detrimental effects to your opponent's abilities. These abilities cost Ki, and require a Dexterity saving throw versus your save DC, 8+ Proficiency Bonus+ Dex. Modifier is used as your DC.
- Head- You can spend 1 ki point to knock the pressure point in the head causes disadvantage on attack rolls and sight-based abilities until your next turn.
- Legs- You can spend 2 ki points to attempt to sweep the leg if the enemy fails, they are knocked prone, on a success, the enemy loses 5 ft. of movement until your next turn.
- Torso- By spending 2 ki points, you can knock several pressure points to cause the opponent to deal 2d8 times your Dexterity Modifier. This damage increases by 1d8 for every ki point after the first 2 spent.
- Arms- Spending 1 ki point, you can disarm an opponent, or impose disadvantage on them for their next attack.
- Eyes- By spending 2 ki points, you can injure your enemies eyes to cause blindness upon them.
- Hands- Spending 1 ki point, you can disarm the opponent and successfully grapple the opponent, the next check the do to break free of the grapple is at disadvantage.
Key Keeper
You gain advantage to all Intimidation rolls, unless the DM says otherwise.
Keyhole Strike
At 6th level, you can find specific "keyhole" points on your enemy to inflict very detrimental effects to the enemy. You can use 2 of these attacks before a long rest.
Opportune Moment
If an opponent misses on an attack on you or within 5 ft of you, you can use your reaction or spend a ki point to attack an opponent with your fists. You can spend additional ki points to use one of your Slam Shut attacks with the normal attack. You have advantage on using this attack and your opponent has disadvantage on the saving throws.
Break The Gate
You can spend 5 ki points to hit almost every point in your foe's body. Make your opponent roll a Dexterity saving throw and on a failure, you deal 8d12 and your opponent is Paralyzed until the end of your next turn. On a success, your foe takes half of the damage and takes the Restrained condition.
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