StarvingGamer
2017-07-11, 03:21 AM
Way of the Eight Gates - Monk Monastic Tradition (http://homebrewery.naturalcrit.com/share/HJbtPsY-r-)
I'm on vacation and being self-indulgent I know this is probably suuuper bust but still feedback would be welcome!
Way of the Eight Gates
Monks of the Way of the Eight Gates train to tear down the the mind's protective limiters on physical exertion using ki. By opening each of their inner gates, they can push their bodies to limits far beyond mere mortals. This is not without a cost, however, as these monks quickly learn just how taxing it can be to have their muscles working at their true maximum. That being said, there is none better than a monk of the eight gates when facing insurmountable odds, as long as their allies stick around to help put them back together again.
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.
Starting at 11th level, the temporary hit points granted by this feature increase to 2d8 plus your Wisdom modifier. Once you use this feature, you must finish a short or 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 four unarmed strikes against a single creature. If the target is large or smaller, after the fourth unarmed strike it is launched 10 feet straight up for every unarmed strike attack roll that hit as part of this action. Any fall damage taken as a result of this movement is doubled.
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 effects of exhaustion.
Your speed increases by 10 feet.
You gain a +2 bonus to attack and damage rolls for your unarmed strikes.
Your Flurry of Blows costs 0 ki points.
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 Closing or Gate of Death features. Once you use this feature, you must finish a long rest before you can use it again.
Gate of Joy
At 11th level, you can unleash a combination of punches that ignite the air with sheer friction. Using your action, you can spend 5 ki points to make six unarmed strikes against a single creature. Each unarmed strike that hits does an additional 1d6 fire damage to the target.
If at least one unarmed strike attack roll hits, each creature in a 15-foot cone behind the target must make a Dexterity saving throw. Each creature takes 1d6 fire damage for each unarmed strike attack roll that hit on a failed save, or half as much damage on a successful save.
After using this feature, you suffer two levels of exhaustion, and you must finish a short or long rest before you can use it again.
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 effects of exhaustion.
Ability checks that use your Strength or Dexterity modifier are rolled with advantage.
Your speed increases by 20 feet.
You gain a +4 bonus to attack and damage rolls for your unarmed strikes.
Your Flurry of Blows costs 0 ki points.
Your Step of the Wind costs 0 ki points.
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 three levels of exhaustion and take 1d10 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
By the time you reach 17th level, you can put your body at immense risk to generate awe-inspiring force. Using your action, you can spend 7 ki to erupt a column of air pressure from your hands in a 15-foot-wide line targeting a point up to 60 feet away. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature is pushed to within 5 feet of the target point. On a successful save, the creature isn't pushed.
After this movement, the target point explodes into an enormous shockwave. Each creature in a 30-foot radius must make a Dexterity saving throw. On a failed save, a creature takes 8d10 thunder damage and is pushed 3d6 x 10 feet away from the center of the blast, falling prone at the end of this movement. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 3d6 x 10 feet away from the target point by the shockwave's effect, and the shockwave emits a thunderous boom audible out to one mile.
After using this feature, you suffer three levels of exhaustion. 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 effects of conditions.
Your Strength, Dexterity, and Constitution scores change to 30.
Your speed increases by 30 feet, and you gain a fly speed equal to your walk speed.
You gain a bonus to all rolls equal to your monk level.
Your monk features no longer require ki.
You no longer have to wait between rests to reuse the features granted by this monastic tradition.
This state lasts for 1 minute. After using this feature, you suffer six levels of exhaustion and die. This death cannot be prevented in any way and your soul is permanently destroyed, making you ineligible for resurrection.
You cannot use this feature in conjunction with your Gate of Pain or Gate of Closing features.
I'm on vacation and being self-indulgent I know this is probably suuuper bust but still feedback would be welcome!
Way of the Eight Gates
Monks of the Way of the Eight Gates train to tear down the the mind's protective limiters on physical exertion using ki. By opening each of their inner gates, they can push their bodies to limits far beyond mere mortals. This is not without a cost, however, as these monks quickly learn just how taxing it can be to have their muscles working at their true maximum. That being said, there is none better than a monk of the eight gates when facing insurmountable odds, as long as their allies stick around to help put them back together again.
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.
Starting at 11th level, the temporary hit points granted by this feature increase to 2d8 plus your Wisdom modifier. Once you use this feature, you must finish a short or 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 four unarmed strikes against a single creature. If the target is large or smaller, after the fourth unarmed strike it is launched 10 feet straight up for every unarmed strike attack roll that hit as part of this action. Any fall damage taken as a result of this movement is doubled.
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 effects of exhaustion.
Your speed increases by 10 feet.
You gain a +2 bonus to attack and damage rolls for your unarmed strikes.
Your Flurry of Blows costs 0 ki points.
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 Closing or Gate of Death features. Once you use this feature, you must finish a long rest before you can use it again.
Gate of Joy
At 11th level, you can unleash a combination of punches that ignite the air with sheer friction. Using your action, you can spend 5 ki points to make six unarmed strikes against a single creature. Each unarmed strike that hits does an additional 1d6 fire damage to the target.
If at least one unarmed strike attack roll hits, each creature in a 15-foot cone behind the target must make a Dexterity saving throw. Each creature takes 1d6 fire damage for each unarmed strike attack roll that hit on a failed save, or half as much damage on a successful save.
After using this feature, you suffer two levels of exhaustion, and you must finish a short or long rest before you can use it again.
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 effects of exhaustion.
Ability checks that use your Strength or Dexterity modifier are rolled with advantage.
Your speed increases by 20 feet.
You gain a +4 bonus to attack and damage rolls for your unarmed strikes.
Your Flurry of Blows costs 0 ki points.
Your Step of the Wind costs 0 ki points.
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 three levels of exhaustion and take 1d10 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
By the time you reach 17th level, you can put your body at immense risk to generate awe-inspiring force. Using your action, you can spend 7 ki to erupt a column of air pressure from your hands in a 15-foot-wide line targeting a point up to 60 feet away. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature is pushed to within 5 feet of the target point. On a successful save, the creature isn't pushed.
After this movement, the target point explodes into an enormous shockwave. Each creature in a 30-foot radius must make a Dexterity saving throw. On a failed save, a creature takes 8d10 thunder damage and is pushed 3d6 x 10 feet away from the center of the blast, falling prone at the end of this movement. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 3d6 x 10 feet away from the target point by the shockwave's effect, and the shockwave emits a thunderous boom audible out to one mile.
After using this feature, you suffer three levels of exhaustion. 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 effects of conditions.
Your Strength, Dexterity, and Constitution scores change to 30.
Your speed increases by 30 feet, and you gain a fly speed equal to your walk speed.
You gain a bonus to all rolls equal to your monk level.
Your monk features no longer require ki.
You no longer have to wait between rests to reuse the features granted by this monastic tradition.
This state lasts for 1 minute. After using this feature, you suffer six levels of exhaustion and die. This death cannot be prevented in any way and your soul is permanently destroyed, making you ineligible for resurrection.
You cannot use this feature in conjunction with your Gate of Pain or Gate of Closing features.