Way of the Inner Gates

by DM_Malus

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Monk: Way of the Eight -Inner Gates

By DM_Malus

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 achieve feats far beyond mere mortals. This is not without a cost, however, as these monks quickly learn just how taxing it can be when your muscles work at their absolute maximum. That being said, there is none better than a monk of the eight gates when it comes to overcoming insurmountable odds, as long as their allies stick around to help put them back together again.

Improved Physique

Starting at 3rd level, the intense training your body has gone through in order to properly unleash your inner potential has strengthened your physical structure. Your maximum hit points are increased by 1, and increase by an additional 1 for level you take in this class.

Path of the Eight Gates

When you choose this tradition at 3rd level, you begin the path of understanding the eight inner gates of Ki that make up your body and how to harness and unlock your true potential and go beyond your limits. You have unlocked the first two gates; The Gate of Opening and the Gate of Healing as described in the Inner Gates list below. You learn the third and fourth gate at 6th level, the fifth and sixth gate at 11th level, and the seventh and eighth gate at 17th level.

Activating your Inner Gate

To activate one of your inner gates, you must expend a number of Ki Points as listed by that Gate, doing so is a Bonus Action. The Gate effect lasts for 10 minutes, after which it ends. Some Gate effects can be dangerous and cause aftereffects. Lastly, Gate Effects are cumulative, meaning that if you activate the Third Gate, you also gain the benefits (and dangerous after-effects) of the first and second gate as well.




























List of the Eight Inner Gates

First Gate: the Gate of Opening

Ki Cost: 1

As a bonus action, you activate the Gate of Opening, which is located within the brain, removing the restraints of your minds' limitations on your muscle strength and speed. For the duration of this gate, you gain advantage on Strength-based ability checks and your movement speed increases by an additional 5 feet. In addition, you gain access to the first technique; the "Front Lotus".

Second Gate: the Gate of Healing

Ki Cost: 2

As a bonus action, you activate the Gate of Healing, located in the brain, causing your mind to send waves of adrenaline and converting ki into restorative energy to mend your body. Upon activation, you regain hit points equal to your Monk level, In addition, the rejuvenating ki bolsters your body, granting you additional Temporary Hit Points equal to half your Monk level. These temporary hit points only last your Gate is active, and disappears once the effect ends.

Third Gate: the Gate of Life

Ki Cost: 3

As a bonus action, you activate the Gate of Life, located in the spinal cord, by opening this gain it increases blood flow throughout your body and accelerates your bodys natural healing abilities. While under the effects of this gate, at the start of each of your turns, you regain hit points equal to your Constitution Modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. This effect only functions while the Gate is active, and ends once the gate does. After this gate ends, you gain 1 level of exhaustion. In addition, you gain access to the "Reverse Lotus" Technique while within this gate.

Fourth Gate: the Gate of Pain

Ki Cost: 4

As a bonus action, you open the Gate of Pain, located in the spinal cord. Doing so unleashes a surge of energy increasing your speed and power further but also potentially causing muscle tissue to tear under the stress. Your movement speed increases by an additional 5 feet, and you gain a +2 bonus to attack and damage rolls. After the Gate effect ends, the sheer stress upon your body causes you take to necrotic damage equal to your monk level. This form of damage cannot be reduced or mitigated by resistance or immunities and can potentially kill you.

Fifth Gate: the Gate of Limit

Ki Cost: 5

As a bonus action, you unleash the Gate of Limit located in the abdomen, further increasing your power once more. Your movement speed increases increases by an additional 10 feet (to a total of 20 feet now), and you gain an additional +1 bonus to attack and damage rolls (total of +3). Lastly, while under the effects of this gate, you can use your Step of the Wind monk feature without expending ki.

Sixth Gate: the Gate of View

Ki Cost: 6

As a bonus action, you unleash the gate of View, located in the stomach. Opening of this gate releases an enormous amount of energy that can cause nearby water bodies to form a vortex around the user, wind billows around your body, tearing at foes that dare get close to you. While under the effects of this Gate, you exude an an Aura of Ki that radiates out to 5 feet in every direction, but not through total cover. When you activate this effect, and whenever a creature starts their turn, move within range of the aura, or makes a melee attack against you, they must make a Dexterity Saving Throw (DC = 8 + Your Proficiency Bonus + Your Wisdom Modifier) on a failed save, the ki energy whiplashes and retaliates, causing them to take Force damage equal to 3 + your Wisdom Modifier. A creature can only take damage from this feature once per turn. Lastly, while under the effects of this gate, When you use the Attack action on your turn, you can spend 1 Ki point to cause tendrils of flame to stretch out from your fists and feet, as they strike with such speed and force that they ignite the air and set your foe ablaze. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and you deal an extra 1d0 fire damage on top of that. The amount of stress that this Gate takes upon your body is immense, and you gain 1 level of exhaustion (total of 2 levels). In addition, while under the effects of this gate, you gain access to the sixth technique: Morning Peacock.

Seventh Gate: the Gate of Wonder

Ki Cost: 7

As a bonus action, you unleash the Gate of Wonder, located below the stomach. Further pushing your speed and power, Unfortunately the side effects of opening this cause your muscle fibers to easily rip and tear, creating intense pain. Your movement speed increases by an additional 10 feet (to a total of 30ft), and you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons for the duration of this gate effect. Lastly, the amount of speed in this gate allows you to perform the ancient Technique "Fist of the Daytime Tiger". Lastly, this Gate is incredibly taxing and causes you to gain two levels of exhaustion (total of 4).

Eighth Gate: the Gate of Death

Ki Cost: 8

As a bonus action, you unleash the Gate of Death, located in your heart. by jabbing your chest with your thumb to direct ki to your heart, once opened your own blood begins to create an aura of red steam, as it emanates from your own pores and evaporates into steam by contact with your energy. You indulge in the full power of your body, exceeding the power and gaining the effects of all previous gates. Once this gate effect ends, you suffer six levels of exhaustion and immediately die. Once slain by this feature, nothing short of a Wish Spell or a 9th-level True Resurrection can return you to life.

  • Once activated, you are temporarily immune to the effects of hostile conditions.
  • Your Strength and Dexterity Scores are temporarily changed to 29.
  • Your Jump Distance is tripled.
  • You deal an additional amount of force damage on your unarmed strikes equal to half your monk level.
  • Your Flurry of Blows no longer costs Ki.
  • You can use the "Fist of the Daytime Tiger" twice, instead of once, though you must still expend ki as normal to use it.
  • You gain access to the highest level technique; "Night Dragon"

Techniques

Technique 1: Front Lotus

As an Action, and by spending 1 Ki, you can make an attack roll against one creature in melee range, on a hit, you deal unarmed strike damage per normal and deliver a powerful kick that launches the creature 20 feet high up into the air. The creature must be no larger than one size category for it to be affected by this. The creature then falls and takes damage per the amount of feet it fell, and is considered prone.

Technique 3: Reverse Lotus

As an Action, and by spending 2 Ki, you can make an attack roll against one creature in melee range, on a hit, you deal unarmed strike damage per normal and deliver a powerful kick that launches the creature 20 feet high up into the air. The creature must be no larger than one size category for it to be affected by this. While in the air, you then deliver flurry of blows against it. That creature must make a Dexterity Saving Throw or take 4d6 Bludgeoning damage and be kicked back to the ground where it is knocked prone and takes an additional 2d6 bludgeoning damage from the fall. Once you use this technique, if you are only under the effects of the Third Gate and no Higher Gate, then the gate immediately ends and you gain one level of exhaustion.

Technique 6: Morning Peacock

As an Action, and by spending 4 Ki, you can unleash a flurry of rapid-fire punches that are so fast that they ignite the air around them. Choose one creature within melee range, that creature must make a Dexterity Saving Throw, on a failure, they are bombarded by a barrage of flaming punches that deal 10d6 Fire Damage and the creature is stunned until the end of your next turn You can only use "Morning Peacock" Once, regaining its use after a long rest.

Technique 7: Fist of the Daytime Tiger

As an Action, you can spend 5 Ki and unleash a blast of air pressure in the shape of a roaring white tiger from your hands in a 15-foot wide line up to 60 feet away. Each creature in that line must make a Dexterity Saving Throw, on a failed save, a creature pushed to within 5 feet of the target point, on a successful save, the creature isn't pushed. After this forcible movement, the tiger blast explodes into an enormous shockwave. Each creature in a 30-foot radius must make a Dexterity Saving Throw again, on a failed save, a creature takes 8d10 thunder damage and is pushed 30 feet away from the center from the blast and is knocked prone. On a successful save, they take half danage and aren't pushed or prone. In addition, unsecured objects that are completely within the area of effect are automatically scattered away by the blast and it emits a thunderous boom audible out to one mile. You can only use the "Fist of the Daytime Tiger" once, regaining it's use after a long rest.

Technique 8: the Night Dragon

As an Action, your body swells with Ki, You can spend 5 Ki, and cause an aura of blood and energy that swirls around you, you then leap and perform a flying kick with a large aura of energy in the shape of a roaring dragon surrounding you. This kick flies forward in a 30-foot wide line up to 100 feet away. Each creature in that line must make a Dexterity Saving Throw, on a failed save, a creature is pushed to within 10 feet of the target point, on a successful save, the creature isn't pushed. After this forcible movement, the dragon explodes into an enormous shockwave. Each creature in a 30-foot radius must make a Dexterity Saving Throw again, on a failed save, a creature takes 20d6 thunder damage and 20d6 fire damage and is pushed 30 feet away from the center from the blast and is knocked prone. On a successful save, they take half damage and aren't pushed or prone. In addition, unsecured objects that are completely within the area of effect are automatically scattered away by the blast and it emits a thunderous dragon roar audible out to one mile. Once you use the "Night Dragon" technique, the Gate effect immediately ends.

 

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