Monk Subclass: Way of the Internal Gates
Hit Points
Hit Dice: d8 per Monk Subclass: Way of the Internal Gates level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor: None
Weapons: Simple weapons, unarmed strikes, and shortswords.
Tools:
Saving Throws:
Skills:
Overview & Creation
Monks who follow this path begin to train intensively for one purpose: To open and release their body's internal limits. These limits are known as "Internal Gates" and with every gate opened, up to the highest count of eight, they become exponentially stronger. While these monks can become some of the most fearsome warriors on the battlefield, the opening of some of these gates can cause major strain on their bodies both inside and out. If not careful, they can completely destroy themselves while performing said abilities, causing some to die from overexcretion.
When an individual first discovers this ability, it's usually discovered or done accidentally. Usually, the first gates are opened under situations of extreme stress and direness. These people, upon opening the first few gates for the first time, never realize what they actually do until they see the carnage that they committed assuming that they're still conscious after the episode.
Subclass Options
First Gate Openings
At 3rd level, upon choosing this subclass, you gain the ability to momentarily release certain limits of body and go above and beyond. On your turn, you can use a bonus action to do one of the following:
- Step of the Typhoon: Expend 1 ki points to double your normal movement speed and gain a +1 to AC for 1 minute (10 rounds). You also can't be targeted with opportunity attacks.
- Strike of Wrath: Expend 2 ki point to add an extra two Martial Arts dice to all damage rolls for 1 minute.
- Digits of Stone: Expend 1 ki point to grant a climb speed equaling your movement speed and a 15ft jump distance for 1 minute. If you end your turn while climbing, you can cling onto the surface.
After using any of these abilities, you must make a constitution save (Monk DC) or take 1 point of exhaustion.
Spiraling Slam
Also at 3rd level, you gain a special move that can performed when one or more gates are opened. Make an unarmed strike. If this attack lands, you can force the target (large or smaller) to make a strength save. On a failed save, they are sent 10ft up into the air. You can then expend 2 ki points to use a bonus action to leap upwards and slam them back down into the ground. Roll another unarmed strike with advantage. If this attack lands, they take the damage and are also slammed back into the ground, taking 2D6 bludgeoning damage from the fall. If you miss this attack, both you and the target will take 1D6 fall damage.
Increased Regeneration
At 6th level, your body adapts to the slowly broken limits. Upon hitting this level, you can, while taking a short rest, add your Martial Arts die along with your hit die to heal. You can also expend 3 ki points to remove up to 2 points of exhaustion during a short rest (once per day). These points can't be regained until another rest is done.
Power Surge
At 11th level, you can quickly become extremely dangerous on the battlefield. On your turn, you can use your bonus action to do one of the following:
- Pin-point Strikes: You can expend 2 ki points to gain a +5 to hit bonus for the next 1 minute. (Roll a constitution save afterwards or take 2 point of exhaustion)
- Storm's Speed: You can expend 2 ki points to give yourself a base movement speed of 200ft for the next hour. This speed can't be boosted any further with any other speed-affecting buffs. (Roll a constitution save afterwards or take 2 point of exhaustion)
- Knock of Force: You can expend 1 ki point to have the next target you land a melee-attack with to make a strength save or be knocked up to 20 ft in any direction of your choosing. This attack also deals an additional 1D12 damage.
Omni-Strike
Also at 11th level, you can now perform a special attack known as the Omni-Strike. By expending 3 ki points, you can make a special unarmed strike as an action. If this attack lands, the creature (large or smaller) is knocked up 10ft into the air and will proceed to be dealt 2D8 of magical bludgeoning damage initially and every single round afterwards until you stop or the target drops to 0. While the target is kicked up, they can use their action to try to make a dexterity save with disadvantage to try to break free. On your turn, you can only either deal damage or use a bonus action to end it early. In order to use this ability, you can't have less than half of your max ki points and can't have any levels of exhaustion. After this ability ends, you take 1 point of exhaustion and are paralyzed for 1D4 rounds.
Final Gate Opening
At 17th level, your body has virtually no limits anymore and you become one of the most terrifying forces of destruction. As an action, you can spend 5 ki points to gain the following attributes for the next 10 minutes:
- All abilities from the First Gate Openings are granted.
- All abilities from Power Surge can be used with only 1 ki point being spent.
- You can crit on a 17 or higher.
- By moving at least 10ft on your turn, you become invisible to anyone without true-sight and attack with advantage on the same turn. This lasts until the start of your next turn.
- You gain the ability to freely Dash as a bonus action and you can freely run up and down vertical surfaces.
- You are immune to all forms of crowd-control effects that can hinder movement. This includes spells that can slow creatures down, being restrained, being grappled, and difficult terrain.
After the 10 minutes are over, you take 80 points of necrotic damage and fall unconscious for 1D10 hours. If you do not receive at least 20 points of healing within the time of unconsciousness, you will die.