DnD Monk Subclass (PDF)




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Way​ ​of​ ​the​ ​God​ ​Fist
As​ ​a​ ​monk​ ​of​ ​the​ ​Way​ ​of​ ​the​ ​God​ ​Fist,​ ​you​ ​have​ ​taken​ ​a​ ​fundamentally​ ​different​ ​path​ ​than​ ​most
practitioners.​ ​You​ ​have​ ​found​ ​the​ ​powers​ ​of​ ​the​ ​gods​ ​within​ ​yourself.​ ​You​ ​have​ ​access​ ​to
powers​ ​far​ ​beyond​ ​yourself.​ ​This​ ​power​ ​comes​ ​at​ ​a​ ​cost​ ​though,​ ​as​ ​the​ ​power​ ​of​ ​gods​ ​was​ ​not
meant​ ​to​ ​reside​ ​in​ ​mortals.​ ​You​ ​no​ ​longer​ ​train​ ​to​ ​become​ ​stronger,​ ​you​ ​train​ ​to​ ​survive​ ​your
own​ ​strength​ ​and​ ​power.
Iron​ ​Limbs
Iron​ ​Chains:
At​ ​level​ ​3​ ​when​ ​you​ ​chose​ ​this​ ​path,​ ​when​ ​you​ ​successfully​ ​grapple​ ​an​ ​opponent,​ ​they​ ​are​ ​in​ ​the
restrained​ ​condition​ ​instead​ ​of​ ​grappled,​ ​until​ ​the​ ​grapple​ ​ends​ ​(see​ ​Appendix​ ​A:​ ​Conditions​ ​in
PHB,​ ​page​ ​290-291​ ​for​ ​the​ ​grappled​ ​and​ ​restrained​ ​condition​ ​)
Iron​ ​Knuckles:
Instead​ ​of​ ​following​ ​the​ ​monk​ ​table,​ ​your​ ​monk​ ​die​ ​increases​ ​to​ ​a​ ​d8,​ ​and​ ​increases​ ​to​ ​a​ ​d12​ ​at
level​ ​11.​ ​Your​ ​dedication​ ​to​ ​your​ ​fist​ ​costs​ ​you​ ​other​ ​training.​ ​All​ ​simple​ ​weapons​ ​no​ ​longer
count​ ​as​ ​monk​ ​weapons.
7​ ​Heavenly​ ​Gates
Starting​ ​at​ ​3rd​ ​level,​ ​you​ ​have​ ​access​ ​to​ ​the​ ​first​ ​two​ ​heavenly​ ​gates.​ ​You​ ​will​ ​unlock​ ​more​ ​as
you​ ​level.​ ​You​ ​expend​ ​1​ ​ki​ ​points​ ​for​ ​every​ ​gate​ ​opened​ ​after​ ​the​ ​first.​ ​Each​ ​turn​ ​as​ ​a​ ​free​ ​action
at​ ​the​ ​beginning​ ​of​ ​your​ ​turn,​ ​you​ ​can​ ​open​ ​at​ ​least​ ​1​ ​gate.​ ​Each​ ​gate​ ​has​ ​a​ ​benefit​ ​that​ ​is
added​ ​as​ ​you​ ​open​ ​them,​ ​listed​ ​in​ ​the​ ​gate​ ​table​ ​below.​ ​ ​You​ ​can​ ​open​ ​more​ ​than​ ​one​ ​gate​ ​per
turn,​ ​and​ ​you​ ​do​ ​not​ ​have​ ​to​ ​open​ ​every​ ​gate.​ ​Should​ ​you​ ​cancel​ ​the​ ​7​ ​heavenly​ ​gates​ ​early,
you​ ​may​ ​spend​ ​the​ ​ki​ ​to​ ​start​ ​it​ ​again,​ ​but​ ​must​ ​start​ ​at​ ​the​ ​first​ ​gate,​ ​and​ ​the​ ​consequences​ ​will
start​ ​from​ ​the​ ​last​ ​gate​ ​opened.​ ​For​ ​every​ ​2​ ​gates​ ​opened,​ ​you​ ​may​ ​go​ ​one​ ​extra​ ​turn​ ​without
opening​ ​a​ ​gate,​ ​while​ ​the​ ​effects​ ​of​ ​the​ ​previously​ ​opened​ ​gates​ ​remain.​ ​If​ ​this​ ​is​ ​not​ ​the​ ​case,
and​ ​you​ ​still​ ​do​ ​not​ ​open​ ​a​ ​gate​ ​at​ ​the​ ​beginning​ ​of​ ​your​ ​turn,​ ​the​ ​7​ ​heavenly​ ​gates​ ​will​ ​end​ ​and
the​ ​consequences​ ​will​ ​take​ ​immediate​ ​effect.​ ​You​ ​gain​ ​access​ ​to​ ​gates​ ​3​ ​and​ ​4​ ​at​ ​level​ ​6,​ ​5​ ​and
6​ ​at​ ​level​ ​11,​ ​and​ ​7​ ​at​ ​level​ ​15.
Fast​ ​Recovering:
By​ ​level​ ​3,​ ​your​ ​body​ ​has​ ​learned​ ​to​ ​deal​ ​with​ ​the​ ​strain​ ​you​ ​put​ ​on​ ​it,​ ​and​ ​as​ ​a​ ​result,​ ​long​ ​rest
recover​ ​up​ ​to​ ​3​ ​levels​ ​of​ ​exhaustion/gate​ ​consequences.
Iron​ ​Body
At​ ​level​ ​6,​ ​you​ ​gain​ ​proficiency​ ​in​ ​constitution​ ​saving​ ​throws.​ ​As​ ​a​ ​bonus​ ​action,​ ​you​ ​can​ ​spend
2​ ​ki​ ​points​ ​to​ ​gain​ ​resistance​ ​to​ ​non-magical​ ​slashing,​ ​piercing,​ ​or​ ​bludgeoning​ ​damage​ ​for​ ​a
minute.

Adamantine​ ​Body:

At​ ​level​ ​11,​ ​you​ ​can​ ​spend​ ​an​ ​extra​ ​ki​ ​point​ ​to​ ​turn​ ​iron​ ​body​ ​into​ ​adamantine​ ​body,​ ​gaining
resistance​ ​to​ ​all​ ​forms​ ​of​ ​damage​ ​except​ ​psychic​ ​for​ ​a​ ​minute
Powers​ ​of​ ​the​ ​Gate:
First​ ​Gate
Strengthened​ ​Gate

+1​ ​to​ ​hit​ ​and​ ​damage​ ​rolls

No​ ​bonus​ ​actions​ ​or​ ​reactions
for​ ​1​ ​turn

Second​ ​Gate
Forceful​ ​Gate

+2​ ​to​ ​hit​ ​and​ ​damage​ ​rolls

Level​ ​1​ ​exhaustion

Third​ ​Gate
Powered​ ​Gate

+3​ ​to​ ​hit​ ​and​ ​damage​ ​rolls

Level​ ​2​ ​exhaustion

Fourth​ ​Gate
Focused​ ​Gate

All​ ​attacks​ ​are​ ​made​ ​with
advantage

Level​ ​3​ ​exhaustion

Fifth​ ​Gate
Accelerated​ ​Gate

For​ ​every​ ​attack​ ​normally
made,​ ​make​ ​two

Level​ ​4​ ​exhaustion

Sixth​ ​Gate
Breaking​ ​Gate

Attacks​ ​ignore​ ​all​ ​immunity
and​ ​resistances,​ ​all​ ​hits​ ​count
as​ ​criticals

Level​ ​5​ ​exhaustion

Seventh​ ​Gate
God​ ​Gate

Ki​ ​Burst

Level​ ​6​ ​exhaustion

Ki​ ​Burst:
Ki​ ​burst​ ​activates​ ​at​ ​the​ ​end​ ​of​ ​your​ ​turn,.​ ​You​ ​gather​ ​all​ ​the​ ​ki​ ​within​ ​a​ ​300​ ​foot​ ​radius​ ​into
yourself,​ ​killing​ ​all​ ​non-magical​ ​flora​ ​in​ ​the​ ​area.​ ​You​ ​the​ ​explode​ ​the​ ​ki​ ​energy​ ​outwards.​ ​Any
being​ ​you​ ​consider​ ​a​ ​hostile​ ​that​ ​is​ ​within​ ​300​ ​feet​ ​of​ ​you​ ​must​ ​make​ ​a​ ​constitution​ ​saving
throw,​ ​being​ ​knocked​ ​prone​ ​and​ ​taking​ ​8d100​ ​force​ ​damage​ ​on​ ​a​ ​failed​ ​save,​ ​and​ ​half​ ​as​ ​much
on​ ​successful​ ​one,​ ​without​ ​being​ ​knocked​ ​prone.​ ​If​ ​anyone​ ​you​ ​have​ ​hit​ ​is​ ​already​ ​below​ ​a
quarter​ ​of​ ​their​ ​health​ ​before​ ​impact,​ ​they​ ​are​ ​too​ ​weak​ ​to​ ​fight​ ​the​ ​overwhelming​ ​force​ ​of​ ​ki,​ ​and
are​ ​immediately​ ​disintegrated.​ ​Ki​ ​burst​ ​ignores​ ​all​ ​cover​ ​and​ ​resistances.​ ​Ki​ ​burst​ ​rips​ ​your​ ​very
soul​ ​apart,​ ​and​ ​after​ ​opening​ ​this​ ​gate,​ ​your​ ​body​ ​is​ ​petrified,​ ​and​ ​you​ ​are​ ​subjected​ ​to​ ​The
Heroes​ ​Pilgrimage.
The​ ​Heroes​ ​Pilgrimage:
Should​ ​you​ ​die​ ​as​ ​a​ ​result​ ​of​ ​the​ ​7th​ ​gate,​ ​your​ ​soul​ ​fragments​ ​into​ ​16​ ​pieces,​ ​each​ ​sent​ ​to​ ​an
outer​ ​plain.​ ​You​ ​can​ ​not​ ​be​ ​resurrected​ ​or​ ​unpetrified​ ​by​ ​any​ ​means​ ​until​ ​all​ ​pieces​ ​are​ ​returned
to​ ​your​ ​body.​ ​Soul​ ​fragments​ ​nullify​ ​any​ ​attempt​ ​at​ ​divination​ ​on​ ​them,​ ​and​ ​nullify​ ​any​ ​form​ ​of
teleportation​ ​centered​ ​on​ ​them,​ ​or​ ​within​ ​1​ ​mile.​ ​Soul​ ​fragments​ ​general​ ​land​ ​in​ ​areas​ ​where
large​ ​amounts​ ​of​ ​power​ ​can​ ​be​ ​found.​ ​Soul​ ​fragments​ ​may​ ​have​ ​other​ ​strange​ ​influences​ ​on​ ​the
area​ ​around​ ​them,​ ​as​ ​decided​ ​by​ ​the​ ​DM.






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