DnD Monk Subclass .pdf

File information


Original filename: DnD Monk Subclass.pdf

This PDF 1.5 document has been generated by / Skia/PDF m64, and has been sent on pdf-archive.com on 01/12/2017 at 01:16, from IP address 99.244.x.x. The current document download page has been viewed 448 times.
File size: 75 KB (4 pages).
Privacy: public file


Download original PDF file


DnD Monk Subclass.pdf (PDF, 75 KB)


Share on social networks



Link to this file download page



Document preview


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.


Document preview DnD Monk Subclass.pdf - page 1/4

Document preview DnD Monk Subclass.pdf - page 2/4
Document preview DnD Monk Subclass.pdf - page 3/4
Document preview DnD Monk Subclass.pdf - page 4/4

Related documents


dnd monk subclass
stone tempus
fredegar tempus
shadowrun combat cheat sheet by adragon202 d71s2y5
grog
sancho3

Link to this page


Permanent link

Use the permanent link to the download page to share your document on Facebook, Twitter, LinkedIn, or directly with a contact by e-Mail, Messenger, Whatsapp, Line..

Short link

Use the short link to share your document on Twitter or by text message (SMS)

HTML Code

Copy the following HTML code to share your document on a Website or Blog

QR Code

QR Code link to PDF file DnD Monk Subclass.pdf