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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.
DnD Monk Subclass.pdf (PDF, 77.24 KB)
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