DnD Monk Subclass (PDF)

File information

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 02:16, from IP address 99.244.x.x. The current document download page has been viewed 459 times.
File size: 77.24 KB (4 pages).
Privacy: public file

File 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

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

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.

Download DnD Monk Subclass

DnD Monk Subclass.pdf (PDF, 77.24 KB)

Download PDF

Share this file on social networks


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)


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

QR Code to this page

QR Code link to PDF file DnD Monk Subclass.pdf

This file has been shared publicly by a user of PDF Archive.
Document ID: 0000703525.
Report illicit content