Way of the Eight Gates

Monks of the Way of the Eight Gates train to tear down the the mind's protective limiters on physical exertion using ki. By opening each of their inner gates, they can push their bodies to achieve feats far beyond mere mortals. This is not without a cost, however, as these monks quickly learn just how taxing it can be when your muscles work at their absolute maximum. That being said, there is none better than a monk of the eight gates when it comes to overcoming insurmountable odds, as long as their allies stick around to help put them back together again.

Gate of Opening

By the time you reach 3rd level, you can momentarily push beyond your body's natural capabilities. When an ability check you make that uses your Strength or Dexterity modifier fails, you can spend 1 ki point to reroll it and take the second result.

You can use this feature two times. You regain all expended uses of it when you finish a short or long rest.

Gate of Rest

At 3rd level, your control over your body's natural healing processes allows you to recover from intense fatigue. After

you finish a short rest, you can reduce your exhaustion level by 1 for every 2 ki points and 1 hit die you spend.

In addition, when you finish a long rest, your exhaustion level is reduced to 0.

Gate of Life

Starting at 6th level, you can push yourself beyond your limits to unleash a devastating aerial assault. Using your action, you can spend 3 ki points to make four unarmed strikes against a single creature. If the target is large or smaller, after the fourth unarmed strike it is launched 10 feet straight up for every unarmed strike attack roll that hit as part of this action. Any fall damage taken as a result of this movement is doubled.

After using this feature, you suffer one level of exhaustion, and you must finish a short or long rest before you can use it again.

Gate of Pain

When you are 6th level, you have learned to enhance your speed and power at great personal cost. As a bonus action, you can spend 4 ki points to enter a state gaining the following benefits:

You ignore the effects of exhaustion.

Your speed increases by 10 feet.

You gain a +2 bonus to attack and damage rolls for your unarmed strikes.

Your Flurry of Blows costs 0 ki points.

This state lasts for 1 minute. It ends early if you are knocked unconscious. You can also end this state on your turn as a bonus action. After using this feature, you suffer two levels of exhaustion and take 1d6 damage for every turn you were in this state. This damage cannot be prevented or reduced in any way.

You cannot use this feature in conjunction with your Gate of Closing or Gate of Death features. Once you use this feature, you must finish a long rest before you can use it again.

Gate of Joy

At 11th level, you can unleash a combination of punches that ignite the air with sheer friction. Using your action, you can spend 5 ki points to make six unarmed strikes against a single creature. Each unarmed strike that hits does an additional 1d6 fire damage to the target.

If at least one unarmed strike attack roll hits, each creature in a 15-foot cone behind the target must make a Dexterity saving throw. Each creature takes 1d6 fire damage for each unarmed strike attack roll that hit on a failed save, or half as much damage on a successful save.

After using this feature, you suffer two levels of exhaustion, and you must finish a short or long rest before you can use it again.

Gate of Closing

Starting at 11th level, you have trained yourself to reach near-superhuman levels of strength. As a bonus action, you can spend 6 ki points to enter a state gaining the following benefits: