Way of the Nine Gates of Hell

“ Once, I traveled to a mountain region where it was rumored that there was a certain monastery that holds a strange style taken by few monks. When I asked the natives about the rumors, they warned me frivolously to not go there, and I poorly translatd their warnings as:

The way to the gates of hell lies there.

There was also the mention of the number nine, but I thought that irrelevant.

When I opened the entrance to the monastery, I couldn't believe my eyes. I saw monks fighting and training with each other with great ferocity, while others were breaking stone brick, wooden boards and other items using only their heads. After a few seconds of me observing them with great wonder and an open jaw, they all turned at me and stared. I waved my hand and simply closed the door, leaving them for good.

I never thought that I would say this, but I was afraid of being there, because they brought fear to me, looking like devils out of hell. “ - Gustav Ingomar, a human fighter in his quest to finish his book Mastery of Fighting.

Few are aware of the existence of the Nine Gates within themselves. These gates exist within our bodies to limit our capabilites, so that we do not tear ourselves apart in using our true power. Unlocking them gives us more power than thought possible without learning magic, but at a cost of injury to oneself. For this reason, some call them the Nine Gates of Hell, as one can send themselves there if they are not careful using these techniques.

All Monks learn to open the first gate, the Gate of Life, whether they realize it or not. This is what allows them to amplify their unarmed strikes, and when they master this gate, make them magical. However, very few undergo the training to open any gates beyond the first. A rare individual, perhaps one in a generation, is able to open all nine.

Whether by discovery or teachings, you have been trained in how to unlock your potential through the gates, and opening them offers you great power... if you can handle the price.

Second Gate of Limit

When you choose this tradition at 3rd level, you've learned to push yourself past your limits in various ways. You can use nearly any part of your body to make an unarmed attack, not just your arms and legs. This allows you to make unarmed strikes in different situations, including when wielding two weapons or two-handed weapons, or when you are otherwise restrained, such as your hands or legs (though probably not both) being tied.

In addition, You add your martial arts die to Intimidation checks, to any checks you make to grapple or shove a creature, and to any checks you make to escape another creature's grapple or shove. When you make a check to escape a creature's grapple and succeed, you can immediately attempt to grapple or shove that creature as part of the same action.

Fifth Gate of Frenzy

At 6th level, you gain two new ki features, Frenzy of Blows and Devil's Fists. Both features are described below.

Frenzy of Blows

When you use the Attack action on your turn and attack with Monk Weapons or your Unarmed Strike, you can spend 2 ki points to make 3 unarmed strikes as a bonus action.

Devil's Fists

As an action, you can spend 3 ki points to make 5 unarmed strikes. This is considered to be using the Attack action for the purposes of your Monk Features.

The first time you use Devil's Fists, you suffer no adverse effect. If you use Devil's Fists again before you finish a long rest, you take 2d6 necrotic damage immediately after you use it. Each time you use it again before finishing a long rest, the necrotic damage increases by 1d6. This damage ignores resistance and immunity.

Seventh Gate of View

At 11th level, when someone misses you with a melee attack, or when you reduce one to 0 damage with Deflect Blows, you can spend 1 ki point to make an unarmed strike against them. This does not use your reaction.

Ninth Gate of Death

At 17th level, you have attained your peak capabilities for destruction. As a bonus action, you can spend 9 ki points to open the Ninth Gate and assume the form of Asura, the 6-armed destroyer. While in this form, you gain the following benefits:

You magically grow an additional 4 arms out of your shoulders, two on either side. These arms can hold things and perform in the same way that your own two arms can.

Your Unarmored Movement bonus to speed is doubled.

You don't take damage as a result of using Devil's Fists. All uses still count towards the damage you take should you use it after this form ends.

Seventh Gate of View and Step of the Wind do not cost any ki points.

Your reach with your unarmed strikes increases by 5 feet.

If you have any levels of exhaustion, their effects are suspended while this form is active.

This form lasts for 1 minute, until you drop to 0 hit points, or until you end it as a bonus action. Once it ends, you gain two levels of exhaustion, and your Strength and Dexterity Scores are both reduced by 5 until you finish a long rest.