Way of the Forbidden Preface From ancient times monastic traditions were meant to uphold strict philosophy and train the aspiring students who sought perfection in both mind and body. Understanding yourself, your limits, your desires, finding the True Path - those are the pursuits of every monastic order. Yet there are those who stray from the True Path, those who seek knowledge not meant for their unprepared youthful mind, those who seek power when their body is incapable of such strength - all to fulfill their corrupt and untamed desires. After learning the secret techniques and forbidden knowledge of their Order, they are often called defilers, heretics, ravagers and other beffiting names - as they are those who strayed from the True and entered the Path of the Damned. They wander around the world, trying to hone the stolen knowledge and make it their own. They are exiles, their Way is Forbidden, and they are an Order to themselves. Paths of the Damned Starting when you choose this tradition at 3rd level, you uncover the secret techniques. You learn three forbidden techniques of your choice, which are detailed under "Forbidden Techniques" below. Many techniques empower your existing monk features or introduce a new way to spend your Ki points. You learn one additional forbidden technique of your choice at 6th and 11th level. Whenever you learn a new forbidden technique, you can also replace one forbidden techique that you already know with a different technique. Heavenly Demon Aura Starting at 17th level, you've uncovered the secret methods of unlocking your ki limiters, which allow you to unleash the true potential of your forbidden techniques. On your turn, you can unleash an aura as a bonus action. While maintaining the aura, you gain the following benefits: You ignore penalties from exhaustion levels.

Some of your forbidden techniques become more powerful, which is described in the technique description with the corresponding Aura Level tag.

You gain special bonuses, which are listed in the table below. The transformation lasts for a minute or until you are knocked unconsious. On subsequent turns, you can use your bonus action to activate the next level of the Heavenly Demon Aura, gaining corresponding bonuses. When your Heavenly Demon Aura subsides, you suffer levels of exhaustion as listed in the table below. You must finish a long rest before you can use this feature again. Heavenly Demon Aura Aura Level Bonuses Exhustion Levels Nephilim Jump distance tripled 1 Deva d12 Martial Arts 2 Asura +4 to Strength, Dexterity and Wisdom scores 3

Forbidden Techniques Breath of the Kirin* A secret technique allows you to strike like thunder.

When you use your Step of the Wind and move at

least 30 feet in a straight line, immediatly after that

your next attack will strike with greater force. If you

hit, the target must succeed on a Strength saving throw.

If it fails, you can push it up to 15 feet away from you. Roar of the Raijin (Nephilim). You can push the target up to 30 feet away from you. If an obstacle is in the way, it takes 1d8 bludgeoning damage for every 10 feet it traveled. Fury of the Monkey King* A secret insight on the Ways of a mythical being allow you to channel your own fury. You can choose to focus all your attacks granted by your Flurry of Blows against a single creature. If you do so, you can make an additional unarmed strike against it. Endless Monkey King Barrage (Nephilim). You can make two unarmed strikes, instead of one. Heavenly Demon Breathing You haveve learned an unnatural technique of distributing ki to bolster your durability. As a bonus action, you can gain temporary hit points equal to your Martial Arts die roll + Wisdom modifier. Once you use this feature, you can't use it again until you finish a short or long rest. Breathless Heavenly Demon (Nephilim). You gain the maximum amount you can roll. While you have these temporary hit points, you gain a +2 bonus to your AC. Heavenly Demon Insight You know all intricacies of your ki flows and channels. Your maximum ki reserves increase by the amount shown in the table below. Level Ki bonus 3rd-5th 1 6th-10th 2 11th-16th 3 17th-20th 4 Heavenly Demon Influx (Nephilim). At the start of each of your turns you regain a special Heavenly Demon ki point. At the end of your you lose this ki point if you haven't spent it. Heavenly Resilience Prerequisite: 11th level A forbidden ki manipulation technique allows you to ward your body from any form of energy. You can choose one damage type when you finish a long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons ignores this resistance. Demonic Resilience (Asura). You gain immunity to that damage type. Iron Body Prerequisite: 6th level Endless trainings allowed you to condense your muscles, making them denser than iron. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Diamond Body (Deva). The attacker takes damage equal to the amount your resisted as force damage. Joint Eater* Prerequisite: 6th level A forgotten martial art move aimed to painfully harm and damage limbs, joints and vital spots of a creature. Whenever you attempt a grapple, you can spend 2 ki points to perform a special grapple lock. Until this grapple ends, at the start of each of the target's turns, the target takes damage equal to your martial arts die. Titan's Grasp (Deva). The target is also restrained. Monkey King Agility* Prerequisite: 6th level By dislocating your joints, you gain unnatural swiftness. You can use your action to spend 4 ki points and cast a haste spell on yourself without any spell components. Demon King Prowess (Deva). You don't need to concentrate on this spell. Patience of the Viper* You learned how to exploit weaknesses of your enemies in the right moment. When you use your Patient Defence and a creature misses you with a melee attack, you can use your reaction to make a monk weapon attack or an unarmed strike against the creature. This attack scores a critical hit on a roll of 19-20. Timeless Patience (Nephilim). This attack scores a critical hit on a roll of 17-20.