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

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 gates 1 & 2. You will unlock more as you level:

• Gates 3 & 4 at level 6

• Gates 5 & 6 at level 11

• Gate 7 at level 17

As a bonus action, you may expend 1 ki point to begin the process of unleashing your inner power. As you open more gates, you tap deeper into your divine connection and gain access to greater powers. Each gate has a unique boon associated with it – you gain the boon of each gate as you open it, along with the boons of any lower gates. These boons will stack with every proceeding gate you open. Boons only apply to unarmed strikes.

You may start at any gate you have access to, but once you open your first gate you must open the subsequent gate at the beginning of every following turn by spending 1 ki point as a free action, in order to maintain your boons.

This remains true unless one of the following events occur:

• If you have opened at least one gate every turn for the last 2 turns, you may choose not to open a new gate this turn with no consequence. The effects of previously opened gates persist throughout this turn.

• If you seal your inner power away and close the gates as a free action, this effect ends. You are no longer required to open a new gate every turn. The strain you have put on your body takes its toll and you are subject to the consequences of the highest level gate you have opened, immediately (refer to table).

• You do not open another gate this turn, and you have not opened at least one gate every turn for the last two turns. In this case, the strain you have put on your body takes its toll and you are subject to the consequence of the highest level gate you have opened immediately (refer to table).

If you run out of gates to open, then refer to point three of the above list. Note that consequences are cumulative; if you open 2 gates, stop, and then open 2 more gates, you are subject to 2 levels of exhaustion.

Adamantine Body

At 6th level,your body has learned to deal with the strain you put on it, and as a result, 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. Short rest recover 1 levels of exhaustion/gate consequences. Long rests remove 2 levels at level 11.

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 then 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. 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 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.