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Way of the Limitless

Monk Subclass
Monks of the Way of the Limitless train to tear down 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 limitless when it comes to overcoming insurmountable odds, as long as their allies
stick around to help put them back together again.

Improved Physique
Starting at 3rd level, the intense training your body has gone through in order to properly unleash your inner potential has
strengthened your physical structure. Your maximum hit points are increased by 1, and increase by an additional 1 for level you
take in this class.
Gate Opening
When you choose the Way of the Limitless at 3rd level, you can use your action to open up to two gates and your bonus action
to open one gate and release a tremendous amount of energy from the Ki. Each gate gives some bonus and allows you to use
some Ki Abilities, as described below. Each gate costs 1 Ki point and lasts 5 minutes. Each time you open a new gate the
duration resets. After the 5 minutes ends, you gain a level of exhaustion per gate. It is still valid opening gates beyond your
levels of exhaustion, however once the gate effect end, you suffer six levels of exhaustion and immediately die. Once slain by
this feature, nothing short of a Wish Spell or a 9th-level True Resurrection can return you to life.

 1st Gate (“The Gate of Opening”): Your veins become prominent in your body and all your senses seem heightened. You
have advantage in every physical rolls (related to strength, dexterity and constitution); you add +10 feet to your movement
speed; your attack dice raises by one (d4->d6; d6->d8; d8->d10; d10->d12->2d6).

 2nd Gate (“The Gate of Joy”): Your muscles swell and you feel a higher tension in your body muscles. You have advantage
in every physical rolls (related to strength, dexterity and constitution). You add +10 feet to your movement speed; your
attack dice raises by one; you add +1 to any damage you deal.

 3rd Gate (“The Gate of Pain”): Your skin turns slightly red and your body muscles spasm every now and then. You can
apply your proficiency bonus to and have advantage in all physical rolls; you add +15 feet to your movement speed; your
attack dice raises by one; you add +2 to any damage you deal; you gain an extra attack; you can run horizontally and
vertically on walls and similar, but you can't stop there otherwise you will start falling; you add +1 to your AC and you regain
3d8 HP.

Also, you are able to use some Ki Abilities without opening gates (see Ki Abilities -> Gateless, below)

Expanded Gates
At 6th level, you can push your Ki flow even further. You can now open gates 1, 2 and 3 spending 2 Ki points for either, and only
get half exhaustion levels (rounded down). The gates lasts 10 minutes now. After the 10 minutes, you get 2 levels of exhaustion
for each gate after the 4th.

 4th Gate (“The Gate of Wonder”): A slightly visible white Ki aura flows around you. You can apply your proficiency bonus to
and have advantage in all physical and wisdom rolls; you add +20 feet to your movement speed; you add +2 to your
Strength, Dexterity and Constitution scores (up to 20); your attack dice raises by two; you add +3 to any damage you deal;
you add +1 to your attack rolls; you gain an extra attack; you add +2 to your AC; you can run horizontally and vertically on
walls and similar, but you can't stop there otherwise you will start falling; enemies have disadvantage on attack rolls against
you due to the concentration of Chi around you.

 5th Gate (“The Gate of Limit”): Your hair floats, your eyes turn white, your muscles grow and the Ki aura becomes green.
You can apply your proficiency bonus to and have advantage in all physical and wisdom rolls; you add +20 feet to your
movement speed; you add +3 to your Strength, Dexterity and Constitution points (up to 22); your attack dice raises by two;
you add +4 to any damage you deal; you add +2 to your attack rolls; you gain an extra attack; you add +3 to your AC; you
can run horizontally and vertically on walls and similar, but you can't stop there otherwise you will start falling; enemies
have disadvantage on attack rolls against you do to the concentration of Chi around you.
 6th Gate (“The Gate of Death”): The Ki aura and your eyes turn red and you feel mild pain all over your body, You get all of
your HP back. You can apply your proficiency bonus to and have advantage in all physical and wisdom rolls; you add +30
feet to your movement speed; you add +4 to your Strength, Dexterity and Constitution scores (up to 24); your attack dice
raises by two; you add +6 to any damage you deal; you add +4 to your attack rolls; you gain two extra attacks per turn; you
add +4 to your AC; you can run horizontally and vertically on walls and similar, but you can't stop there otherwise you will
start falling; enemies have disadvantage on attack rolls against you due to the concentration of Chi around you;
Also, instead of moving, you use Misty Step, without spending Chi points (its range is equal to your movement speed). You
still being able to use Misty Step as your bonus action without spending Ki Points.

Renewing Meditation
When you reach the 11th level, you heal 3 exhaustion levels per long rest, thus your long rest now consists in 4 hours
meditation and 4 hours doing light activity.

Absolute Gate Control


After long time training and developing your Ki and Body. At 17th level, you can open twice as much gates with each action and
bonus action. If you use the 6th gate, instead of dying of exhaustion after it ends there is a 25% chance that your maximum HP
is halved (rounded up) and you stay with 5 levels of exhaustion until you take a long rest.

Ki Abilities
The Ki Abilities of a previous gate can be used in higher gates.

Gateless

 Improve: your Ki allows you to focus better. You can use a bonus action to use Guidance or Resistance.

 Ki Blast: you blast Chi from your palm. You can use an action to use Thunderclap.

 Ki Restoration: you can use 2 Chi points and 1 hour of meditation to heal an exhaustion level.

 Ki Sleep: your chi protects your body from dying of exhaustion. As an action you can spend 2 Ki points to not die from 6th
level exhaustion. When you use this ability you immediately close all gates and faint (0HP). For every purpose you’re still
with 6 levels of exhaustion. You're in a Ki induced coma until you lose one level of exhaustion. This ability does not work if
you go beyond 6 levels of exhaustion.

1st Gate (“The Gate of Opening”)

 Extended Fury of Blows: when you hit both attacks of Flurry of Blows you can make a third attack.

 Enhanced Ki Wave: you enhance your Ki Wave. You can spend 2 Ki points to use Gust of Wind (Becomes Gateless at 6th
level).
 Ki Punch: you imbue your punch with Ki energy. You can spend 1 Ki point to deal an extra 1d6 physical damage with an
unarmed strike (Becomes Gateless at 6th level).

 Ki Jump: you focus your Ki on your legs to jump even higher. You can spend 1 Ki point to use ‘‘Jump’’ on yourself.

2nd Gate (“The Gate of Joy”)

 Lotus Button Sequence: you can spend 1 Ki point to hit an enemy with three kicks as an action. If the enemy is Large or
smaller, the creatures lifts 1 meter in the air per hit. If the enemy falls it takes damage equal to its falling height (Becomes
Gateless at 11th level).

 Ki Wave Punch: with a bonus action you imbue your punch with Ki and release it as you strike. You can spend 1 Ki point to
use Thunderous Smite.

 Ki Mark: you use your Ki as a bonus action to mark a target. You can spend 1 Ki point to use Hunter's Mark on someone
that you've touched or hit before.

3rd Gate (“The Gate of Pain”)

 Always ready: you can spend 1 Ki point to counter-attack an enemy as a reaction.

 Ki Stealing: when you hit both attacks of Flurry of Blows you regain 1 Ki point. This ability can restore up to 4 Ki points per
long rest.

 Ki Step: you can spend 1 Ki point to use Misty Step as a bonus action (Becomes Gateless at 17th level).

 Ki Skin: you imbue your skin with Ki energy making you more resilient. You can use 2 Ki points to use Barkskin.

4th Gate (“The Gate of Wonder”)

 Lotus Sequence: you can spend 1 Ki point to hit an enemy with a heavy kick (+3 damage) and two punches as an action. If
the enemy is Large or smaller, the creatures lifts up 1 meter in the air per hit.

 Over limit Flurry of Blows: when you hit both of your Flurry of Blows you can make an additional two attacks, but enemies
gain advantage on attack rolls against you until your next turn.

5th Gate (“The Gate of Limit”)

 Quick Dodge: you can use Dodge as a bonus action.

 Ki Reinforced Skin: you imbue your skin with a lot of Ki energy making it far more resistant. You can spend 2 Ki points to
use Stoneskin.

 Ki Quake: you use your Ki to shake and shape the ground around you. You can spend 2 Ki points to use “Quake” as an
action: Each creature besides you on a 15ft circle area must make a Dexterity save. On a fail, a creature takes 5d6
bludgeoning damage and is knocked prone. If the ground in that area is loose earth, it becomes difficult terrain until cleared.
Each 5-foot diameter portion requires at least 1 minute to clear by hand.
6th Gate (“The Gate of Death”)

 Dying Lotus Sequence: you can spend 1 Ki point to hit an enemy with two heavy kicks (+3 damage) and four punches as
an action. If the enemy is Large or smaller, the creatures lifts up 1 meter in the air per hit.

 Sacrifice Punch: you use your Ki and your vital energy to cause massive damage to a target. As an action you can spend X
(up to 7) Ki points to deal Xd10 + the amount of HP you sacrificed (up to 30) damage to the target.

 Ki Bomb: overcharging your punch with Ki you cause great damage in a short area. You can spend 3 Ki points to
use Destructive Wave. This Ability can only be used three times per long rest.

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