**Monk Subclass: Way of the Flowing Gate**
**"Each strike is a question. Each defense, an answer. The test is eternal."**
Monks of the Way of the Flowing Gate view every moment of battle as a test of mastery—every movement, an opportunity to challenge both self and foe. They don’t rely solely on static defenses but instead engage in real-time contests, clashing mind and body with their enemies through a flurry of opposed rolls.
This subclass introduces a dynamic dice mechanic that transforms traditional saving throws and attack rolls into contested ability tests, with effects and bonuses based on monk skills, ability scores, and level.
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**Core Mechanic: The Combat Contest**
Most subclass features resolve through Combat Contests: cinematic exchanges where you roll a d20 + a special die (called a Technique Die) to contest your foe’s action—be it an attack, spell, or maneuver.
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**Subclass Features**
**Level 3 – The Test Begins**
You enter combat not with static defense, but by matching strength with strength and skill with skill.
**Technique Dice**
You have a pool of Technique Dice, which are d6s. You begin with 2 Technique Dice, and gain more as you level:
- 3rd: 2d6
- 6th: 3d6
- 11th: 4d8
- 17th: 5d10
You can expend these dice to fuel your subclass features. You regain all spent Technique Dice when you finish a short or long rest. *“You may spend 1 ki point to reroll a Technique Die once per turn.”*
**Combat Contest (Reaction)**
When you are targeted by a melee or ranged weapon attack, you can use your reaction to initiate a Combat Contest:
- You and the attacker both roll a d20.
- You add your Dexterity modifier and one Technique Die to your roll.
- The attacker adds their normal attack bonus to theirs.
If your result equals or exceeds theirs, the attack misses. On a success, you may also make a free unarmed strike against the attacker (no ki point cost). You can use this feature a number of times equal to your Wisdom modifier per long rest.
**Art of Counterflow**
When you hit with an unarmed strike, you can expend 1 Technique Die to attempt one of the following special techniques. In each case, add your Technique Die to your contest check:
- **Sweep the Leg**: Contest your Dexterity (Acrobatics) + Technique Die vs. the target’s Strength (Athletics). On a win, the target is knocked prone.
- **Disarm Flow**: Contest your Wisdom (Insight) + Technique Die vs. the target’s Strength (Athletics). On a win, they drop one weapon or held item.
- **Chi Pin**: Contest your Dexterity (Sleight of Hand) + Technique Die vs. the target’s Dexterity (Acrobatics). On a win, one limb is restrained until the end of their next turn.
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**Level 6 – Perfected Reflex**
Your mastery allows you to bend every attack into a contest of motion.
**Flow Like Water**
When you succeed on a Combat Contest, you can spend 1 Technique Die to do one of the following:
- Move up to 10 feet without provoking opportunity attacks.
- Make an unarmed strike against a new target within your reach.
**Counterspell Contest**
When a creature targets only you with a spell (not an area effect), you may spend 2 Technique Dice to initiate a contest:
- Make a Wisdom (Insight) check.
- Roll two Technique Dice and use the higher result, adding it to your check.
- The caster makes a Spellcasting Ability Check (d20 + their modifier).
If your total equals or exceeds theirs, the spell has no effect on you—as if you had succeeded on a saving throw. This feature ignores all effects of the spell on you, even if the spell normally deals half damage on a successful save. *“You can use this feature only once per turn.”*
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**Level 11 – Flurry of Tests**
You now thrive in chaos, adapting mid-fight to dominate your opponent.
**Double the Dice**
Once per turn, when you make a Combat Contest, you can roll two Technique Dice and use the higher result.
**Strike of Flowing Will**
When you take the Attack action, you may forgo one of your attacks to initiate a Combat Contest against a creature within your reach *“This replaces one attack when you take the Attack action.”*:
- You roll a d20 + Dexterity or Wisdom modifier + Technique Die.
- The target rolls a d20 and adds their Armor Class to represent their reactive defense.
If you win, choose one:
- The target takes 2d10 force damage.
- The target is blinded, disarmed, or restrained (your choice) until the end of their next turn.
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**Level 17 – Living Flow**
You are now a master of reactive combat. Every motion becomes a test—and you win them all.
**Unlimited Contest**
You can now use Combat Contest once per round without using your reaction.
**Legendary Flow**
As a bonus action, you may spend 5 ki points to enter a state of perfect flow for 1 minute:
- All Technique Dice become d12s.
- When you win a Combat Contest, you may deal 5d6 psychic or force damage.
- You can reroll one die in any contested roll (attack or defense) once per turn.
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**Combat Flow Summary (At High Levels)**
- Enemy attacks you → You roll a d20 + Dexterity + Technique Die vs. their attack bonus.
- You win → Attack misses. You may redirect, reposition, or strike back.
- You attack → You can use a Test Strike (Combat Contest) instead of a normal hit.
- Every round involves multiple dice rolls and cinematic exchanges.
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**Example: Combat Contest in Action**
A hobgoblin warlord swings a longsword at a level 11 Way of the Living Test monk. Normally, the monk’s AC is 16.
Instead, the monk uses a reaction to trigger a Combat Contest:
- The hobgoblin rolls a d20 + 8 (attack bonus) = 15.
- The monk rolls a d20 (12), adds their Dexterity modifier (+4), and rolls a Technique Die (d8 = 5).
- Total: 12 + 4 + 5 = 21.
The monk wins the contest. The attack misses entirely, and because of the win, the monk may choose to make a free unarmed strike immediately.
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**Example: Counterspell Contest in Action**
A necromancer casts _Hold Person_ on the monk. Instead of rolling a Wisdom saving throw, the monk spends 2 Technique Dice and initiates a Counterspell Contest.
- The necromancer has a spellcasting ability modifier of +5 and rolls a d20 (10), totaling 15.
- The monk rolls a d20 (13), adds their Wisdom (Insight) modifier (+5), and rolls two Technique Dice (d8 = 6 and 3), using the higher (6).
- Total: 13 + 5 + 6 = 24.
The monk wins the contest, nullifying the spell entirely—no saving throw needed. Even if the spell had partial effects on a save, the monk is fully unaffected.
This creates a moment where the monk reads the caster’s movements, focuses their chi, and disrupts the incantation with sheer spiritual force.