**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. --- **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. --- **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. --- **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.”* --- **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. --- **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. --- **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. --- **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. --- **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.