Base Class: Monk
Those of this Monastic Tradition see life as a push and pull, striving to balance the unseen scales of the world; restoring what was taken and fighting those who would take to much or give without returning. With a moralistic view of the world, each individual monk is entrusted to make their own decisions about how best to give and to take.
These monks begin by learning how to repair the body and give justice to those who are harmed, eventually using their skills to bring peace to raging minds. A master of this Tradition can raise up those who have fallen, be they friend or foe, and bring righteous justice to enemies who despise equity.
Return Breath
You begin learning the ways of life, restoring the body to what it once was. Starting when you choose this Tradition at 3rd level, you gain proficiency in the Medicine skill and either with herbalism or poisoner's kit.
Additionally, you gain the ability to channel balancing energy to heal wounds. You have a pool of dice that you spend to fuel this healing; the die used for this is your martial arts die size. The number of dice in the pool equals your monk level and you regain all expended dice after a long rest.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your proficiency bonus. Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Herbalism Kit
You gain proficiency with an Herbalism Kit.
Poisoner's Kit
You gain proficiency with a Poisoner's Kit.
Mark of Taking
Also at 3rd level, to fight those who cause harm is a guiding force for you. When you or another take damage from a creature you can see, you may use a reaction to place a Mark of Taking on the attacker. Once per turn you may use your Wisdom modifier in place of your Strength or Dexterity modifier for one attack and damage roll against the marked attacker, adding extra radiant damage equal to a roll of your martial arts die.
When you initially place your Mark of Taking, you may return 1 spent die to your Return Breath healing pool.
You may use this feature once per long rest or by spending 2 ki points. The Mark of Taking lasts for 1 minute and the target of your mark can be changed using a bonus action before the end of that minute.
Bring Peace
At 6th level, you gain proficiency in the Persuasion skill.
A battle defused is a battle won. A number of times per long rest equal to your proficiency bonus you may, as an action, attempt to Bring Peace to a hostile creature. Choose a number of creatures up to half your proficiency bonus that you can see within 60 feet, under the following effect:
Bring Peace. The creature must make a Charisma saving throw vs your ki save DC. If that creature fails their saving throw and they are not undead or a construct, the creature is indifferent about creatures of your choice that they are hostile toward. This indifference ends if the target is attacked, harmed, or if they witness any of their friends being harmed by those they were previously hostile towards. After 10 minutes, the creature becomes hostile again, unless the DM rules otherwise.
You may use this feature a number of times per long rest equal to your proficiency bonus.
Give and Take
Also at 6th level, each time you deal damage with your Mark of Taking you may add 1 additional point for each die you have spent from your Return Breath pool. This extra damage resets when you finish a long rest.
Respark Life
At 11th level, you may double your proficiency bonus when making Wisdom (Medicine) ability checks and you have advantage on Charisma ability checks related to avoiding violence.
One time within 10 minutes after attempting to Bring Peace, if a visible creature within 60 feet drops to 0 hit points, you may use your reaction to return that creature to 1 hit point. You may then spend 3 ki points to attempt to Bring Peace to that creature.
Balancer Supreme
At 17th level, you are a balance of many things. As a reaction to taking damage, you gain temporary hit points equal to the amount of damage taken.
Additionally, every attack gains advantage against a creature marked by your Mark of Taking.
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