Base Class: Monk
Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats.
Emissary of Peace
3rd-level Way of Tranquility feature
At 3rd level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception or Intimidation skill applies to your check.
You also gain proficiency in the Insight and Persuasion skills.
Tranquil Spirit
3rd-level Way of Tranquility feature
You may either spend either an hour of uninterrupted meditation or 3 ki points as an action to ease your mind into a tranquil state. When you do this, any effects causing you to be Charmed or Frightened are ended, and you add +5 to all Wisdom saving throws for the next 8 hours (or until you next become Charmed, Frightened, or Unconscious).
Defensive Stance
3rd-level Way of Tranquility feature
While you may prefer to settle matters peacefully, you know to prepare yourself to defend yourself and others when violence occurs. You gain the ability to give yourself 5 temporary hit points as a bonus action. These temporary hit points last until after you either take damage or 1 hour passes.
You cannot use this feature again until you finish a short or long rest.
Protective Rush
6th-level Way of Tranquility feature
When a creature you can see that is within 10 feet hits another creature with a melee attack, but before they roll for damage, you may spend 1 ki point to use your reaction to move within melee range of the attacker's weapon to a space either adjacent to the target or, if possible, to a space between the target and the attacker. If your AC is higher than the attacking creature's attack roll, the attack misses. If not, you take the damage that is rolled instead.
Calming Touch
11th-level Way of Tranquility feature
As an action, you can touch a creature and spend 2 ki points to either end the Charmed and Frightened effects on them or to temporarily suppress violent impulses and feelings of anger or hatred.
If you choose the latter effect, the target must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it missing any of its hit points. If the target fails the save, it can't attack for 1 minute. It also can't cast spells that deal damage or that force someone to make a saving throw. This effect ends if the target is attacked, takes damage, is forced to make a saving throw, or if the target witnesses any of these things happen to its allies.
Avatar of Tranquility
17th-level Way of Tranquility feature
You have become a physical and spiritual embodiment of peace tranquility. As a result: you gain the following benefits:
- You have resistance to all damage dealt by other creatures (via their attacks, spells, or other effects).
- Whenever a creature damages you, it takes radiant damage equal to half the damage it dealt you.
If you attack a creature, cast a spell on it, or deal damage to it by any means other than this feature, you no longer gain the benefits of this feature until you finish a long rest.
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