Thankfully you didn't skip meditation class at the monastery. Therefore you've retained the knowledge of how to further center your mind and benefit you are your allies before the fight has begun.
Once per a turn you may choose to meditate for the remainder of your turn. To successfully meditate, you must make a WIS DC 15 check. If you are able to center your mind and spirit and become one with your practice, a part of you will awaken. Roll a d6 to determine what buff you receive until next meditation upon success. If you roll a natural 20 when making the check, you may choose which buff you get due to your near perfect connection to your practice. If you are half health or lower, you will have disadvantage due to the disturbance. If you roll a natural 20 while below half health, you choose one buff and heal for 2d8+ your WIS modifier after the meditation is complete.
1) - You become one with your martial arts training. Add 1d10 to all unarmed strikes or 1d6 weapon attacks.
2) - Stone skin methods resurface, spawning intense durability. Gain +2 to AC.
3) - Your mind tenses for the trials to come, nothing can scare you. You are resistant to fear and have advantage to saving throws to gain a conditions.
4) - Channeling your power has never been easier. You gain 2 Ki points.
5) - The planet is your sanctuary. Choose one element. You now deal 1d6 of that element on all attacks, and have resistance to that element.
6) - No prison can truly detain you, your mind is free. You gain resistance to psychic damage, and have advantage to grappling checks.
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