Base Class: Monk
(Some features may not be fully functional in dndbeyond due to the current limitations of the homebrew creation tools.)
Based off the Way of Tranqulity subclass from the 2016 Unearthed Arcana. Modified for my own use.
Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, 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. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes.
Emissary of Peace
When you choose this tradition 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.
Healing Hands
Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.
Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.
In addition, starting at 6th level, when you restore hit points to a creature using your Hands of Healing, you can also end one condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned.
This feature has no effect on undead and constructs.
Embrace Tranquility
At 6th level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Wisdom is your spellcasting ability for this spell. A creature that succeeds on the save against this spell is immune to the effect for 1 hour.
Once you cast the spell in this way, you can’t do so again for 1 minute.
Douse the Flames of War
At 11th level, you gain the ability to temporarily extinguish a creature’s violent impulses. As an action, you can touch a creature, and it must make a successful Wisdom saving throw against your monk DC or not be able to attack, or cast a spell that deals damage for 1 minute. The target has advantage on this save if you or your companions are fighting it. This effect ends if the target is attacked, takes damage, or witnesses any of those things happening to its allies.
In addition, you can spend 4 ki points to cast calm emotions.
Anger of a Gentle Soul
At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to enter a state of fury and grant yourself a bonus to all attack and damage rolls against the aggressor. Your fury lasts for 1 minute, gives you a bonus to your attack rolls equal to your Wisdom Modifier, and gives you a bonus to your damage rolls equal to your monk level. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked the aggressor since your last turn.
Once you use this ability, you can’t use it again until you finish a short or long rest.
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