Monk
Base Class: Monk

Monks who follow the Way of the Gentle Word serve as diplomats of the realm, having learned to use reason and grace to reduce tensions and redirect aggression.  In addition, Gentle Word Monks learn to use their Ki to enhance their diplomatic entreaties, to subdue opponents without violence, to extinguish violent passions, and to protect their allies.

Way of the Gentle Word Features

Monk Level Feature
3rd Bonus Proficiencies, Soothing Speech
6th Negotiator's Focus,Tranquil Pulse
11th Allied Bulwark
17th Peaceful Passage

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Persuasion and Insight skills, if you do not already have those skill proficiencies. A Gentle Word Monk must know, early on, the value of reading intents and finding common ground.

Soothing Speech

When you choose this tradition at 3rd level, you learn to channel your Ki into your voice.  As a bonus action, you may expend 1 Ki point to give yourself advantage for all Charisma (Persuasion) checks for 1 minute.  Creatures affected by this ability will have no hint that you used it, even after the effect has ended.

Negotiator's Focus

Starting at 6th level, your diplomatic training allows you to employ your dispassionate discipline and attention to detail to social interactions.  Whenever you make a Charisma (Persuasion) check, you may now add your Wisdom to the roll as well.

Tranquil Pulse

When you reach 6th level in this class, you gain the ability to infuse a creature with harmonic Ki to incapacitate the target without doing lethal damage.

When you hit a creature with your bonus action unarmed strike, you can choose to spend 2 Ki points to attempt to incapacitate the target. Instead of doing damage, roll a number of your martial arts die equal to half your monk level plus your Wisdom modifier.  For example, a 6th level Gentle Word Monk with a Wisdom score of 16 would roll 6d6 to determine the outcome.  Each additional Ki point you spend increases the number of dice you can roll by 1. The maximum number of ki points (2 plus any additional points) that you can spend equals half your monk level.  As such, the 6th level monk mentioned above can spend up to 3 Ki points, for a total of 7d6.  An 11th level monk with a Wisdom of 18 would have a base of 9d8 and could spend up to 5 Ki points for a total of 12d8.

If the number you roll equals or exceeds the target's current hit points, the target becomes charmed by you for 1 minute, becomes incapacitated, and has its speed reduced to 0.  This effect ends if the target creature takes damage or if someone other than you uses an action to shake the creature out of its stupor. If you rouse the creature, it remains charmed by you for the duration of the effect and can only move at half speed (but is no longer incapacitated).  Once the effect ends, the target will have no hint that you had charmed it.

Undead and creatures immune to being charmed aren't affected by this ability.

Allied Bulwark

When you reach 11th level in this class, your mastery of Ki improves your ability to defend yourself and even grants you the ability to protect others.

When you use Patient Defense, you may, as a reaction, roll your martial arts die and add the result to the AC of any creature you can see within 5 ft of you that is hit by an attack. If the combined AC value is higher than the attack roll plus modifiers, the attack misses.

As well, if you are using Patient Defense and attempt to use your Deflect Missiles ability, you may reroll a one and must use the new roll.

Peaceful Passage

When you reach 17th level in this class, you learn to extend your Ki in a continuous pulse of harmonic tranquility with a radius of 20 ft.  

As an action, you can expend 4 Ki points as an action to allow you and a number of allies you designate (up to your Wisdom modifier) within your radius to move (up to your normal movement speed) through hostile territory without provoking attacks of opportunity.

In addition, any sentient creature that directs an attack, spell, or effect that would cause damage and/or force you or your designated allies to make a saving throw must succeed on a Wisdom saving throw against your Ki save DC. If the creature fails its saving throw, the attack/spell/effect must be directed to an unprotected target or be lost.

This effect lasts for 1 minute.  If you or any of your designated allies make an attack or cast a spell that affects an enemy creature, the effect ends.

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