Monk
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. They are also skilled in the healing arts and can preserve their allies in the face of daunting foes.

 

 

Sanctuary of Serenity

When you choose this tradition at 3rd 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 1 hour. Until the spell ends, any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw. The saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour.

If you make an attack, cast a spell that affects an enemy, or deal damage to another creature, this spell ends.

This spell can be cast once per short rest. You may spend ki points for additional castings without a short rest (2 ki points per casting).

Reservoir of Strength

Starting at 3rd level, you have a reservoir of magical healing power that replenishes when you take a long rest. The energy in the reservoir is equal to ten times your monk level (HP).

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 reservoir.

Additionally, instead of restoring hit points with your touch, you can expend 10 hit points from your reservoir of strength to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons in one creature with a single touch action, expending 10 hit points for each one, as long as the reservoir contains the necessary remaining hit points.

This feature has no effect on undead and constructs.

Emissary of Peace

At 6th 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 Performance or Persuasion skill (choose one).

*in the event that you or your allies have already attacked or dealt damage to the target of your persuasion, the DM may increase the DC for the skill check, but the advantage remains

Tranquil Aura

At 11th level, you gain the ability to temporarily suppress strong emotions in a group of people by projecting your tranquil aura. As an action, you can cast Calm Emotions. You may use this ability up to 3 times per long rest.

Because you are able to project your tranquil energies, your range for the Sanctuary spell increases. Now you may protect up to two creatures within a 30 ft range, including yourself, for up to 1 hour.

If either you or another warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

This spell can be cast once per short rest. You may spend ki points for additional castings without a short rest or to increase the number of warded creatures in the spell's range (2 ki points per casting/creature).

Suspended Consciousness

Your mastery of meditation and life energy opens the door to the ultimate respite technique. At 17th level, as an action you can touch a creature, expend 4 ki points, and force the creature to make a Constitution saving throw (a creature can willingly fail this save). Unless the save succeeds, the creature enters a state of suspended animation for a number of days equal to your monk level or until you end the effect early (no action required). During this time, the creature is paralyzed, has immunity to all damage, and any curse, disease, or poison affecting it is suspended. The creature appears dead to all outward inspection and to spells used to determine the creature’s status.

You can have only one creature under the effect of this feature at a time.

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