Way of Tranquility, Revised

by Svelteshrimp

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Way of Tranquility

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.

Way of Tranquility Features
Level Feature
3rd Path of Tranquility; Healing Hands
6th Compel Pacifism
11th Cease Disturbance
17th Anger of a Gentle Soul

Path of Tranquility

When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. This effect only functions if proficiency in the Deception or Intimidation skill does not apply to the check.

Additionally, you gain proficiency in the Persuasion skill or the Medicine skill. If you are already proficient in both skills, choose one and your proficiency bonus is doubled for any ability check you make using that skill.

Healing Hands

Your mystical touch can stimulate the ki in yourself and others to heal wounds. Starting at 3rd level, you have a pool of d4s that you can spend to heal yourself and others. The maximum number of dice in the pool equals twice your monk level, and the pool replenishes after you complete a long rest. The size of the dice in the pool changes as you gain monk levels, using the Martial Arts column of the Monk Table.

As an action, you can touch a creature, spending dice from the pool. The maximum number of dice you can spend at once equals half your Monk level, rounded up. When you do so, roll the dice you spend, add them together, and restore a number of hit points equal to the roll + your Wisdom modifier.

Additionally, while using your healing hands, you may make a Wisdom (Medicine) check to determine if any spells are affecting the creature and what they are, as the Identify spell. The DC of this check equals 10 + the level of the spell. You may use this feature as an action without expending dice from your healing hands.

Instead of healing the creature, you can expend 1 die from your pool 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 one die per disease or poison.

When you use your Flurry of Blows, you can replace an unarmed strike with a use of this feature. This feature has no effect on undead and constructs.

Intercession

At 6th level, you may preserve allies by placing yourself in harm's way. When an ally within your movement range who you can see takes damage, you can use your reaction to spend 1 ki point and move to a space within 5 feet of that ally. Until the end of your next turn, the ally gains resistance to all damage, including the damage that triggered this effect. For the duration, each time that ally takes damage, you take the same amount of damage.

While a creature has the resistance granted by this feature, you regain hit points equal to the number of dice spent + your Wisdom modifier if you use your Healing Hands to restore hit points to that creature. This effect ends early if you become incapacitated or restrained, or if you are more than 5 feet away from the beneficiary of the effect.

Serenity

At 11th level, you learn to further manipulate ki for restorative purposes. When you use your Healing Hands on a willing creature, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the number of dice spent.

Anger of a Gentle Soul

At 17th level, you gain the ability to visit vengeance on the violent. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls you make against the aggressor before the end of your next turn. The bonus is equal to the number of dice you have expended with your Healing Hands feature at the time of the attack + your Wisdom modifier.

Once you use this ability, you can’t use it again until you finish a short or long rest.

 

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