Monastic Tradition - Way of Tranquility

by SamuelWillmore

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Way of Tranquility [reworked]

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.

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.

While you are not unconscious, you are treated as if under the effects of the sanctuary spell. You use your Ki Save DC in place of a Spell Save DC for this spell. A creature that succeeds its save against this spell becomes immune to its effects for 1 hour.

You lose effect of this spell for 1 minute if you make an attack, casts a spell that affects an enemy, or deal damage to another creature.

Emissary of Peace

At 3rd level, you also 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).

Healing Hands

Starting from 6th level, you able to form your inner calming energy into restorative pulse that can heal wounds of others.

As an action, you now can touch other creature to use Quickened Healing feature on them.

When you use your Flurry of Blows, you can spend 1 extra Ki Point to replace one of the unarmed strikes with a use of this feature. Quickened Healing does not cost Ki Points if used as part of Flurry of Blows.

Credits

The Path to Enlightenment by FantasyFlightGames
Modern Theme by Draco
Way of Tranquility by WotC

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 Charisma saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t attack for 1 minute.

During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw. This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.

You can't use this feature again until you finish a short or long rest.

Cleansing Soul

At 17th level, you gain the ability to cleanse the body and soul with a bare touch.

Whenever you are using Healing Hands feature, you can also remove one of the following conditions of your choice from the creature: blinded, deafened, paralyzed, poisoned, charmed or frightened.

If condition is removed, targeted creature senses extraordinary conciliation and tranquility.