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Way of the PeaceKeeper
A monk subclass from a long time ago in a galaxy far far away
\pagebreakNum The Way of the Peacekeeper is a subclass of monk that uses the Weave to bring peace to a chaotic world. Through this path, they have two different mentalities; unity or control. Those that choose the path of unity use the Weave to reason and come to agreements with those around them, while those that choose the path of control use the Weave to enforce their will on the world and bring about an order to chaos. Regardless of which path is chosen, the Way of the Peacekeeper strives to bring balance and harmony to the world. ### Push and Pull *3rd level Way of the PeaceKeeper Feature* * You are able to direct flow of the weave around you. Your Wisdom score multiplied by 15 is the weight (in pounds) that you can Push or Pull with no effort. * You can push, pull, drag, or lift a weight in pounds up to 30 times your Wisdom score. While doing so, you are considered incapacitated until you decide to stop. You do not need to be touching a creature or object to do so. The creature or object must be within 60 feet of you for you to attempt this. * Unwilling creatures must make a dexterity or strength save against your ki save DC or be considered grappled. Should they fail, they may make another attempt to free themselves from the hold at the end of their turn. It is an action to initiate this ability but a bonus action to move the creature or object 30 feet in the desired direction. ### Jump *3rd level Way of the PeaceKeeper Feature* You can guide the weave to push you when you jump. You can jump a number of feet equal to your wisdom score when attempting a high jump. You do not take fall damage should you return to the same elevation you had jumped from. When making a long jump, the horizontal distance covered is 2 times your wisdom score. ### The Forms *3rd level Way of the PeaceKeeper Feature* A peacekeeper becomes a student to their selected form in order to better advance their battle prowess. Choose one from the following list: * **Form I - Shii-Cho:** Gain proficiency in Athletics. If you are already proficient, gain expertise. When you use your action to attack one target, you may attack a different target within your reach. If both attacks hit, you can may a third attack against a target within your reach. Additionally, when you are engaged with two or more opponents within your reach and one moves away from you, as a reaction, you may spend a ki point to move half your movement toward the fleeing target not triggering attacks of opportunity. \columnbreak * **Form II - Makashi:** Once per turn, when you miss an attack roll against a target, you may add your martial arts die to the total potentially turning the miss into a hit. When you make an attack against a target and you hit, you may expend your bonus action to grant yourself advantage on the next attack roll against that same target. Additionally, you may spend a ki point to cast compelled duel and the target must save against your ki save dc. When a creature subjected to your compelled duel misses you with a melee attack, you may immediately counterattack using your reaction. * **Form III - Soresu:** When you are targeted for an attack, the attacker has disadvantage if you have not moved since the start of your last turn. When an attack roll is made against you that hits, as a reaction you may add your martial arts die to your AC, potentially turning the hit into a miss. Additionally, when you use the dodge action, you may spend another ki point to roll your martial arts die and add the result to your AC until the beginning of your next turn. * **Form IV - Ataru:** Gain proficiency in acrobatics. If you are already proficient, you gain expertise. Additionally, When you take the Attack action, you can use your acrobatic skills to perform an aerial assault. Make an attack against a target within your reach, and, if the attack hits, you may disengage and move up to half your movement. Finally, you may spend a ki point as a reaction when targeted by an attack and as a result can disengage and move up to half your speed. * **Form V - Shien/Djem So:** Whenever a melee attack misses you, the attacker takes force damage equal to your wisdom modifier. When you are hit with a melee attack, you may immediately make one counterattack against the enemy that hit you without expending your reaction. This ability can only be used once against the assailant until the start of your next turn. Should the attack hit the target, you may spend a ki point to cause the target to lose their reaction until the start of its next turn. * **Form VI - Niman:** Gain proficiency in your choice of either arcana, history, nature or religion. If you have proficiency in the ability you chose, you gain expertise. As a bonus action, you may grant yourself advantage on a single attack roll, ability check, or saving throw until the start of your next turn. As a reaction, when you are hit with an attack, you may expend a ki point to grant yourself resistance to that damage type until the start of your next turn. * **Form VII - Juyo/Vaapad:** Gain proficiency in intimidation. If you are already proficient, gain expertise. When you cover 30 feet of movement, you may make a singular attack. You may spend a ki point to gain an additional bonus action. You may only use this ability once per turn. \pagebreakNum ### Ask the Weave *6th level Way of the PeaceKeeper Feature* You may spend a ki point to gain advantage on a singular skill check requiring one of the following abilities: * Insight * Investigation * Survival * Perception ### Trust the Weave *6th level Way of the PeaceKeeper Feature* When you are subjected to make a saving throw, you may spend 1 ki point to add your martial arts die to the roll. ## The Path You Choose *11th level Way of the PeaceKeeper Feature* Your manipulation of the weave has begun to influence you and your adventure so far has forced you to make hard decisions in order to keep peace in the realm. You have chosen one of the following paths from the conclusions you have drawn, indicating how the weave has influenced you: ### Power Peace can only be attained via complete control, meaning death must come to those that would disrupt the peace. * Weave Conduit: Whenever you roll your martial arts die to do damage, you may spend a ki point and roll double the martial dice and the additional dice damage type is lightning. * Weave Drain: When you use your Weave Conduit ability, the lightning damage you deal becomes your temporary hp. * Weave Shroud: You gain proficiency in Deception checks. If you are already proficient, gain expertise. ### Serenity Peace can be attained via communication and understanding. * Accept the Weave: You gain proficiency in Persuasion checks. If you are already proficient, gain expertise. * Weave Haven: You may spend a ki point to cast Leomund’s Tiny Hut as an action or reaction. While activated this way, you are considered incapacitated for the duration of the spell and may choose to end the spell early. * Look into the Weave: You gain blindsight to a range of 60 ft. \columnbreak ## A Second Chance *17th level Way of the PeaceKeeper Feature* Your continued manipulation of the weave has granted you more abilities. Choose one group of abilities below. Your choice here affects your alignment described below. You resultant alignment grants you access to a mantra that helps you in times of need. ### Victory * Manipulation: You can subtly spend a ki point to cast suggestion. Additionally, when in dim light or darker, you may choose to become invisible for up to 1 minute. * Grip: As an action, you may spend a ki point to instantly restrain a creature of your size or smaller that is within 60 feet of you. The creature at the end of its turn may make a wisdom saving throw to attempt to end the effect early. On subsequent turns, as a bonus action, you may deal damage equal to the result of your martial die + wisdom modifier once per turn to the restrained target. Should you take damage, the effect immediately ends. * Probe: You may spend a ki point to cast detect thoughts. Additionally, you may surround yourself in magical darkness with a radius of 10 ft as a bonus action. You may use this ability a number of times equal to your wisdom modifier and regain all uses on a short or long rest. ### Harmony * Tranquil: You may spend a ki point to cast Regeneration. Additionally, you may use a bonus action to regain a number of hit points equal to your constitution modifier * your constitution score. You may use this feature a number of times equal to your wisdom modifier and regain all uses on a long rest. * Pacifist: You may cast globe of invulnerability at the cost of an action and ki point. When a creature attempts to hit you with a weapon attack, whether or not it hits or misses, you may spend a ki point as a reaction to disarm the target. The target must make a strength saving throw against your ki save DC. On a fail, you now have possession of the attacker’s weapon. If the attacker hits you but does not have a weapon when you activate this ability, they are unable to use the attack action on their next turn. * Humble: You spend a ki point and cannot be seen or heard by any means, magical or nonmagical, while you are hidden unless you perform some action that would give your position away such as spellcasting, attacking, speaking loudly, etc. \pagebreakNum ### Alignment Equations * Serenity + Harmony = Good * (Power or Victory) + (Serenity or Harmony) = Neutral * Power + Victory = Evil ### Good As an action you recite the following:
##### Path of Unity 1. There is no emotion, there is peace. 2. There is no ignorance, there is knowledge. 3. There is no passion, there is serenity. 4. There is no chaos, there is harmony. 5. There is no death, there is the Weave
And gain the following benefits for 1 minute: * The amount you can push, pull, and jump is tripled. * At the beginning of your turn, you gain temporary hp equal to your monk level + wisdom modifier + proficiency bonus. * You gain expertise in all saving throws. * You are not impeded by difficult terrain and can move through the space of unfriendly entities. You can use this ability a number of times equal to your proficiency bonus and regain all uses on a long rest. ### Neutral As an action you recite the following:
##### Path of Independence 1. Flowing through all, there is balance 2. There is no peace without a passion to create 3. There is no passion without peace to guide 4. Knowledge fades without the strength to act 5. Power blinds without the serenity to see 6. There is freedom in life 7. There is purpose in death 8. The Weave is all things and I am the Weave
And gain the following benefits for 1 minute: * The amount you can push, pull, and jump is tripled. * When you are suffering from a status condition, as a bonus action, you may end the effect. * You are resistant to all damage types and the damage you deal ignores resistances. * You gain truesight up to a range of 60 ft. You can use this ability a number of times equal to your proficiency bonus and regain all uses on a long rest. \columnbreak ### Evil As an action you recite the following:
##### Path of Control 1. Peace is a lie, there is only passion. 2. Through passion, I gain strength. 3. Through strength, I gain power. 4. Through power, I gain victory. 5. Through victory, my chains are broken. 6. The Weave shall free me.
And gain the following benefits for 1 minute: * The amount you can push, pull, and jump is tripled. * Whenever you must roll your martial arts die, you can roll double the amount of die. * You gain advantage on rolls made to hit a target. * You emit a 60 ft. aura that causes all creatures except you to have disadvantage on constitution, intelligence, wisdom, and charisma saves. You can use this ability a number of times equal to your proficiency bonus and regain all uses on a long rest. ### ## New Feat ### Wis Score Minimum: 12
##### PeaceKeeper Initiate * You gain a martial arts die whose size is equal to the die that a monk would have at your level. Its size increases at the same rate as the monk's martial art die. * You gain ki points equal to your wisdom modifier which you regain on a long rest. * Choose one form from the list of forms to gain. If the form mentions a monk ability and you are not a monk, you must spend an additional ki point to be able to use the ability mentioned in the form without the prerequisite monk ability.