Guest User

Monk Way of Tranquility Reworked

a guest
Feb 9th, 2020
319
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.99 KB | None | 0 0
  1. *1- added
  2. *2- reworked
  3. *3- removed
  4. *4- unchanged
  5.  
  6. Monk
  7. Way of Tranquility
  8. *4 - Path of Tranquility
  9. 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 8 hours. Its 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.
  10. Once you cast the spell in this way, you can’t do so again for 1 minute.
  11. *4 - Healing Hands
  12. Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level × 10.
  13. 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 pool.
  14. Instead of healing the creature, you can expend 5 hit points from your pool of healing 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 hit points separately for each one.
  15. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.
  16. This feature has no effect on undead and constructs.
  17. *1 - Rejuvenating Strike
  18. At 3rd level, when you strike a creature with an unarmed strike, you can expend 1 ki point to cause your fists to instead heal the amount of damage dealt.
  19. *2 - Emissary of Peace
  20. 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.
  21. You also gain expertise in the Performance or Persuasion skill (choose one).
  22. *2 - Douse the Flames of War
  23. At 11th level, you gain the ability to temporarily extinguish a creature’s violent impulses. As an action, you can choose a number of creatures equal to your Wisdom modifier within a 30 feet radius, each creature must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if the target is currently missing HP as a result of the caster. 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.
  24. This effect ends if the target is takes damage or if the target witnesses one of its allies taking damage, additionally the creature becomes immune to this ability for 24 hours after having been under its effect.
  25. *3 - Anger of a Gentle Soul
  26. At 17th level, you gain the ability to visit vengeance on someone who fells others. 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 against the aggressor until the end of your next turn. The bonus equals your monk level.
  27. Once you use this ability, you can’t use it again until you finish a short or long rest.
  28. *1 - Keeper of Tranquility
  29. At 17th level, you gain the ability to bestow protection on a fallen creature. If you see a creature’s hp reduced to 0 within a 60 feet range, you can use your reaction to shield the target from harm, granting them the following effects for 2 turns:
  30. The target regains HP equal to your monk level.
  31. The target gains immunity to all damage dealt by other creatures (their attacks, spells, and other effects).
  32. The target is protected by the Sanctuary spell. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier
  33. This effect ends immediately if the target makes an attack or casts a harmful spell.
  34. Once you use this ability, you can’t use it again until you finish a short or long rest.
Advertisement
Add Comment
Please, Sign In to add comment