Monks of the Way of Serenity 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.
Their understanding of the spirit and body have resulted in a fighting style which uses the flow of natural energy in others to either pacify or heal.
When you choose this monastic tradition at 3rd level, you learn the ways in which the physical and spiritual energies of the body flow and mingle. You can excite this energy to trigger a creature’s natural healing. As an action, you can touch a creature and expend ki points, causing that creature to regain a number of hit points equal to your Martial Arts die + your Wisdom modifier per ki point spent.
Alternatively, you can expend a ki point to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons in this way, expending ki points separately for each one. The maximum number of ki points you can spend this way at once equals your Wisdom modifier (minimium of one ki point).
This feature has no effect on undead or constructs.
When you choose this monastic tradition at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Medicine or Persuasion. In addition, you gain advantage on any Wisdom (Animal Handling) or Charisma (Persuasion) checks you make to sincerely attempt to defuse hostile situations, calm violent emotions, or counsel peace.
Starting at 6th level, you are capable of entering a serene state in which you are able to calmly glide through tense situations, both during conversation and during combat. When you complete a short or long rest you enter a serene state. This serene state breaks if you make an attack, cast a spell that affects an enemy, or deal damage to another creature. You can also spend 1 minute uninterrupted meditating and expend 2 ki points to enter this state. While in this serene state, you gain the following benefits:
Beginning at 11th level, your have further developed your techniques in stimulating the flow of ki in others. As an action, you can touch a creature and end one effect causing one of the following conditions: blinded, charmed, deafened, frightened, or paralyzed.
In addition, you can use your body rehabilitation and physical therapy techniques to help an ally recover. During a short or long rest, you can spend 30 minutes with an ally, at the end of which you can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
Starting at 17th level, your unarmed strikes hone in on vital pressure points and chakra centers in your foe’s bodies. When you hit a creature with an unarmed attack, you can use your reaction to disrupt the target’s body by striking a pressure point. The creature must make a Constitution saving throw.
On a failed save, an affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
This effect lasts until the end of your next turn.
Created by Dimglow in collaboration with the Rules Architects, Lore Consultants, and Players of the Hawthorne Dungeon & Dragons Guild.
Adapted and inspired from the Way of Tranquility Unearthed Arcana release and adapted to fit our server and setting.