Monastic Tradition: Way of Tranquility

Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts, and use their martial arts training only as a last-resort method of self-defense. Skilled in diplomacy and the healing arts, monks of this tradition hope to show all wrathful and violent creatures the true path of peace and happiness.

This homebrew is a reimagining of the Way of Tranquility, originally published in "Unearthed Arcana: Monk". Additional inspiration was taken from the Oath of Redemption for the paladin class, originally published in "Unearthed Arcana: A Trio of Subclasses".

Protections of Peace

Starting when you choose this tradition at 3rd level, you can protect yourself passively without having to fight back against attackers. You gain the following benefits:

You gain proficiency in the Medicine and Persuasion skills, if you are not already proficient in them.

You have advantage on Charisma (Persuasion) checks made to calm violent emotions or counsel peace.

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Wisdom modifier.

You gain a +1 bonus to AC.

Calming Touch

At 6th level, you learn how to channel your ki into a restorative form that heals injuries and calms emotions. As an action, you can expend ki points, up to the maximum amount of ki points you currently have, to restore hit points to yourself or another creature you touch. That creature regains hit points equal to your Wisdom modifier + your Charisma modifier (minimum of 1 each) for each ki point you spend.

Alternatively, you can expend 2 ki points to immediately end one effect on yourself or a creature you touch that is causing it to be charmed or frightened. You can end multiple such effects with a single use of Calming Touch, expending ki points separately for each one.

This feature has no effect on undead and constructs.

Selfless Spirit

Starting at 11th level, you can use the power of your ki to shield your allies from harm. When a friendly creature you can see within 10 feet of you takes damage, you can use your reaction to magically negate that damage (but not any other effects that might accompany it). When you do so, you take force damage equal to half the damage negated.

Transcendent Peace

Starting at 17th level, you emanate an aura of tranquility that can diffuse even the most violent of foes. Any hostile creature that starts its turn within 10 feet of you must make a Wisdom saving throw, the DC for which equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature becomes charmed by you for 24 hours. The effect ends early if you are incapacitated or if you or your companions attack the charmed creature, deal damage to it, or force it to make a saving throw.

The charmed creature regards you as a beloved and trusted spiritual advisor, and will not move or take any actions or reactions unless you command it to do so. You can't command the creature to attack, deal damage to itself or others, or force someone to make a saving throw.



















































































































Image Credit: "Menga Helg", by Bryan Sola