Way of Balance

The Way of Balance Monk seeks to restore balance to a chaotic world. These are not self appointed judges, they never impose their own will over others. They seek only to listen to both sides and then carefully and judiciously apply only enough force to correct imbalance.

Harmonious Palm

When you choose this Way at 3rd Level you gain the ability to use your attacks to instead empower allies or calm foes within 5 feet. You may choose to spend 1 ki point in order to use one of the following features in place of an attack granted to them by the attack action.

Invigorate Allow an ally can use their Reaction to either stand up from prone or move half their Movement Speed, movement granted by this Class Feature does not provoke an Attack of Opportunity

Empower Grant an ally 5 plus your Wisdom Modifier Temporary Hit Points. These last until the end of your next Short Rest.

Sooth Force a Creature you have not attacked this round that you can see and touch to make a wisdom saving throw. If the target fails you can make a it indifferent about creatures of your choice that it is hostile toward. This indifference ends in one minute, if the target is attacked, harmed by a spell or if it witnesses any of its friends being harmed. The target has advantage on this Saving Throw if you or your allies are in Combat with it.

Incite Force a Creature you have not attacked this round that you can see and touch to make a wisdom saving throw. If the target fails you can make a it hostile about creatures of your choice that it is indifferent or neutral toward. This hostility ends in one minute, if the target is attacked, harmed by a spell or if it witnesses any of its friends being harmed. The target cannot be engaged in combat already.

Correct The Course

Beggining at 6th Level you can quickly tell when a battle is becoming untenable. At times when the situation is most dire you become most effective, shifting the flow of battle back towards your allies. When an ally within 15 feet of you is making a saving throw you can spend 2 Ki Points as a Reaction to grant them Advantage on the Saving Throw.

Dire Straits The first time this ability is used on an allied Creature making a Death Saving Throw you can gain additional benifits from this Class Feature. You immediately regain one ki point and for the next minute you deal and additional Monk Dice of radiant damage when you use unarmed attacks. The Dire Straits feature of this Class Ability cannot be used again until you have had a Long Rest.

Against All Odds

At 11th Level you are strongest when you are outmatched. When you and your allies are outnumbered, or you are fighting in an enemies Lair you can spend a ki point to gain Advantage on an Attack Roll. You can also spend 2 Ki points to grant an ally within 5 feet of you Advantage on an Attack Roll without using an action. You must do this after they roll but before it is announced whether they hit or not. If you are no longer outnumbered or the enemy leaves it's Lair then you no longer receive the benefits from this Class Feature.

Last Stand

Begining at 17th Level you grant all Creatures, including enemies, within 30 feet Temporary Hit Points equal to your Monk Level plus your Wisdom Modifier if they are at or below half of their Maximum Hit Points. If you receive the benifits of Last Stand you also gain the effect of Dire Straits if you do not already have it, even if it has already been used once today. You cannot use Last Stand again until you take a Long Rest.