Tempered Fist monks often use simple phrases to train their minds. These phrases can differ extremely between orders, or even between monks. Some masters pass their mantras to their students, while some monks make their own while training. The list below is meant to give inspiration for your monk's mantra, providing examples of common themes found in them.

When you choose this tradition at 3rd level, your training to control yourself has given you certain knowledge about the mind. You gain proficiency in the Insight skill if you do not already have it, and you add double your proficiency bonus on checks to determine a creature's emotional state.

Dampen Emotion

You take the first step on your journey of self control. You focus your ki, and attempt to lessen the hold a certain emotion has on you, giving you certain benefits. By using a bonus action and expending 2 ki points, you may choose one of the emotions below to dampen. This effect lasts for one minute, until you're knocked unconscious, or you dismiss it with no action required. Your control over it is not perfect though, and can be broken. You must concentrate on this effect like a spell.

Anger: Your mind is no longer clouded with rage, allowing you to think clearly. You gain advantage on Charisma (Persuasion) and Wisdom (Insight) checks made with non-hostile creatures. Also, after activating this effect, a small aura of calm radiates around you. While this effect is active, you are under the Sanctuary spell. If you make an attack against a creature or cast a spell against an enemy, the spell ends as usual. You must use a bonus action and spend 1 ki point to reactivate the spell.

Despair: As the numbing despair fades, a newfound confidence takes its place. You gain advantage on Charisma (Intimidation) and Charisma (Deception) checks. In addition, you can force a target you can see to make a wisdom save against your ki save DC. On a failure, they are frightened of you while this effect is active. While they are frightened of you, you have advantage on attack roles against them. They can repeat the saving throw at the end of each of their turns.

Fear: Fear no longer shakes you, and your soul and body steel themselves. You gain advantage on saving throws meant to resist fear effects. In addition your level plus your wisdom modifier (minimum of 1) in temporary hit points. These hit points last as long as this effect is active.

Joy: As your happiness fades away, you notice others words no longer hold you, and you may spread the joy you lost to others. You gain advantage on saving throws meant to resist charm effects. By expending additional ki points up to your wisdom modifier (minimum of 1), you gain inspiration dice. These die function like the bardic inspiration die. The inspiration die is equal to your martial arts damage die. These last until as long as this effect is active.

At 6th level, you no longer need to concentrate on this effect, and the duration increases to ten minutes. At 17th level, you can switch which effect is active as a bonus action your turn.