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Monk

Pacifist

These Monks 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.

Subclass Features

Lv 3

Path of Tranquility

You can become an island of calm in even the most chaotic of situations. With this feature, you can cast the spell Sanctuary on yourself, no material component required by expending one Ki point as an action. The saving throw is equal to your Ki saving throw. A creature that succeeds on the save is Immune to this effect for 1 hour.

Once you cast the spell in this way, you can’t do so again for 1 minute.

Healing Hands

Your mystical touch can heal wounds. 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 × 5.

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.

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.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.

This feature has no effect on Undead and Constructs.

Lv 6

Emissary of Peace

You gain the ability to defuse violent situations. You gain proficiency in the Performance or Persuasion skill (choose one). Whenever you make a CHA 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.

Balm of Nonviolence

Your body and Ki can be restored as you meditate during battle. Each turn you do not deal damage to an enemy you regain one Ki point or 10 hit points at the end of your turn. You must be in combat in order to use this feature.

Lv 11

Douse the Flames of War

You gain the ability to temporarily extinguish a creature’s violent impulses. As an action, you can touch a creature, it must make a WIS saving throw equal to your Ki saving throw. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it cannot attack for 1 minute. During that time, it also cannot cast spells that deal damage or that force a target to make a saving throw.

This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those actions happening to its allies.

You can use this feature once per long or short rest.

Lv 17

Anger of a Gentle Soul

You gain the ability to visit vengeance upon those who fell 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.

Once you use this ability, you can’t use it again until you finish a short or long rest.