Monk Subclass
A warrior for peace can seem like a paradox, but that is exactly what monks following the Way of Peace are. Trained specifically to defuse conflicts, these peaceful warriors manipulate their enemies’ ki to hamper their offensive capabilities and punish aggression.
Apostle of Peace 3rd-Level Way of Peace Feature
You are a constant force for temperance, peace, and serenity. You gain the following benefits:
- Diplomat: You can add your Wisdom modifier to any Persuasion check you make.
- Patient: When you use Patient Defense, you are also affected as by the sanctuary spell (using your ki save DC) until the start of your next turn.
Strike of the High Road
3rd-Level Way of Peace Feature
When you hit a creature with an unarmed strike or monk weapon, you can choose to forego dealing damage to instead cause one of the following effects:
- Admonishment: The creature takes Psychic damage equal to two rolls of your Martial Arts die the first time it deals non-Psychic damage to another creature before the start of your next turn.
- Pacification: The creature takes Psychic damage equal to one roll of your Martial Arts die and has disadvantage on the next attack roll it makes before the start of your next turn.
Aura of Peace 6th-Level Way of Peace Feature
As an action, you surround yourself with an aura of peace in a 10-foot radius. The aura moves with you and lasts for 10 minutes or until you lose concentration (as if concentrating on a spell). When you use this feature, choose the aura from one of the following:
- Calm: Friendly creatures within the aura have advantage on saving throws made to maintain their Concentration, and any effects causing them to be Charmed or Frightened are suppressed.
- Serenity: Hostile creatures within the aura have disadvantage on Dexterity saving throws and must spend 2 feet of movement for each 1 foot they move.
- Silence: The aura functions as the silence spell.
- Solace: Non-Psychic damage dealt by creatures within the aura is halved.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend 3 ki points to use it again.
Blessing of Peace 11th-Level Way of Peace Feature
As an action, you can ingest any number of creatures of your choice you can see within 30 feet of you with rejuvenating calmness. Each creature gains temporary hit points equal to four rolls of your Martial Arts die that last for 1 minute. When a creature that has these hit points deals non-Psychic damage to another creature, it takes the same amount of Psychic damage and must succeed on a Wisdom saving throw against your ki save DC or be Incapacitated until the end of its next turn.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend 5 ki points to use it again.
Touch of Tranquility 17th-Level Way of Peace Feature
When you hit a creature with an unarmed strike, you can choose to forego dealing damage and spend 3 ki points to force the creature to make a Wisdom saving throw against your ki save DC (the creature can choose to willingly fail this saving throw). On a failure, the creature falls into a magical slumber and is unconscious for 1 hour, until it takes damage, or another creature uses an action to shake it awake.
A creature that deals damage to the sleeping creature takes 6d10 Psychic damage and must succeed on a Wisdom saving throw against your ki save DC or be affected by the same magical slumber, as the sleeping creature awakens.
A creature that sleeps in this way for 1 hour regains 6d10 hit points and gains the benefit of a greater restoration spell. A creature can only benefit from this feature once per long rest.