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Tranquil Master

Class

Calm and unassuming, tranquil masters are as much about limiting conflict as they are at swiftly putting it down. In addition to their formidable mental fortitude, such adepts use a variety of soothing roots and herbs for the warm drinks they use to ply their craft.


3rd LevelHead of Ceremonies

Starting at 3rd level, you can spend 2 exertion to cast ceremony by way of ritualistically preparing a soothing drink for yourself and any creatures or corpses involved. This does not require any further material components and does not otherwise affect the spell.


Serene Mind3rd Level

Also at 3rd level, your mental training helps you see the way forward. When you make an Intelligence, Wisdom, or Charisma check, you can add your martial arts die.

In addition, choose Intelligence, Wisdom, or Charisma. When you fail a saving throw for the chosen ability score, you can use your reaction to spend 2 exertion and reroll.


6th LevelUnassuming

At 6th level, you perfect the ability to be underestimated. You gain an expertise die on Deception checks to appear less than you are and on Stealth checks. In addition, when you are hit by a melee attack you can use your reaction to spend 2 exertion to exude tranquility, rolling your martial arts die and adding the result to your AC (including against the triggering attack) for 1 round.


11th LevelReader of Leaves

Starting at 11th level, after a long rest during which you are able to consume and read the dregs of a warm drink, you roll a d20 and use a bonus action to choose a creature you can see within 30 feet, including yourself. The next attack roll , ability check , or saving throw that the creature makes, it uses the result instead of rolling a d20. Once you have used this feature after a long rest each additional use requires 3 exertion (and an additional d20 roll), and after using this feature a number of times equal to your Wisdom modifier, you cannot use it again until you finish a long rest.

Additionally, you may take 10 minutes to prepare and consume a soothing drink, after which you can spend 3 exertion to cast divination with no other material components.


17th LevelMastery of the Leaf

Beginning at 17th level, the gods bless you with a celestial talisman in the shape of a cup. In your hands it becomes a physical cup that provides all the hot drink (though not all the cups) needed for any of your features.

Once between long rests you can call upon the blessings of the gods and drink from the cup. Afterwards, you are immune to the blinded , deafened , charmed , and poisoned conditions. In addition, you can spend 1 exertion to use your Serene Mind feature on any ability check. Finally, once per combat you can use a bonus action to drink from the cup and roll your martial arts die, regaining an equal amount of exertion. These effects all last until the end of your next long rest.

If your talisman is destroyed, the gods provide another after you complete a worthy task to prove your continued dedication.