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UA Monks Introduces the Kensai and Tranquility Traditions
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<blockquote data-quote="ad_hoc" data-source="post: 7704991" data-attributes="member: 6748898"><p>Path of Tranquility rework - Allow shove, grapple, and disarm attempts while under sanctuary spell. Replace Healing Hands with grapple and shove abilities. The other abilities are unchanged.</p><p></p><p>Path of Tranquility:</p><p>When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, it lasts up to 8 hours, and does not end if you make a grapple, shove, or disarm attempt. Its saving throw DC equals 8+ your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour.</p><p>Once you cast the spell in this way, you can’t do so again for 1 minute.</p><p></p><p>Non-Violent Opposition</p><p>You have learned how to subdue an opponent without causing injury. When you attempt to grapple or shove a creature you may make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check. In addition, if you make a successful Disarm attempt and you have at least one free hand, you may choose to catch the weapon. </p><p>When an opponent misses you with a melee attack, you may spend 1 Ki and use a reaction to make a shove attempt with advantage against that creature. If successful, you may push the creature up to 15 feet in any direction after which they fall prone and their turn immediately ends.</p><p></p><p></p><p>What do you think? My guess is that it is either good enough or could use one more minor ability.</p></blockquote><p></p>
[QUOTE="ad_hoc, post: 7704991, member: 6748898"] Path of Tranquility rework - Allow shove, grapple, and disarm attempts while under sanctuary spell. Replace Healing Hands with grapple and shove abilities. The other abilities are unchanged. Path of Tranquility: When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, it lasts up to 8 hours, and does not end if you make a grapple, shove, or disarm attempt. Its saving throw DC equals 8+ your proficiency bonus + your Wisdom modifier. 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. Non-Violent Opposition You have learned how to subdue an opponent without causing injury. When you attempt to grapple or shove a creature you may make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check. In addition, if you make a successful Disarm attempt and you have at least one free hand, you may choose to catch the weapon. When an opponent misses you with a melee attack, you may spend 1 Ki and use a reaction to make a shove attempt with advantage against that creature. If successful, you may push the creature up to 15 feet in any direction after which they fall prone and their turn immediately ends. What do you think? My guess is that it is either good enough or could use one more minor ability. [/QUOTE]
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UA Monks Introduces the Kensai and Tranquility Traditions
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