🦸♀️(Legacy) 5e - Warrior of Tranquility🦸♀️
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.
Level 3: Serene Mind
Your mental training helps you see the way forward. You gain the following benefits:
- 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.
- When you make an INT, WIS, or CHA ability check, you can add your Martial Arts die to that check.
- Choose INT, WIS, or CHA. When you fail a Save for the chosen ability score, you can use your Reaction to spend 2 exertion and reroll.
Level 6: Unassuming
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 1 exertion to exude tranquility, rolling your Martial Arts die and adding the result to your AC (including against the triggering attack) for 1 round.
Level 9: Reader of Leaves
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 WIS 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.
Level 13: Tranquility
You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a ☄️Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals your maneuver save DC.
Level 17: Mastery of the Leaf
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, ☠️Charmed, ☠️Deafened, 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 finish a long rest.