Way of Harmonious Balance

A monastic tradition devoted to finding the balance between light and dark.

Created by Daniel Nnorth

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Way of Harmonious Balance

Disciple of Balance

At 3rd level, you gain the Serenity discipline, and one other Light or Void discipline of your choice. You learn one additional discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new discipline, you can also replace one discipline that you already know with a different discipline. You can have no more that two disciplines from either Light or Void.

Serenity

On your turn, you can spend 1 ki point to enter a state of serenity as a bonus action.

While in a state of serenity, you gain the following benefits if you aren't wearing any armor and you maintain concentration:

  • You can't be surprised
  • Other creatures don't gain advantage on attack rolls against you.
  • You have advantage on Wisdom (Perception) checks, Dexterity checks and Dexterity saving throws.
  • Opportunity attacks made against you have disadvantage.

Serenity lasts for 1 minute, or as long as you can maintain concentration. It ends early if you are knocked unconscious. You can also end serenity on your turn as a bonus action.

You may use this ability a number of times equal to your Wisdom modifier. Once you have expended all uses of serenity, you must finish a long rest before you can use serenity again.

Light Disciplines

The light disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in the Monk class to learn the discipline.

Align the Heavens (11th Level Required) As a bonus action, you can spend 6 ki points to concentrate on the area around you for 1d6 rounds. While maintaining concentration, nearby allies within a 10-foot radius, have a 5% chance of regaining a spell slot when casting a spell. Spell slots regained are the lowest level available that has been used up.

Once this feature is used, you must finish a long rest before you can use it again.

Blessing of Light (11th Level Required) When a nearby ally is struck bloodied (below half hit points), you can spend 4 ki points and use your reaction to move up to 10 feet to any ally you can touch. You bestow upon them a beacon of light that heals them over time and lights their path. The target regains 1d6 hit points, then regains 1d6 hit points every three rounds for 6 rounds.

The beacon shines bright light in a 10-foot radius around the target, and dim light out another 20 feet. Only one blessing can be active at a time. If you give a second blessing the first one fades. The hit points regained increases by 1d6 and duration increases by 3 rounds at 18th level (2d6, 9 rounds).

Burst of Light (3rd Level Required) As an action, you can spend 3 ki points to create a burst of healing light energy centered on you extending in a 10-foot radius. Up to 6 creatures of your choice within range each regain hit points equal to 1d4 + your Wisdom modifier.

The hit points regained increases to 2d4 at 8th level, 3d4 at 13th level, and 4d4 at 18th level. Once this feature is used, you must finish a short or long rest before you can use it again.

Healing Palms (6th Level Required) As a bonus action, you can spend 3 ki points and touch a willing creature with healing light energy. A creature you touch regains a number of hit points equal to 1d8 + your Wisdom modifier. This has no effect on undead or constructs.

The hit points regained increases to 2d8 at 8th level, 3d8 at 13th level, and 4d8 at 18th level.

Illuminating Strike (3rd Level Required) When you hit another creature with a melee weapon attack, you can spend 2 ki points to attempt an illuminating strike. The target must succeed on a Constitution saving throw or become cursed for 3 rounds. While cursed, any creature that hits the target with a melee attack ragains 1d4 hit points.

The hit points regained increases to 2d4 at 8th level, 4d4 at 13th level, and 6d4 at 18th level.

Lifting the Veil (6th Level Required) As an action, you can spend 3 ki points to concentrate on the area around you. While maintaining concentration, each creature or object, that is hidden or invisible, within a 20-foot radius is outlined in bright light if it fails a Dexterity saving throw(no save for objects). The light can be colored as you like. For the duration, objects and affected creatures shed dim light in a 5-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the creature or object can't benefit from being invisible. Any attack that hits an affected creature does an additional 1d4 radiant damage.

The radiant damage increases to 1d6 at 8th level, 2d4 at 13th level, and 2d6 at 18th level. Once this feature is used, you must finish a short or long rest before you can use it again.

Radiant Blast (17th level Required) As an action, you can spend 2 or more ki points to create a 30 ft cone of light energy. Up to 6 friendly creatures within the area regain 2d4 hit points + 1d4 hit points for each additional 2 ki points spent.

Each unfriendly creature within the area must make a Dexterity saving throw. A creature takes 2d8 radiant damage + 1d8 radiant damage for each additional 2 ki points spent on a failed save, or half as much damage on a successful one. The range of the cone is increased by 15 feet for every 5 Ki spent. You can spend a maximum of 10 ki points(60 ft cone, 6d4 hit points and 6d8 radiant damage).

Once you use this feature, you must finish a long rest before you can use it again without penalty. Using this feature again before recharging it causes you to suffer one level of exhaustion each additional time it is used.

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Monastic Tradition | Way of Harmonious Balance

Sphere of Light (17th level Required) You gain the ability to meditate during combat to regain ki points. As an action, you can meditate for 1d8 rounds, regaining 1 Ki point and 1d4 hit points per round.

While you are meditating, you are immobile and generate a protective shield of light energy which can absorb an amount of damage equal to half your maximum hit points rounded up.

Your protective shield has an AC of 12 + your Dexterity modifier + your Wisdom modifier, grants you advantage on saving throws against spells, and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light can be colored as you like.

If you are hit by a spell, or the shield breaks due to damage, your meditation is ended prematurely. You can end this meditation at any time.

Once this feature is used, you must finish a short or long rest before you can use it again.

Void Disciplines

The void disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in the Monk class to learn the discipline.

Embrace the Void (11th Level Required) As a bonus action, you can spend 6 ki points to concentrate on the area around you for 1d6 rounds. While maintaining concentration, whenever a nearby ally within a 15-foot radius hits a creature with an attack, your ally regains 1d8 hit points, and the creature takes an additional 1d8 force damage and must make a Wisdom saving throw or become frightened for 1d4 rounds.

The hit points regained and force damage increases to 2d8 at 18th level. Once this feature is used, you must finish a long rest before you can use it again.

Ki Vortex (17th level Required) You gain the ability to meditate during combat focusing your ki into a destructive force. As an action, you can spend 4 ki points to meditate for up to 1 minute, regaining 1 Ki point every 3 rounds.

While you are meditating, you are immobile and generate a protective shield of force energy which can absorb an amount of damage equal to half your hit point maximum rounded down, and a field of negative energy in a 20-foot radius around you. The shield has an AC of 12 + your Dexterity modifier + your Wisdom modifier.

The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 1d4 necrotic damage and 1d4 force damage for every 5 feet it travels, and must succeed on a Strength saving throw, or be knocked prone and pulled 5 feet closer to you.

If your concentration is broken, or the shield breaks due to damage, your meditation is ended prematurely. You can end this meditation at any time.

Once you use this feature, you must finish a long rest before you can use it again without penalty. Using this feature again before recharging it causes you to suffer one level of exhaustion each additional time it is used.

Lingering Darkness (3rd Level Required) As an action, you can spend 3 ki points to concentrate on the area around you for a number of rounds equal to your proficiency modifier. You create an area of magical darkness that extends in a 5-foot radius around you and lasts for the duration. Creatures that enter the darkness must make a successful Constitution saving throw, or take 1d4 force damage. You have advantage on Dexterity (Stealth) checks for the duration.

The force damage and duration increase to 1d6 at 8th level, 2d4 at 13th level, and 2d6 at 18th level. Once this feature is used, you must finish a short or long rest before you can use it again.

Shadow Veil (6th Level Required) As an action, you can spend 4 ki points to shroud yourself in a translucent purple cloak of ki energy, and vanish. You become invisible for 1 round. Once the invisibility fades you become very blurry, any creature has disadvantage on attack rolls against you, for 3 rounds. You have advantage on stealth checks for the duration. You may dash as a bonus action while invisible immediately after using Shadow Veil.

Shrouding Strike (3rd Level Required) When you hit a creature with a melee weapon attack, you can spend 2 ki points to attempt a shrouding strike. The target must succeed on a Constitution saving throw or become cursed for 1d4 rounds. While cursed, melee attacks made against the target deal an extra 1d4 force damage.

The force damage increases to 2d4 at 8th level, 4d4 at 13th level, and 6d4 at 18th level.

Void Fist (6th Level Required) Your unarmed attacks count as magic for the purpose of overcoming resistance and immunity to damage.

In addition, when you hit a creature with an unarmed strike, you may spend an additional 3 ki points to try and push your target away from you with void energy. The creature takes 1d6 force damage and must succeed on a Strength saving throw or be knocked back 10 feet and fall prone.

The damage increases to 2d6 at 14th level. Once this feature is used, you must finish a short or long rest before you can use it again.

Voidsight (11th Level Required) Your eyes are engulfed in bright purple void flames, enhancing your vision. You can see in normal and magical darkness, and see invisible creatures and objects within 30 feet of you. You can’t discern any colors except shades of purple.

Void Strike (17th level Required) When you hit another creature with a melee weapon attack, you can spend 6 ki points to attempt a void strike. The target must make a Dexterity saving throw. On a failed save they take an additional 8d6 force damage and 4d6 radiant damage, or half as much on a successful one. If you roll a natural 20, your target must make a Constitution saving throw, if it fails they are erased from existence, if it succeeds it takes damage as normal.

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Monastic Tradition | Way of Harmonious Balance

New Feat Available

Ki Master

Prerequisite: Ki, Wisdom 13 or higher

You have trained to master the art of manipulating your Ki energy. Increases your Wisdom score by 1, to a maximum of 20. You gain additional Ki points equal to your Wisdom Modifier

New Equipment Available

Weighted Handwraps


  • Cost: 50gp
  • Weight: 10lbs

Increases damage of unarmed attacks by one die step.

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Monastic Tradition | Way of Harmonious Balance