Difference between revisions of "Tranquility (sage study)"

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'''Tranquility''' is a [[Sage Study|sage study]] in the [[Sage Field|field]] of the [[Way of the Spirit (sage field)|Way of the Spirit]], reaching a state of deep meditation, whereby the character achieves a sense of tranquility that can be used to moderate the aggression of others, while seeking a greater understanding of things.
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[[File:Tranquility (sage study).jpg|right|490px|thumb]]
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'''Tranquility''' is a [[Sage Study|sage study]] in the [[Sage Field|field]] of the [[Way of the Spirit (sage field)|Way of the Spirit]], which delves into the depths of one's inner self, exploring the profound connection between mind and body.  Among the rich tapestry of martial art philosophies, the concept of Tranquility emerges as a guiding light, beckoning adventurers to attain harmony within themselves and their surroundings.  The ideal of Tranquility transcends the mere act of striking blows or defending against foes. It embodies a holistic approach to existence, seeking balance, inner peace, and enlightenment through disciplined practice.
 
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This philosophy inspires a series of extraordinary abilities that allow characters to harness the power of peace and serenity, forging a bond between their meditation and martial prowess.  These feats are a testament to the enduring legacy of tranquility in the world of fantasy, where the calmest minds can unleash the most formidable powers.
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== Sage Abilities ==
 
== Sage Abilities ==
 
The [[Sage Ability|sage abilities]] below are those acquired by a character through the study, according to status.
 
The [[Sage Ability|sage abilities]] below are those acquired by a character through the study, according to status.
  
 
=== Amateur Status ===
 
=== Amateur Status ===
:* '''[[Meditation (sage ability)|Meditation]]''': allows the character to meditate up to one hour per level; for each hour after sunrise spent in meditation, the monk gains a +1 modifier to a specific [[Saving Throws|saving throw against magic]] or an unnatural forceFour hours of meditation could grant a +4 save, or four +1 saves, against that attack, until the next sunrise.
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:* '''[[Meditation (sage ability)|Meditation]]''': empowers the character to engage in deep meditative contemplation for up to one hour per level of experience.  For each hour of meditation undertaken after sunrise, the monk attains a +1 modifier to a specific [[Saving Throws|saving throw]], enhancing their resilience against the forces of magic and unnatural threats.  For example, against [[Petrification |petrification]], [[Poison (substance)|poison]], [[Breath Weapon|breath weapon]], [[Charm|charm]] or whatever attack is desired, so long as it's clearly specified.  The cumulative bonus achieved can be applied, as the character wishes, so long as the bonus is named before the saving throw is madeThese bonuses remain in effect until the following sunrise.
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:* '''[[Rested State (sage ability)|Rested State]]''': transcends the need for prolonged slumber. By substituting 1 hour of conventional sleep with a dedicated ½-hour of meditation, the monk can reduce their rest requirements.  This meditative pace can be sustained indefinitely, gradually replacing 1 hour of sleep for every 15 points of accumulated tranquility knowledge.  When the monk attains 120 points, they ascend to a state where sleep becomes a mere option, as long as they maintain a daily regimen of four hours of uninterrupted meditation.
  
:* '''[[Rested State (sage ability)|Rested State]]''': enables the monk to rise earlier and sleep less, replacing 1-hour of sleep with ½-hour of meditationThe monk can maintain this pace indefinitely, replacing 1 hour of sleep for every 15 points of knowledge, until 120 points are achieved and the monk need never sleep again, so long as he or she can meditate four hours every day.  Meditation periods must be continuous.
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:* '''[[Smile (sage ability)|Smile]]''': manifests the monk's inner serenity.  When the monk wins initiative and is swift enough to utter a calming word and display a serene countenance before their adversaries launch their [[Attacking in Combat|attacks]], a remarkable transformation occurs. The enemy, in the face of the monk's peaceful resolve, is compelled to pause in their aggression. They are granted an opportunity to resist this influence through a save against poison, with failure resulting in a willingness to seek peaceful parleyThis respite provides the monk and their allies a precious chance to engage in dialogue before resorting to combat. However, this pacifying effect remains ineffectual against creatures possessing an [[Intelligence (ability stat)|intelligence]] level of less than 5, as they lack the capacity to comprehend the monk's serene presence.
  
:* '''[[Smile (sage ability)|Smile]]''': the monk's outward aspect and a spoken word can stop enemies pause in their aggression, so long as the monk wins initiative and can speak before the first attack is made.  The enemy is entitled to a save vs. poisonIf this fails, aggressors will seek parley, giving the monk and his or her allies an opportunity to speak before fighting begins.  Has no effect on creatures with less than 5 [[Intelligence (ability stat)|intelligence]].
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:* '''[[Calm Reflex (sage ability)|Calm Reflex]]''': grants the monk an unshakable calmness, even in the face of imminent danger.  Thus they can be surprised only on a 1 in 6, and enjoy a +4 saving throw against fearWhen meditating, the monk enjoys the same effect as the sage ability, "[[On Guard (sage ability)|on guard]]."
  
 
=== Authority Status ===
 
=== Authority Status ===
:* '''[[Shifu Mentor (sage ability)|Shifu Master]]''': provides the training necessary to allow a non-levelled character to obtain a level, providing the character's own fields of knowledge.
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:* '''[[Marrowfortitude (sage ability)|Marrowfortitude]]''': allows a level of resilience that allows them to withstand the most grievous injuries or [[Damage (hit points)|damage]], without losing either awareness or functionality.  While characters can still be [[Stun Lock|stunned]] by physical attacks, they cannot be stunned from [[Wounds|wounds]]; they cannot be made unconscious by [[Negative Hit Points|negative hit points]], nor unable to move and fight by [[Injury|injuries]], [[Disease|infection or ailments]].  They are simply able to rise above the physical limitations imposed by these things.
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:* '''[[Serenity (sage ability)|Serenity]]''': represents the embodiment of serene presence and unyielding composure; bestows the character with an extraordinary ability to halt hostilities even after the first blow has been struck — even if they've made saving throw earlier in response to the character's "smile."  The character's aura extends to create a protective shield of non-aggression for three [[Combat Round|rounds]], during which enemies cannot bring themselves to attack without first seeking permission.  The enemy remains fully aware of the character's presence but is bound by a sense of reverence and respect, which takes the exercise of will to get past.  Through such means, the character has the potential to turn a [[Battlefield|battlefield]] into a haven of peace and mutual understanding.
  
:* '''[[Serenity (sage ability)|Serenity]]''': similar to smile, with the added characteristic that the monk can force a saving throw even after the first blow is struckIn addition, no matter where the monk may stand or act, if he or she does not act aggressively or engage others in melee, he won't be attacked by an enemy without that enemy seeking permission first.  The enemy remains completely aware of the monk, but the amount of respect is so great that the enemy cannot bring his or her self to fight.
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:* '''[[Shifu Mentor (sage ability)|Shifu Master]]''': attains a level of mastery that allows them to provide training to non-levelled characters, facilitating their journey to acquire a level of their ownThis empowers the character to transfer his or her own early-achieved knowledge to disciples, who can then enter the world seeking answers of their own.
  
 
=== Expert Status ===
 
=== Expert Status ===
:* '''[[Freedom from Mind (sage ability)|Freedom from Mind]]''': empowers the monk to pass time without noticing it.
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:* '''[[Flowing Chi (sage ability)|Flowing Chi]]''': allows the character to heal at twice the normal rate when [[Rest (healing)|resting]], by tapping into the universal energy to enhance their physical health.
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:* '''[[Freedom from Mind (sage ability)|Freedom from Mind]]''': allows the character to meditate during periods of waiting; time seems to pass effortlessly for them.  They can spend days, weeks, even months in deep meditation, experiencing a profound sense of serenity and mindfulness as the world around them moves at its normal pace.  This meditation enhances mental acuity, enabling the character to grasp the DMs greater intentions and hidden knowledge regarding the game world, compelling the DM to explain the consequences of the player's past actions, things the players have missed through previous adventures, and insight into how to conquer foes that seem unconquerable.
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:* '''[[Tranquil Heart (sage ability)|Tranquil Heart]]''': the character becomes immune to any spell or power that attempts to influence or inspect their thoughts, emotions or consciousness.  Whether it be an enchantment seeking to [[Charm|beguile or charm]], a telepathic probe delving into their psyche, or any other intrusion aimed at their mind, the character remains untouched and tranquil, in full control of his or her mental faculties.
  
 
=== Sage Status ===
 
=== Sage Status ===
* '''[[Pass into the Ethereal (sage ability)|Pass into the Ethereal]]'''
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:* '''[[Harmonise Serenity (sage ability)|Harmonise Serenity]]''': radiates an aura of peace and non-violence. Once per long rest, characters may compel all hostile creatures within a 60-foot radius to make a wisdom check.  Those who fail become overwhelmed by a sense of serenity and are compelled to cease all hostile actions for 5 rounds.
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:* '''[[Pass into Ethereal (sage ability)|Pass into Ethereal]]''': transcending the mortal realm, the character gains the ability to enter an ethereal state rendering them immune to all forms of harm and effects for a duration related to their knowledge.  The character is, naturally, subject to dangers in the ethereal realm.
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:* '''[[Empathic Connection (sage ability)|Empathic Connection]]''': enables the character to temporarily duplicate any sage ability in their possession to another individual for a short period, once per day.
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See [[Monk Sage Abilities]]
 
See [[Monk Sage Abilities]]
  
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[[Category: Reviewed]]

Latest revision as of 02:46, 23 October 2023

Tranquility (sage study).jpg

Tranquility is a sage study in the field of the Way of the Spirit, which delves into the depths of one's inner self, exploring the profound connection between mind and body. Among the rich tapestry of martial art philosophies, the concept of Tranquility emerges as a guiding light, beckoning adventurers to attain harmony within themselves and their surroundings. The ideal of Tranquility transcends the mere act of striking blows or defending against foes. It embodies a holistic approach to existence, seeking balance, inner peace, and enlightenment through disciplined practice.

This philosophy inspires a series of extraordinary abilities that allow characters to harness the power of peace and serenity, forging a bond between their meditation and martial prowess. These feats are a testament to the enduring legacy of tranquility in the world of fantasy, where the calmest minds can unleash the most formidable powers.

Sage Abilities

The sage abilities below are those acquired by a character through the study, according to status.

Amateur Status

  • Meditation: empowers the character to engage in deep meditative contemplation for up to one hour per level of experience. For each hour of meditation undertaken after sunrise, the monk attains a +1 modifier to a specific saving throw, enhancing their resilience against the forces of magic and unnatural threats. For example, against petrification, poison, breath weapon, charm or whatever attack is desired, so long as it's clearly specified. The cumulative bonus achieved can be applied, as the character wishes, so long as the bonus is named before the saving throw is made. These bonuses remain in effect until the following sunrise.
  • Rested State: transcends the need for prolonged slumber. By substituting 1 hour of conventional sleep with a dedicated ½-hour of meditation, the monk can reduce their rest requirements. This meditative pace can be sustained indefinitely, gradually replacing 1 hour of sleep for every 15 points of accumulated tranquility knowledge. When the monk attains 120 points, they ascend to a state where sleep becomes a mere option, as long as they maintain a daily regimen of four hours of uninterrupted meditation.
  • Smile: manifests the monk's inner serenity. When the monk wins initiative and is swift enough to utter a calming word and display a serene countenance before their adversaries launch their attacks, a remarkable transformation occurs. The enemy, in the face of the monk's peaceful resolve, is compelled to pause in their aggression. They are granted an opportunity to resist this influence through a save against poison, with failure resulting in a willingness to seek peaceful parley. This respite provides the monk and their allies a precious chance to engage in dialogue before resorting to combat. However, this pacifying effect remains ineffectual against creatures possessing an intelligence level of less than 5, as they lack the capacity to comprehend the monk's serene presence.
  • Calm Reflex: grants the monk an unshakable calmness, even in the face of imminent danger. Thus they can be surprised only on a 1 in 6, and enjoy a +4 saving throw against fear. When meditating, the monk enjoys the same effect as the sage ability, "on guard."

Authority Status

  • Marrowfortitude: allows a level of resilience that allows them to withstand the most grievous injuries or damage, without losing either awareness or functionality. While characters can still be stunned by physical attacks, they cannot be stunned from wounds; they cannot be made unconscious by negative hit points, nor unable to move and fight by injuries, infection or ailments. They are simply able to rise above the physical limitations imposed by these things.
  • Serenity: represents the embodiment of serene presence and unyielding composure; bestows the character with an extraordinary ability to halt hostilities even after the first blow has been struck — even if they've made saving throw earlier in response to the character's "smile." The character's aura extends to create a protective shield of non-aggression for three rounds, during which enemies cannot bring themselves to attack without first seeking permission. The enemy remains fully aware of the character's presence but is bound by a sense of reverence and respect, which takes the exercise of will to get past. Through such means, the character has the potential to turn a battlefield into a haven of peace and mutual understanding.
  • Shifu Master: attains a level of mastery that allows them to provide training to non-levelled characters, facilitating their journey to acquire a level of their own. This empowers the character to transfer his or her own early-achieved knowledge to disciples, who can then enter the world seeking answers of their own.

Expert Status

  • Flowing Chi: allows the character to heal at twice the normal rate when resting, by tapping into the universal energy to enhance their physical health.
  • Freedom from Mind: allows the character to meditate during periods of waiting; time seems to pass effortlessly for them. They can spend days, weeks, even months in deep meditation, experiencing a profound sense of serenity and mindfulness as the world around them moves at its normal pace. This meditation enhances mental acuity, enabling the character to grasp the DMs greater intentions and hidden knowledge regarding the game world, compelling the DM to explain the consequences of the player's past actions, things the players have missed through previous adventures, and insight into how to conquer foes that seem unconquerable.
  • Tranquil Heart: the character becomes immune to any spell or power that attempts to influence or inspect their thoughts, emotions or consciousness. Whether it be an enchantment seeking to beguile or charm, a telepathic probe delving into their psyche, or any other intrusion aimed at their mind, the character remains untouched and tranquil, in full control of his or her mental faculties.

Sage Status

  • Harmonise Serenity: radiates an aura of peace and non-violence. Once per long rest, characters may compel all hostile creatures within a 60-foot radius to make a wisdom check. Those who fail become overwhelmed by a sense of serenity and are compelled to cease all hostile actions for 5 rounds.
  • Pass into Ethereal: transcending the mortal realm, the character gains the ability to enter an ethereal state rendering them immune to all forms of harm and effects for a duration related to their knowledge. The character is, naturally, subject to dangers in the ethereal realm.
  • Empathic Connection: enables the character to temporarily duplicate any sage ability in their possession to another individual for a short period, once per day.


See Monk Sage Abilities