TEXT: EN World EN5IDER| The Art of Peace
  Ki—the spiritual energy of life—spirals greater than the largest galaxy and smaller than 
  the tiniest insect. It subtly flows throughout the universe, bringing forth awareness and power. 
  Karma is a form of ki that manifests in daily life and history. Negative karma is a pattern of 
  pain and ill deeds that repeats itself in forms like ignorance, vengeance, poverty, and war. Pos-
  itive karma is sown by acts of kindness and righteous thought.
  The 
  Art 
  of 
  Peace
  By Josh Gentry
  
  EN World EN5IDER | The Art of Peace
  In a world of violence and vicious magic, monks of 
  the Shifting Flow and the Watchful Gate audacious-
  ly dream of peace. They recognize that cycles of 
  suffering can only be disrupted by reorienting one’s 
  own intentions and actions. When evil threatens an 
  innocent village, initiates of these traditions see mer-
  cy as the best path to soothing its twisted spirit. 
  Monks are not harmony’s only advocates. As the 
  world becomes more civilized, peace-loving people 
  dispatch envoys and traveling diplomats to nego-
  tiate lasting tranquility. Even characters who pride 
  themselves on their martial prowess can learn new, 
  nonlethal battle techniques.
  Such is the art of waging peace.
  Way of the Shifting Flow
  Followers of the Way of the Shifting Flow hold 
  that murder corrupts one’s karma, and that mercy 
  should be considered for even one’s bitterest ene-
  mies. When forced to fight, these monks turn a crea-
  ture’s own life energy against them. A creature’s ki 
  collects in nodes on the body called chakras, which 
  serve to disperse and regulate the creature’s ener-
  gy. Initiates can sense the flow of ki, and when they 
  strike at a creature’s chakra points, the creature los-
  es control of its fighting energy. The most powerful 
  of these monks need not kill a vanquished foe, for 
  such monks can remove a vanquished foe’s ability 
  to fight—permanently. 
  Disrupt Ki
  Starting when you choose this discipline at 3rd 
  level, your attacks pinpoint your enemies’ chakras, 
  disrupting their offensive capabilities. Whenever 
  you hit a creature with an unarmed strike, you can 
  spend 1 ki point to disrupt that creature’s ki until 
  the end of its next turn. 
  While a creature’s ki is disrupted, it suffers the fol-
  lowing penalties:
  -It cannot spend ki points or superiority dice.
  -It has disadvantage on attack rolls.
  -Its save DCs are reduced by 5.
  Block Ki
  Starting at 6th level, when you use 
  Disrupt Ki, you may instead spend 2 
  ki points to make the effect last lon-
  ger.  While the target’s ki is disrupted, 
  it must make a Constitution saving 
  throw at the end of each of its turns. 
  The target’s ki remains disrupted until 
  it succeeds on the saving throw.
  Demanifestation
  Starting at 11th level, you become so 
  attune at tracking the flow of mystical 
  energy, that you can manipulate your 
  ki to disrupt magic. You learn detect 
  magic if you do not already know it, 
  and may cast it at will. Additional-
  ly, you may spend 4 ki points to cast 
  either dispel magic or remove curse as an 
  action, or counterspell as a reaction. 
  Sever Energy
  Starting at 17th level, you gain the 
  ability to permanently damage a crea-
  ture’s chakras. When you hit a crea-
  ture with an unarmed strike, you can 
  spend 5 ki points to sever creature’s 
  connection to magical and fighting en-
  ergy. The creature must a Constitution 
  saving throw. 
  On a failure, the target’s ki is severed, 
  which means:
  -The creature cannot make attacks.
  -The creature also cannot cast spells 
  or use magical capabilities that 
  require a save or make an attack. 
  Any attempt to use these offensive 
  capabilities automatical-ly fail, and 
  the creature loses any actions 
  involved.
  -If the creature causes damage by 
  other means, it takes twice as much 
  psychic damage in return. 
  The creature’s ki is severed perma-
  nently, unless you restore the crea-
  ture’s ki within three days. If you and 
  
  EN World EN5IDER| The Art of Peace
  the creature are on the same plane, you 
  may restore its ki as an action, which 
  ends the effect harmlessly. The crea-
  ture’s ki can also be restored by a wish 
  or miracle spell cast within a week.
  On a success, instead the creature’s ki is 
  disrupted, and it must make a Consti-
  tution saving throw at the end of each 
  of its turns, and it has disadvantage on 
  such saving throws. The target’s ki re-
  mains disrupted until it succeeds on the 
  saving throw.
  You must wait three days or restore the 
  creature’s ki to use this feature again.
  Way of the Watchful 
  Gate
  You follow a monastic tradition that 
  views negative karma as something 
  that exists not because people act in-
  correctly, but because the original state 
  of the world was one of ignorance and 
  violence. It is therefore their duty to 
  create positive karma and let it increase 
  through natural remanifestation. A com-
  mon mantra of this tradition is “gentle-
  ness arises from the watchful gate.” In 
  layman’s terms, patience and awareness 
  in the face of danger will create oppor-
  tunities for right action. 
  Watchful Guardian
  Starting when you choose this discipline 
  at 3rd level, you learn to watch your en-
  emies closely, and  time your sidesteps 
  with clever counterattacks. If you use 
  the Dodge action on your turn, adjacent 
  enemies provoke an opportunity attack 
  from you when they take the Attack 
  action.
  As a part of this reaction, you may 
  spend 1 ki point to instead attack with 
  your Flurry of Blows.
  Aura of Patience
  At 6th level, you gain proficiency with Perception 
  checks and Wisdom saving throws if you are not 
  proficient already. 
  Additionally, whenever you and or a friendly crea-
  ture within 10 feet makes a Perception check or a 
  Wisdom saving throw, the creature gains a bonus to 
  that roll equal to your Wisdom modifier (minimum 
  +1). You must be conscious to grant this bonus.
  At 16th level, this aura extends to 30 feet.
  Still Mind
  Beginning at 11th level, you can swiftly achieve a 
  meditation-like focus that activates latent energy. 
  As a bonus action, you gain the effect of an enhance 
  ability spell with an effect of your choosing that lasts 
  for 1 minute. You must finish a short rest before you 
  can use this feature again.
  Gates Open and Shut
  Starting at 17th level, you align yourself so thor-
  oughly with protective intention that you can mani-
  fest the philosophy of the “watchful gate” in a literal 
  sense. You may spend 6 ki points to cast either force 
  wall as an action, or banishing smite as a bonus ac-
  tion. 
  Background: Envoy
  When you spoke, you found that people really lis-
  tened. You honed this skill, and soon you carried the 
  voice of your people to distant lands. As a diplomat, 
  you aligned yourself with the goals of your commu-
  nity or cause, and represented their interests abroad.
  Some envoys maintain regular contact with their 
  homeland, while others set out with long-term 
  goals. Either way, you deliver your peoples’ mes-
  sage to the world at large, and negotiate agreements 
  in their name. With dutiful persistence and tact, you 
  may find yourself presented with unique opportuni-
  ties not afforded to those less trustworthy.
  Choose a community or cause, and work with your 
  GM to determine the nature of your advocacy. Are 
  you a foreign dignitary, appointed by a lord to 
  
  EN World EN5IDER | The Art of Peace
  foster friendship abroad? Or are you the represen-
  tative of a beleaguered village, sent forth to acquire 
  resources and foreign aid? Perhaps you have taken 
  up the mantle of a social movement, developing 
  contacts to spread a new philosophy or humanitari-
  an effort.
  Skill Proficiencies: Diplomacy, History
  Languages: Two of your choice
  Equipment: A journal of your notes regarding meet-
  ings and contacts, a letter of introduction from your 
  affiliate institution, a bottle of black ink, a quill, a set 
  of common clothes, a set of fine clothes, and a belt 
  pouch containing 15 gp
  Institutional Affiliation
  No matter the nature of an envoy’s work, he or she 
  will not get an ear without references to vouch for 
  his or her reputation. Thankfully, you already have 
  several key contacts within an important institution, 
  and your ties with them color your advocacy. You 
  can work with the GM to determine a specific orga-
  nization with which to affiliate, or you can choose 
  or roll on the table below to determine an institution 
  with which you affiliate in general.
  d6
  Institutional Affiliation
  1
  Aristocracy
  2
  Clergy
  3
  Military
  4
  Academia
  5
  Commerce
  6
  Organized crime
  Feature: Liaison
  You are familiar with the inner workings and proto-
  cols of your affiliated institution. Whenever that in-
  stitution or organization is present in a community, 
  you can call on them for small favors in good faith. 
  Such favors may include providing you food and 
  lodging, as well as directing you to other reputable 
  (or at least non-hostile) contacts and resources. If 
  your affiliates can provide additional services if they 
  are in in a position to do so, but may request favors 
  or fair payment in return.
  Suggested Characteristics
  Envoys, from simple messengers to 
  high ambassadors, must learn to deal 
  with a variety of people and to find 
  victory in consensus. As likable as 
  some envoys try to make themselves, 
  few benefit from universal appeal. 
  How an envoy relates to others - and 
  why - often determines the character 
  of his or her success.
  d8
  Personality Trait
  1
  I love meeting new people! I 
  jabber with both nobles and 
  farmers like I’m one of their 
  own.
  2
  I don’t speak fancy, and I think 
  big ideas are better than big 
  words.
  3
  I am confident and articulate in 
  public... and it’s exhausting.
  4
  I love to hear myself speak! 
  I can wax philosophic on the 
  complexities of almost any 
  situation.  
  That’s presuming 
  I know what I’m talking about. 
  Which I like to think I do, of 
  course. But then  
  again, 
  there is always a modicum of 
  doubt in mortal knowledge. On 
  that subject...
  5
  I always carry pen and station-
  ary. I scribble notes or draft 
  letters at any free moment.
  6
  Diplomacy is the game is polite 
  confidence. The loser, darling, 
  lacks either wit or self-control.
  7
  I never leave home without my 
  checklist. Hair styled? Check. 
  Fancy belt? Check. Pocket 
  square? Check!
  8
  The more I travel, the more 
  incorrigible of a flirt I become. 
  Kiss me, I’m foreign!
  
  EN World EN5IDER| The Art of Peace
  d6
  Ideal
  1
  Freedom. Personal liberty empowers 
  people to make the best decisions. 
  (Chaotic)
  2
  Order. My work helps ensure social 
  stability. (Lawful)
  3
  Profit. I am more concerned with 
  my influence than the nature of my 
  work. (Neutral)
  4
  Prosperity. Raising up the least of us 
  helps everyone. (Good)
  5
  Sabotage. Compromise weakens my 
  enemy’s position, and puts me at 
  advantage. (Evil)
  6
  Progress. It is best to be on the right 
  side of change. (Any)
  d6
  Bond
  1
  I’ve seen corruption at work, so I am 
  suspicious of those with authority.
  2
  I keep a letter from a friend that’s 
  passed, but I can’t bring myself to 
  read it.
  3
  Happy people fill me with total joy. It 
  is they I truly serve.
  4
  I occasionally receive generous dona-
  tions from an unknown patron.
  5
  I like morning walks in villages and 
  towns, so I can listen to the people 
  start their day.
  6
  My affiliated organization does not 
  know who I really work for...
  d6
  Flaw
  1
  Years of difficult service have left me 
  cynical and short-tempered.
  2
  I’d rather lie than admit I’m wrong.
  3
  I cannot resist an invitation to drink, 
  party, or partake in sensual plea-
  sures.
  4
  People say I have no personality. I’m 
  just a talking head. Isn’t that funny? 
  Ha. Ha. Ha.
  5
  I feel like I carry the weight of the 
  world. How much more anxiety 
  before I’m crushed?
  6
  People who disagree with my pre-
  rogatives are obviously selfish and 
  ignorant.
  Variant Envoy: Vizier
  Unlike the wide-casting envoy, you 
  work to advise and guide the judg-
  ments of a choice few. Powerful people have heed-
  ed your words, and perhaps you can even hear 
  your own voice echoed in the new social land-
  scape. Even so, politics are a fickle game. If you are 
  not with your sworn liege, perhaps your services 
  may have been granted as a gift to one of your 
  companions, or perhaps your waning influence has 
  forced you abroad.
  Warriors of Peace
  Traditions that advocate peace, such as the Shift-
  ing Flow and the Watchful Gate, have altered the 
  beliefs of those they’ve encountered. Warriors who 
  adopt new philosophies adapt their fighting style 
  to better fit their path. The following maneuvers 
  can be learned by any character with superiority 
  dice.
  Maneuvers
  These new maneuvers focus on defense, safety, 
  and de-escalation strategies.
  Defensive Shove. As a bonus action, you can ex-
  pend a superiority die to shove an adjacent friend-
  ly creature out of harm’s way. It moves 10 feet in 
  the direction of your choice, and until the start of 
  your next turn, it can add the superiority die to 
  either its AC or a save the next time it is targeted 
  by an attack or spell.
  Double Time. When you move, you can expend 
  one superiority die. Until the end of your turn, 
  your speed increases by the result times 5 feet.
  Inner Calm. When you make a saving throw to 
  end an ongoing effect, you can expend one superi-
  ority die to add the result to your roll. 
  Living Shield. When an adjacent friendly creature 
  you can see takes damage, you can expend one su-
  periority die as a reaction. The damage the friendly 
  creature takes is reduced by twice the superiority 
  die result, and you take half that damage.
  Perimeter Scan. You can expend a superiority die 
  as a bonus action to make a Perception roll, adding 
  the superiority die to the result. Until the start of 
  
  EN World EN5IDER | The Art of Peace
  your next turn, can also add the superiority die to 
  the next damage roll you make against a creature 
  you detect in this way.
  Pinning Shot. When you hit a creature with a 
  ranged weapon attack, you can forgo the damage 
  roll and expend one superiority die to instead push 
  the target. If the target is Large or smaller, you push 
  the target a distance equal to the roll result times 
  5ft, and it must make a Strength saving throw. On a 
  failed save, the target is immobilized until the end 
  of your next turn.
  Watchful Gaze. When you or a friendly creature 
  that can see and hear you roll for initiative, you can 
  expend one superiority die to add the result to one 
  such creature’s initiative roll. You may do so after 
  you see the roll result, but before turn order is deter-
  mined. You may expend multiple superiority dice in 
  this way, but only one per character. 
  Watchful Strike. When you ready an action to 
  attack, you can expend a superiority die. You add 
  the superiority die to the attack’s damage roll, and 
  to your AC if you are attacked before your attack 
  triggers.
  Author - Josh Gentry 
  Editor - James Haeck 
  Artist - William Blake 
  Layout - Justin Buell
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 022 - The Art of Peace.pdf