Monks of the Still Mind practice a philosophy of absolute presence and emotional detachment. They believe that by quieting the internal storm of desires and anxieties, one can perfectly perceive and interact with the world exactly as it is.
Their training focuses on meditation, breath control, and koans that break down logical preconceptions. They hone their body and mind to remove all weakness, becoming inviolate and extremely resistant to any sort of interference.
Though it may be of no special concern to you, the mental discipline you have developed is impressive.
Meditative Mindfulness. Choose Insight or Perception. If you are already proficient with the chosen skill, you gain Expertise with it. Otherwise, you gain proficiency with the chosen skill.
You also gain proficiency with your choice of Calligrapher's Supplies, Painter's Supplies, or a Musical Instrument.
Serene Stance. You can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Wisdom modifier instead of your Strength modifier to determine the save DC.
Serene Focus. When you expend a Focus Point to use Patient Defense, you gain Temporary Hit Points equal to your Proficiency Bonus plus your Wisdom modifier. When you reach Monk level 10, these Temporary Hit Points add to those gained from Heightened Focus.
Your profound calm protects your mind.
You gain Immunity to Psychic damage if you are already Resistant, otherwise you gain Resistance to Psychic damage. You also have Advantage on saving throws to avoid or end the Charmed and Frightened conditions on yourself.
Additionally, your mind cannot be read or detected by telepathy or other magic unless you allow it. You are aware when a creature attempts to read your thoughts or make telepathic contact with you, and it can only do so with your permission. If you allow telepathic contact, you can choose to end the connection at the start of your turn (no action required). You can end this contact even if you are Charmed or Incapacitated.
You resist attempts to bend your mind or psyche.
When you are subjected to an effect that allows you to make an Intelligence, Wisdom, or Charisma saving throw to suffer a reduced effect (including only taking half damage), you are instead unaffected if you succeed. You can't use this feature if you are Incapacitated.
Your mind and body are nearly impossible to impair.
You are immune to magical sleep and aging, and to the Charmed and Frightened conditions. You have Advantage on saving throws to resist any effect that could change your form against your will or disintegrate you. Additionally, your Self-Restoration feature can now also be used to remove the Blinded, Deafened, Paralyzed, Petrified, and Stunned conditions.