The Monastery of Mercy was founded by a Angelic entity and a demonic entity as a test to see which side would be used more healing or harm. They are only known to the higher ranks and as a side effect all members hair, beard, skin, scales, feathers, fur, horns, etc. takes on a half dark color and half light color down the middle slowly dominating the other color depending on which you use more healing or harm. Also one eye shifts into a different color and when you use healing our harm your eyes flash white or golden and black or red respectively and for that reason you vowed never to remove your mask or robes in front of any other than members of the way of Mercy. The monks of mercy are group of monk medics bound to the code of Mercy and distinguished by their robes and pendant. You are taught the ways of healing and harm when the need arises and in this day and age the need always arises. After gaining the second rank (work with your DM to set up the rank structure of the monastery for your campaign) you are free to travel the lands and aid others as you see fit. But you must maintain contact in order to further training. While the monks of Mercy tend to avoid the front lines of War they do excel at retrieving Fallen Warriors out of combat and with experience even bringing back the Dead, however they can hold their own when confronted with unprovoked hostility. The Monks of Mercy can usually gain access to almost all places when you show your pendant and offer Aid.
Oath of Marcy: Upon joining the monks of Mercy you take the oath of Mercy which consists of vowing to never remove your pendant, mask or robes in front of any other people other than part of the monastery, when gaining access to places offering aid you are to do no active harm (ex. Stealing trespassing unlocking a gate), when opposed against another Monk of Mercy you are to do no harm to each other and provide the option to return to the monastery including Reviving them if they fall in combat, to never divulge any secrets of the monks of Mercy, to never abandon anyone you offer Aid to no matter how dire the situation is, recover any pendants off The Fallen (oathbreakers or dead monks of Mercy). If you break the oath of Mercy you lose access to all powers and may be hunted down and brought to the order for investigation into why you broke the Oath.
- Skill Proficiencies: survival, investigation, medicine or expertise if already proficient.
- Languages: Celestial, Abyssal.
- Equipment: A healer's kit, a medical book, a trinket from a patient, Monks of Mercy pendant, a herbalism kit, a poisoner's kit, a set of The Monks of Mercy robes, and a pouch containing 10 gp
While you rarely fought on the front lines of war, you saved many who did. Former patients, and their loved ones, that remember your medical aid are more likely to aid you when asked. You can also usually gain access to military encampments, fortresses, Bandit camps, strongholds if you present your insignia and offer medical assistance to their wounded. You have learned to quickly diagnose physical injuries on the spot and quickly administer first aid to them from practice. You're able to identify most poisons and diseases and even cleanse them from the body at higher levels. You can use a bonus action to use a Healers kit rather than an action. At 10 level way of the monk you can cast healing word three times per long rest.
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