Monk
Base Class: Monk

Mistweavers are unique among those who heal. The energies they channel are mysterious, oftentimes misunderstood by commoners—who rarely travel beyond the borders of their homelands—as some form of folk medicine. But those who weave the mists wield the power of life’s essence, using a mixture of preventative and restorative spells to mend their allies’ wounds. The inner tranquility that guides mistweavers allows them to sustain their healing for long periods of time, and gives them the strength to care for multiple injured allies.

Natural Healer

Starting at the 3rd level when you pick this tradition, you may cast cure wounds and healing word as first level spells per long rest equal to your Wisdom modifier (maximum of 4). Wisdom is your spellcasting ability modifier for it. You also know the spare the dying cantrip. When you reach the 5th level and again at the 9th, 13th, and 17th levels you may use these spells as a 2nd, 3rd, and 4th level spell respectively. You also learn the revivify spell at the 13th level.

 

Soothing Mist

Starting at the 6th level after using a healing spell of first level or higher on a creature, you may use your action or bonus action to leave healing mist within that creature. As long as the mist stays within the creature, on your turn, you can use you action to heal the creature for 2d6 + your Wisdom modifier. The mist stays within the creature until you heal them using this feature. Soothing Mist’s healing power increases to 3d6 at the 13th level.

Zen Pulse

Starting at the 11th level, as an action using up to three points of ki, choose a creature within 30 feet of you. Every creature of your choice other than the one that you chose within 30 feet of that creature must succeed on a Dexterity saving throw. Those creatures take force damage equal to a d4 for every ki point you expended on a failed save or half as much on a successful one. The creature you chose then is healed for half the damage you dealt.

Ring of Peace

Starting at the 17th level, you learn to be a very peaceful creature and do everything you can to preserve peace. As an action using up five points of ki, you create a 40 foot radius circle centered at a point within 60 feet of you. Any creature that enters the ring is immediately physically incapable of hurting any living or nonliving creature until they exit the ring. Anytime damage would be dealt when inside the ring, the creature that would’ve dealt the damage is blasted 15 feet outside the ring in any direction of your choice and that creature takes 6d8 force damage. The creature that would’ve taken the damage is instead given temporary hit points equal to half the amount of damage that would’ve been dealt. The ring lasts for one minute and is only useable once per long rest.

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